The seven combat feats: two need counting from the start
Offensive Versatility asks for nine different weapon types and Under Pressure fails if you bandage out of habit. Seven combat trophies, from 68.02% to 13.33%, and none depends on difficulty.
And it counts towards Lights Out, Without Protection, Under Pressure, Rock and Stone!, Weapon of Choice, Bohemian Sniper, required for the platinum.
The two to start counting on day one
Offensive Versatility — 13.52%. Defeat an enemy with each weapon type in the game: sword, mace, axe, polearm, bow, crossbow, hand cannon, dagger and bare fists. Nine.
It is among the rarest in the base game, and not because it is hard: you simply have to remember to switch weapons deliberately. Henry ends up specialising in one or two and the rest stays in the chest.
The way to make it painless is to keep count from the start and tick types off as you use them. The hand cannon and the polearm are the most forgotten, because they fit no ordinary playstyle.
Bohemian Sniper — 13.33%. Kill an enemy with a crossbow headshot from a distance.
Here the problem is the weapon: the crossbow arrives late and barely gets used. The practical approach is not to wait for the chance to arise but to set aside a night to hunt an unsuspecting bandit at range. A sleeping bandit camp is the ideal setting: a stationary enemy, controlled distance and no rush to aim.
The one instinct makes you fail
Under Pressure — 60.82%. Win three scraps while bleeding.
It looks like one of the easy ones, and in execution it is. The nuance is that you have to win the fight with the bleed still active, not heal at the start.
And there is the problem: if you bandage out of habit, it never pops. Kingdom Come punishes bleeding with continuous health loss, so the learned reflex — and the correct one in any other situation — is to stop it immediately.
To get it, invert the habit once: when you start bleeding in a fight you are comfortably winning, do not bandage and finish it that way. Three times and done.
And two more from the same block that depend on the situation rather than skill:
Nighty Night — 43.42%. Cut the throat of an enemy who is searching for you, meaning alerted but without having located you. It requires stealth with the enemy already alarmed, which is considerably harder than doing it by surprise: you have to let yourself be heard, then break line of sight.
Rock and Stone! — 50.06%. Kill an enemy by dropping a rock on him from the battlements. It shows up during sieges and is a nod to Deep Rock Galactic — the "Karl" in the official description.
The two that fall from playing
Elegant Combat — 68.02%. Kill an enemy with a combo.
Combos are learned from the weapon masters and then come out naturally in any scrap. If it has not popped, it is because you have not trained with a master yet: it is training, not aim.
Unprotected — 35.32%. Break an enemy's shield by striking it repeatedly. Any blunt weapon does it quickly, so a mace or axe closes it inside one fight.
That 35.32% does not measure difficulty: it measures that most people attack the enemy, not his shield. Remember to hit the shield on purpose once and it pops.
And the note that closes the block: none of the seven combat trophies depends on the game's difficulty. They can all be earned at whatever setting you are playing, so there is no reason to raise or lower difficulty on their account.
The trophies involved
Each one links to its section inside the full Kingdom Come: Deliverance II trophy guide.