Dos2 scoundrel build

Dos2 scoundrel build DEFAULT
Is there a viable scoundrel/summoner build?
I want to dual daggers and be second in front line after tank with a summon to fight with. Is this spreading the stats out too much? Id focus most on scoundrel with summoning being the secondary aspect.

Non lonewolf.

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Divinity: Original Sin 2 - 15 Pro Tips For Making A Rogue Build

Fans of Larian Studios know just how flexible characters can become in Divinity: Original Sin 2. Moreover, the right progression and Skills combination can turn any character into a devastating DPS powerhouse. For technical players, Original Sin 2 offers a lot of means to "break" the script and score insane damage. In short,Divinity: Original Sin 2has the tools for the perfect Rogue.

RELATED: Divinity Original Sin 2: Tips To Defeat The Harbinger Of Doom In Act 2

As with any RPG, a Rogue offers a ton of flexibility to tinker with Original Sin 2's core mechanics. Additionally, the right Rogue build can end combat encounters before they even fully begin. However, how can players tap into a Rogue's full potential in Larian Studios'Original Sin 2?

Updated on 21 August 2021 by Rhenn Taguiam: Given the flexible character progression in Divinity: Original Sin 2, Starting Classes for players act more as an introduction to the core mechanics of the game. As such, players can begin creating a Rogue by selecting the Rogue Starting Class or by simply transitioning into it throughout the course of the game.

Of course, players would want a more tactical approach to character growth in more difficult game modes - and a set Rogue build can transform a new character into a powerhouse very early on in the game. With the right selection of Skills, Talents, and Attribute growth, players can create a Rogue build to dominate the entire playthrough.

15 Sneaking Can Become Overpowering

Despite perceived complexity, Sneaking remains one of the most powerful assets a character could utilize in combat. After all, Sneak can have characters explore a battlefield without having AP restrictions. It’s only when they enter combat or get detected that they get counted within the Initiative Order. And with a Rogue that has Backlash (Scoundrel 1) and advantages to Sneaking, attacking from such a position can dish out as much damage as possible.

Granted, Rogues can already deal a lot of damage via Backlash, courtesy of the Backstab mechanic. However, when done via Sneaking, Rogues can position themselves in the best place possible before making the attack. This allows Rogues to go toe-to-toe with their target while bypassing Initiative.

14 Become A Scouting Asset

Again thanks to Sneaking, Rogues can become one of the most efficient scouts in the game. With this mechanic, Rogues can survey distant battlefields without arousing suspicion. This allows them to help players get a better view of the map and position the rest of the team before initiating fights.

RELATED: Divinity: Original Sin 2: Tips For Playing Sebille

Thanks to their high Dexterity, Rogues also move the furthest in any given turn. In combat, this means they can reach the most distant enemies the fastest. However, in the context of scouting, high move speed also helps them quickly exit unexpected encounters.

13 Tank Damage Through Dodging

It’s a common RPG trope for Rogues to be glass cannons in the same vein as Wizards. Whereas Wizards trade their health for high magic damage, Rogues often trade defense for incredibly high DPS. As such, Rogues often rely on playstyles that focus on hit-and-run tactics. Some players can expertly bypass these disadvantages by giving Rogues ridiculously high dodge stats, letting the strongest attacks just pass through them.

In Original Sin 2, players can also do the same trick. With a high-enough Dodging Attribute, a Rogue can bypass almost any attack. In this regard, players can have Rogues act as substitute tanks to distract bosses as allies try to get their attacks in.

12 Dominate In Early-Game With Skills

Players building a Rogue build are expected to rely on Scoundrel Skills to maximize their potential. In this regard, players may want to focus on certain early-game Skills to help their characters maximize their Rogue potential as soon as possible.

One essential Skill to acquire is Backlash (Scoundrel 1), as this facilitates high-powered sneak attacks. Afterward, players should acquire Cloak And Dagger (Scoundrel 2), as this allows them to jump in various battlefield spaces without breaking Sneaking.

Secondary early-game Skills depend on a player’s focus. Gag Order (Scoundrel 2) is a mean silencer against Spellcasters. Meanwhile, Chloroform (Scoundrel 1) remains a quick destabilizer for Skill-reliant foes.

