Divinity: Original Sin 2sets itself apart from usual RPGs with its freeform character progression. Since the Larian Studios title doesn’t have any Classes, all characters can theoretically access the same kinds of spells and attacks in a playthrough. Moreover, with the right investment in Skill Schools, a Spellcaster becomes a berserker warrior, or a shield-toting fighter can whip out fireballs.

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Tactical Retreat

However, characters being able to access all skills means some abilities become more valuable than the rest. Moreover, this distinction becomes relevant early on, asDivinity: Original Sin 2boasts some of the most interactive environments in a tactical RPG. In turn, theDivinity 2best skillscan transform any player into a powerhouse. Interestingly, which skills rise above the rest?

Updated on September 3rd, 2022, by Rhenn Taguiam:With Divinity: Original Sin 2devs Larian Studios still working on Baldur’s Gate 3, players might want to visit Rivellon another time and give Original Sin 2 another playthrough. After all, the tactical flexibility the game offers can help players approach every battle in any number of playthroughs. And with the right Skills, players may be able to transform any setback into an opportunity. Ideal Skills to have to include nifty mobility options, unique healing patterns, and an often-underestimated attack.

Phoenix Dive

15Tactical Retreat

Requires: Huntsman 2 | Costs: 1 AP, 1 Memory

When a long-ranged specialist gets the momentum in wiping opponents from afar, enemies tend to target them next. It’s in these instances that a Skill likeTactical Retreatcomes in handy. Thanks to this Skill, an ally can get themselves out of trouble but still far enough to be able to dish out long-ranged attacks as a reward to those enemies who worked hard enough to get to their position, especially useful forthe likes of Fane.

At its core, this Skill allows players to teleport up to 13 meters from their position and then apply Haste to themselves. This gives players unprecedented speed and distance advantage, especially for characters who need to keep their distance to attack.

First AId

14Phoenix Dive

Requires: Warfare 2 | Costs: 1 AP, 1 Memory

Sometimes, even frontline attackers need a nifty move to get them moving around the battlefield. Thanks toPhoenix Dive, they get such an option. At its core, Phoenix Dive and its ability to burn things upon landing allows players tostrike hard on the battlefieldlike an amazing fighter. However, it has more uses than players imagine.

For instance, Phoenix Dive is a nifty way to escape or reposition in combat as well, allowing players to chase opponents trying to run away. This is a neat way to conduct decent setups, as Phoenix Dive could also set fire to oil surfaces, which could then create more brutal explosions.

Soul Mate

13First Aid

Requires: Huntsman 1 | Costs: 1 AP, 1 Memory

Perhaps not as useful in the context of more potent Skills like Restoration (Hydrosophist 2),First Aidis easily one of the most essential healing Skills anyone should learn, especially whenaway from safe zones. At its core, its benefits aren’t as much compared to the restorative powers of Restoration. After all, First Aid simply heals the target for a certain level of Vitality.

However, this is quite useful considering its budgeted cost. Its most beneficial usage is its ability to cure status ailments such as Blind, Burning, Crippled, Disease, Infested, Knocked Down, Plagued, Poisoned, Silenced, and Suffocating. Creatures who are in trouble with pesky spellcasters can simply get First Aid to be properly cured.

Backstab

12Soul Mate

Requires: Summoning 2 | Costs: 1 AP, 1 Memory

As the common adage usually states, “as above, so below.” And nothing represents that more than whatSoul Mateentails. At its core, this Skill binds the user to its target, copying any kind of healing and restoration they receive into the target. Not only that, this clears statuses such as Frozen, Knocked Down, Petrified, and Stunned.

At first glance, Soul Mate is a nifty way to copy healing to multiple targets at once. However, it has much deadlier useagainst the undead, especially since they have a weakness against any kind of healing. Who would’ve thought being healed would deal a lot of damage to opponents?

Cloak and Dagger - Divinity Original Sin 2 Best Skills

11Backlash

Requires: Scoundrel 1 | Costs: 1 AP, 1 Memory

What is regarded as one of the most basic stealth and saboteur Skills might end up being a lifesaver in numerous circumstances. Thanks toBacklash,Rogues and stealth builds live up to their name of bringingwanton devastation and destructionon the battlefield.

