“One horn. Three marching shadows.”

Lore

A horn beneath the black standard calls armored mercenaries from the road behind him. Kill the Captain during his three-second windup to prevent the call. Committed Ironclads keep marching after his death and grant no gold.

Combat behavior

  • Calls 3 Ironclads in his first encounter, 4 per later horn.
  • Three-second windup, then a two-second named-entrance warning.
  • At most 3 called units in the introduction, 8 later; called units grant no gold.

How to counter

  • Kill during the horn windup to prevent reinforcements.
  • Magic bypasses his modest physical armor.
  • Committed packets survive their caller; defend the marked entrance.

Appearance

An illustrated armored commander beneath a black banner, carrying a brass horn.

Battlefield scale: large. This describes the visible silhouette on the road; combat statistics and counters remain separate.

Damage affinities

  • Arcane: 100% damage received.
  • Electric: 100% damage received.
  • Explosive: 75% damage received.
  • Fire: 100% damage received.
  • Frost: 100% damage received.
  • Physical: 75% damage received.

Encounters

Listed health is the base value. Encounter modifiers can strengthen late enemies; Captain-called Ironclads give zero gold.

  • Whispering Hills: waves 11.
  • King’s Rest: waves 10.

Voice lines

Hear Black Banner Captain in the supplied game recordings. Select a clip to play; starting another pauses the previous one.

Horn call

Download MP3: Black Banner Captain — Horn call ↓

Connected stories & guides

About this entry & sources

Reviewed 26 October 2026. Drawn from the game’s authored catalog and implemented systems. Numbers are base development values; upgrades and encounter tuning may change them.

  • Game/Systems/EnemyCommandSystem.swift
  • Game/Models/EnemyInformation.swift
  • Game/Models/CampaignPressureProgression.swift