11 Obliterate Foes In The Late-Game

As Rogues grow in strength, they should focus on some high-powered Skills to get in their kills as fast as possible. Thankfully, Scoundrel has very deadly late-game Skills that players need to pay attention to. Unfortunately, the most powerful Scoundrel Skills do require Source. As such, players need to be wary whenever they feel like they have to use these Skills.

At its core, Mortal Blow (Scoundrel 5) stands as the most powerful Scoundrel Skill, being able to insta-kill enemies below 20-percent Vitality. It does have an additional cost of 3 Source, which means players should reserve this for stronger bosses.

Meanwhile, players should also pay attention to Fan of Knives, a surrounding-AOE attack, which can deal 125-percent Physical Damage. Since it can backstab, Fan of Knives can essentially dispatch multiple foes at once. This does have an additional cost of 1 Source.

10 The Rogue Remains A Safe Choice

Players who want to perfect a Rogue build should pick a Starting Class as a template to mold into their ideal stealth fighter. In that regard, the Rogue remains a safe choice. They start with The Pawn Talent, which gives the Rogue 1AP Free Movement every turn. This is great for mobility, especially for "that stretch" to reach a faraway opponent.

RELATED: Divinity: Original Sin 2 - How To Defeat Alice Alisceon In Act 2

The Rogue's starting Skills also work well with an early DPS build. Adrenaline (Scoundrel 1) gives the Rogue a 2AP boost at the cost of -2AP beginning the next turn. This perk works with quick combos courtesy of other Skills like the long-range Throwing Knife (Scoundrel 1) and signature Backlash (Scoundrel 1), which grants them a 100% chance to Backstab for lethal damage.

9 The Shadowblade Adds Versatility

Of the 14 available Starting Classes in Character Creation, the Shadowblade adds an element of early-game versatility for players. The Shadowblade begins with the Guerilla Talent, which increases Sneak Attack damage by a whopping 40-percent. This works well with the Shadowblade's preset Skills, which include Chameleon Cloak (Polymorph) that sets Invisibility.

Additionally, the preset Backlash Skill instantly paves the way for Shadowblades to get a stealth build. To add versatility to the Class, it also comes with Chicken Claw (Polymorph) which allows the caster to transform an enemy into a chicken provided it doesn't have any Physical Armour left.

8 Finesse Can Maximize Base Damage

Unlike other roles, the Rogue-type or stealth specialist in Original Sin 2 has to rely heavily on the Scoundrel School to maximize their potential. Thing is, Scoundrel is also a heavily specialized School with two requirements. First, Scoundrel depends on Finesse to scale damage. Secondly, Scoundrel needs Daggers to work, which by nature are also Finesse Weapons. In turn, it makes sense for Rogue-types to prioritize Finesse as an Attribute.

Thankfully, Finesse is extremely straightforward by nature. Essentially, each point in Finesse boosts damage output by 5-percent. As a plus, more Finesse also allows players to wield better Leather Armor. With high Finesse, Rogues can score higher base damage.

7 Dual Wielding Will Work Wonders

Considering how Scoundrel Skills rely on Daggers, it makes sense for Rogue-types to maximize their damage output with the same weapon type. However, given that Rogue-types prefer to finish fights faster than enemies react, they may benefit more from using two Daggers with the Dual Wielding Ability than a Dagger-Shield combo with the Single-Handed Ability.

Granted, it's tempting that each point in One-Handed offers a 5-percent Damage and Accuracy boost. However, the Dual Wielding's 5-percent Damage does come with two hits in a single attack, therefore maximizing Scoundrel's Backstab damage. Its 1-percent Dodge boost per point also helps Rogues dodge otherwise fatal strikes.

Of course, players need to remember that the off-hand weapon will always have a 50-percent damage penalty. It's still one attack more than what the Single-Handed offers, though!

6 Scoundrel By Nature Is Brutal

Players who analyze the Scoundrel School can find it too technical to master. However, its benefits at its core can make Rogue-types potentially the most insane damage dealers in combat. Each point in Scoundrel alone not only gives a 0.3 Movement Speed boost but also adds 5-percent to Critical Multiplier. Meaning, Critical Strikes get an inherent damage boost thanks to Scoundrel alone.

Essentially, this means players who find a way to deal as much critical damage as possible can tear through enemies with a few AP's worth of attacks. To add to Scoundrel's brutality, its 1AP Backlash Skill is an instant Backstab (a guaranteed critical hit) and is accessible with just one Scoundrel level.