At its core, Backlash jumps to an enemy and then backstabs them behind their back. This deals 85-percent of the overall damage of the user, alongside Backstab Damage - which is essentially double damage, as Backstabs are automatic crits. This is especially the case if the user in question has a high-enough Finesse and comes from a stealth or hidden position.

Rallying Cry - Divinity Original Sin 2 Best Skills

10Cloak And Dagger

Requires: Scoundrel 2 | Costs: 1AP, 1 Memory

This is odd - at first glance, Cloak And Dagger acts exactly like any other mobility Skill in the game. Why, it’s not any different from Phoenix Dive (Warfare) that surrounds the landing area with flames, Spread Your Wings that gives wings to the caster, or Tactical Retreat that grants a one-turn Haste. In fact, Cloak And Dagger just teleports without breaking Sneaking.

Soul Mate - Divinity Original Sin 2 Best Skills

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However, it’s this effect that makes Cloak And Dagger such an asset. Essentially, stealth builds can use Cloak And Dagger to enter a battlefield while sneaking - potentially never having to follow Initiative whilewaiting for the perfect moment to strike. In fact, due to the high-DPS nature of the instant-critical Backstab (Scoundrel 1), Cloak And Dagger is easily a great opening teleport to start a massive combo.

Dominate Mind - Divinity Original Sin 2 Best Skills

9Rallying Cry

Requires: Summoning 2 | Costs: 2AP, 1 Memory

Nothing’s more moralizing than hearing an ally rally the troops in battle. With Rallying Cry, a Spellcaster can do just that. Essentially, a Spellcaster can use Rallying Cry to heal Vitality and Magic Armour on a target based on nearby allied characters. These include allied totems and summons, explaining why this Skill alsobelongs to the Summoning School.

Shackles of Pain - Divinity Original Sin 2 Best Skills

However, Rallying Cry isn’t just an effective healing ability. In fact, Rallying Cry is essentially a powerful damage tool when outnumbered by Undead enemies - and there’s a ton of Undead enemies inOriginal Sin 2. Essentially, just cast Rallying Cry on an Undead enemy or an Undead boss with a ton of minions and see the damage numbers pile up!

8Soul Mate

Requires: Summoning 2 | Costs: 1AP, 1 Memory

What else could someone call a person who’s exactly like them than their soul mate? This is also exactly what Soul Mate does. For just 1AP, the Spellcaster’s target becomes the recipient of all the restoration they receive - and this counts both Armour and Vitality. This also clears statuses such as Petrified, Knocked Down, Frozen, and Stunned.

This ability instantly becomes a handy healing ability, as Soul Mate latches on to a target for three turns. In turn, allies constantly damaged by enemies only need the Spellcaster to heal them both.

7Dominate Mind

Requires: Summoning 2 | 3AP, 1 Memory

Turning an enemy against themselves is one of the most satisfying things a tactician can do. With Dominate Mind, characters can do exactly that. Essentially, this Skill will set Charmed to a target for two turns, transforming them into allied characters for the duration. Granted, Dominate Mind resists Magical Armour and has a steep 3AP cost. However, getting an extra ally in the process can make the AP cost worth the while.

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Dominate Mind isa great tool to invest inwhen against multiple opponents, as one less opponent and one more ally can tip the odds to the player’s favor. Moreover, charming the right enemy - such as a more powerful minion, or even the boss itself - can give the players time to plan a counter-assault against that temporary ally once the Charmed status dissipates.

6Shackles Of Pain

Requires: Necromancer 2 | Costs: 1AP, 1 Memory

Nothing is more painful than becoming collateral damage, and that’s what Shackles Of Pain does. For just 1AP,the Spellcaster’s targetbecomes the recipient of all the damage they receive - all the while ignoring present resistances. Spellcasters can easily use this to discourage enemies from further attacking them, especially when the strongest opponent becomes its target.

Additionally, Shackles Of Pain works great in tandem with specific situations. For instance, anything that damages the caster will damage its target - meaning an ordinary caster can inflict damage simply by drinking a poison. Alternatively, an Undead caster can inflict the same damage by receiving healing. Likewise, anything that damages the caster by default is a great complement to Shackles Of Pain. For instance, Tanks with Guardian Angel that is Shackled to an enemy will continuously damage said enemy for as long as their nearby allies get attacked, since Guardian Angel’s target gets half their damage.