In Baldur’s Gate 3, the final battle against the Netherbrain is the culmination of every major choice, alliance, and bond forged throughout your epic journey. As the Netherbrain rises to exert its control over the people of Faerûn and other realms, hope hinges on your ability to challenge the brain and save Baldur’s Gate from the brink of annihilation.
While your party takes on the Netherbrain by themselves, the allies you’ve gained throughout your journey are also more than willing to strengthen your assault against the Absolute. Depending on which allies you’ve gathered in your playthrough, here are the best summons you should consider prioritizing in the final battle.

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Best Summons To Call Upon Against The Netherbrain’s Forces
With over 20 summonable allies at your disposal, it’s essential to know who packs the most power and utility to tip the scales in your favor. To help you prioritize, below is a breakdown of the best summons you can call upon in the final battle, based on their effectiveness and strategic value:
Summon |
Role |
Why It’s Great |
---|---|---|
Mizora |
Spellcaster (Control/DPS) |
High damage, Metamagic, controllable |
Isobel |
Healer |
Massive, wide-area healing |
Kith’rak Voss |
Battlefield Control/Damage |
Long-lasting, high-damage fire wall |
Ironhand Grenadiers |
AOE Damage/Disruption |
Blinding + AOE coverage |
Zanner Toobin’s Steel Watcher |
Tank/Explosive Damage |
Resistant, mobile, big explosion |
Yurgir |
Battlefield Control/Distraction |
Invisbility |
Dame Aylin |
Tank/Support |
Buffs, tanky, versatile |
Firestorm (Rolan/Larroakan) |
Burst DPS |
Great against key enemies |
Astarion’s Vampire Minions |
Swarm/Distraction |
Extra bodies, absorb hits |
Zevlor & Hellriders |
Frontline NPCs |
Solid, but lack player control |
Mizora, Agent of Avernus
Mizora is one of the powerful evil allies you can have on your side in the final battle. She plays the role of a sorcerer and brings a variety of powerful spells to the table, including Haste
, and Command
. She also has access to Metamagic with 12 sorcery points, allowing you to cast Twinned Spells, which can be quite useful for concentrating Haste on two companions.
Since she is a player-controlled ally, using Mizora to concentrate on spells while protecting her with Sanctuary can be incredibly powerful.
Balm Of The Moonmaiden
You can call upon Isobel’s help to bestow 14d6 healing upon six allies. You should consider using this potent healing in dire situations, especially when some of your allies are on the brink of death. Fortunately, your allies don’t necessarily have to be grouped together to benefit from the spell, as the Balm of the Moonmaiden has a generous 80 ft radius.
Kith’raki Inferno
Kith’rak Voss can be summoned to aid you in the final battle with his Kith’raki Inferno wall of fire, which lasts for 10 turns and deals 12d6 fire damage to any caught in it. The wall of fire can be used to control the battlefield, allowing you to stall enemy aggression. Additionally, you can use the wall of fire to take out the mind flayers that sit back and hurl Magic Missile
at your party and allies.

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Ironhand Grenadiers
You acquire the Ironhand Grenadiers as summons by helping Barcus Wroot or Wulbren Bongle destroy the Steel Watch Foundry. These grenadiers are excellent for dealing massive AOE damage with their smokepowder arrows and causing a blinding effect on enemies.
The Ironhand Grenadiers are especially useful in the battle atop the Netherbrain, where you’ll face the dominated red dragon, several mind flayers, and powerful spellcasters.
Gondian Steel Watcher
Zanner Toobin offers his allyship by letting you summon a re-calibrated Steel Watcher, a construct that is resistant to spells and has advantage on Dexterity saving throws. The Steel Watcher can cover double the distance in a single turn and its failsafe protocol also causes it to self-destruct, dealing massive AOE damage to nearby creatures.
Hellstalker Yurgir
Yurgir is another powerful evil ally who’s great at stopping enemies in their tracks. The infernal Orthon has powerful actions at his disposal, including the ability to turn invisible with a bonus action each turn. Some of Yurgir’s abilities let you control the battlefield by knocking enemies prone or imposing disadvantage on attack rolls with his poisoning strikes.
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Sword Of The Silverlight
Dame Aylin is another controllable ally you can call upon for assistance in the final battle. She has access to several useful spells, including Lunar Blessing, Lunar Smite, and Fly, all of which help her slow down enemies, draw their aggression, and buy you valuable time to reach the Netherbrain.
Rolan’s Firestorm/ Larroakan’s Firestom
Depending on the choices you made in Act 3, you’ll either have access to Rolan’s Firestorm or Larroakan’s Firestorm AOE abilities. Despite the change in name, these summons are identical. The Firestorm is exceptional for dealing massive single-target damage or small AOE fire and force damage. You should consider reserving it for powerful enemies like the Emperor or the dominated red dragon.
Retinue Of The Vampire Lore
If you help Astarion ascend into the Vampire Lord, he’ll return the favor by summoning two shadows, two giant skeletons, a werewolf, a ghast, and a shadow mastiff. While these summons aren’t quite as powerful, they are especially good at offering additional targets for enemies to focus on, which can buy you time to reach the brain.

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Hellrider Platoon
If you rescued Zevlor in Act 2, you can call upon his might to thwart the forces of Netherbrain. Zevlor brings along with him a Hellrider Paladin and a Hellrider Cleric. These summons are great counters to the powerful spellcasters that fight under the brain’s command. It’s worth noting that Zevlor fights as an NPC and cannot be controlled by the player.
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