5 Mobility Guarantees Flexibility

As mentioned, each point in Scoundrel boosts a Rogue's maximum movement - and players should always use this extra movement to maximize their battlefield placement. However, Scoundrel also offers extra mobility options to capitalize on their damage output: specifically, Invisibility and Sneaking.

RELATED: Divinity Original Sin 2: How To Defeat The Aetera In Act 2

In Original Sin 2, all players Sneak by "camouflaging" as their environment - reducing their movement but giving them the opportunity for Backstabs. Remember, for as long as enemies don't detect Sneaking or Invisibility, a Rogue can stay out of a fight - perfect for finding the best position to strike and enter combat.

However, aside from Sneaking, Rogues can tap into Invisibility to punish their opponents. Rogues that have access to Invisibility (via Chameleon Cloak, for instance) can use most Scoundrel Skills without breaking the stance. Additionally, Cloak and Dagger (Scoundrel 2) is a 1AP teleport that won't break Invisibility or Sneaking - perfect for targeting powerful bosses.

4 Maximize Debuffs For Setups

In regular MMOs, Rogues usually end up maxing DPS to eliminate enemies as soon as possible. However, Original Sin 2 gives Rogues more freedom to maximize their tactical potential on the battlefield making them just as efficient as spellcasters. Their debuffs come in the form of Atrophy, Sleeping, and Silence across three Skills. Despite the limited number of Skills, they can spell trouble for powerful bosses and enemies in general.

For instance, Chloroform (Scoundrel 1) sets Sleeping to a target, giving the party a full turn's worth of movement for a setup or a devastating attack. Likewise, Gag Order (Scoundrel 2) not only destroys Magic Armour but also sets Silenced, disabling casting Skills. Lastly, Sleeping Arms (Scoundrel 2) sets Atrophy, which not only grants Silenced but also disables attacks entirely.

3 Capitalize On Damage Over Time

Excellent assassins take down their targets before they even notice they're dead. Thanks to the Scoundrel School, Rogues have a myriad of damage-over-time they could use to debilitate opponents that can get them out of commission before they even retaliate. Theoretically, this could allow the Rogue to DOT one enemy after the other and just kill the remaining survivors.

For instance, Rupture Tendons (Scoundrel 2) not only damages a target but also punishes them with DOT whenever they try to move. Meanwhile, Terrifying Cruelty (Scoundrel 3) sets Bleeding (DOT) and one-turn Terrified (stun).

Lastly, Corrupted Blade (Scoundrel 2) costs a whopping 3AP to use but can kill opponents in two turns. It sets Decaying and Diseased on targets, meaning opponents not just get reduced Vitality but also get damage-over-time.

2 The Right Schools Add Battlefield Flexibility

Aside from the Scoundrel School, a Rogue-type can capitalize on offerings from other Schools to diversify their battlefield options. For instance, Necromancer easily fits a Rogue's profile as each point here grants lifesteal whenever the Rogue deals damage to Vitality. Some of its Skills also have inherent lifesteal qualities - perfect to build a Rogue's sustain.

Likewise, Polymorph is a great investment as each point here grants a free Attribute Point - perfect to max out Finesse and other essential Attributes. Additionally, its Skills can offer useful debuffs and damage options.

1 Think Of Glass Cannon, Executioner

Players who want to try creating more powerful Rogues should consider the right Talents for their Rogue. However, from the get-go, players might want to capitalize on the sheer diversity of Glass Cannon and Executioner.

Rogues confident about their assassination skills can rely on Executioner. This Talent grants them 2AP after landing a killing blow - although this only works once per turn. This might still be enough to give them extra AP for movement or for another Skill.

Likewise, Glass Cannon immediately gives Rogues maximum AP per turn at the cost of Armour no longer protecting them from statuses. This is a high-risk call, as statuses can make Rogues extremely vulnerable against debuffs. However, Rogues who can navigate the battlefield fast enough can use their AP to strike quickly, retreat fast, and return to the battle before opponents can even land debuffs on them.

NEXT: Divinity Original Sin 2: Combat Tips To Win Without Ever Spending Source


Divinity Original Sin 2: 10 Combat Tips To Win Without Ever Spending Source

In Divinity Original Sin 2, Source is a vital but finite resource. What are some tips for winning battles in the RPG while saving Source?

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Rhenn is a Manila-based content writer with a love for all things geek and pop culture, and science and technology. He has a BA Journalism degree, and has since then pursued making content about geek culture. Rhenn used to write for a couple of geek and gaming publications, and also served as editor-in-chief for Philippines-based What's A Geek!. He constantly plays video games but also takes the time to try out older titles. If he's not playing video games, he's probably playing TTRPGs.

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Last updated on October 21st, 2018

Divinity: Original Sin 2 is in full swing, and one of the major issues players are having with the game is Builds. What Build do I use? What’s a good Build for a Warrior? Ranger? Mage? etc. Since the game is extremely difficult this has come much more into focus than one would expect. In this Build Guide were going to cover the unique Build: Duelist. Let’s jump into this Build and see just how it works.

Duelist – Rogue Build

The Duelist is a high risk, high reward Build whereby the character focuses on high damage and Dodging. Because players are more inclined to Duel Wield when playing a rogue-like character (with Daggers) there is a natural synergy here with the TalentParry Master which increases Dodging by 10% when Duel Wielding. Players wishing to play this sort of Build should also pick the Dwarf race for this character, as they get an additional 5% to Dodging from Sturdy. You won’t have quite as good of Dodging as a Stormbringer, but it’ll still be quite good.

Duelist Divinity 2

Level 15 Duelist. I haven’t quite gotten Warfare maxed out yet, but I’m getting there. You can see I have 45% Dodging with out any help and with many pieces not having Dodging on them yet. I am also not a Dwarf, so I’d have 5% more if I were.

Duelist Attributes and Equipment

The Duelist will focus on Finesse and Wits. Finesse is the primary Attribute of your Daggers, so you’ll need this to increase your damage. Wits will grant you Critical Chance as well as Initiative and is useful for spotting traps and other valuable items around the map. I recommend putting points into these two Attributes in a roughly 2:1 ratio. You can also put a few points into Memory and/or Constitution as needed.


Finesse and Wits are the two most important Attributes for this Build. You want to hit hard and often, as well as go first in combat with the Duelist.

Duelists utilize Armour that requires Finesse, which means you will have a balance of Physical and Magical Armour. Ideally you’d have more Magical Armour than Physical, because with the amount of Dodge you’re going to have you shouldn’t be getting hit by Weapon attacks often, so keep that in mind when selecting Armour. You’ll also want to find pieces of gear that have either Dodging on them or Dual Wielding and stack pieces with these bonuses as high as you can.

In terms of Weapons, as previously covered, you’re going to want to Dual Wield Daggers. This will ensure you get the bonus from Parry Master, as well as allow you to utilize Scoundrel Skills. There are a couple good pairs of Daggers you can get early on. Kniles the Flenser drops the Unique Daggers: Chastity and Abstinence in Fort Joy Prison. If you defeat Dorotya, the Decadent One in the Undertavern of Driftwood you will get Terrorbite and Venombite, which are also very good. These will help get you going until there is a better selection of gear to choose from.


One of several pairs of Unique daggers you’ll find through out the game. The bonuses aren’t ideal on these two, but the damage is quite good for the stage of the game they can be found.

Duelist Abilities and Talents

One of the hardest parts about making a Build in Divinity: Original Sin 2 is getting your Abilities distribution correct. It’s easy to get spread too thin, and often people make the mistake of not spreading points around enough. The bonuses you gain from Abilities in this game are somewhat different than the original, so it’s easy to see why people can get confused. Let’s take a look at what Abilities and Talents you need for a Duelist.

As a Duelist you will want at least 3 points into Scoundrel so you can use the bulk of the Skills there (5 points if you want Mortal Blow) and you want 10 points into Dual Wielding and 10 points into Warfare. Dual Wielding will not only increase your damage, but will also increase your Dodging, which is important for this Build. Despite Warfare’s tooltip, it will enhance your piercing damage, as well as your physical damage, so it gets high priority here. Keep in mind you will need 1 or 2 points in Warfare early on so that you can use Warfare Skills as well.

Dual Wielding will not only increase your damage, but your Dodging, which is key for this Build. Warfare will not only increase your Physical Damage, but your Piercing Damage as well.

As far as Talents go I’d recommend the following:

Parry Master – I think this one is obvious by now, but I have to mention it here because it belongs in this section. The one Talent this Build cannot live without, so take this first thing.

Opportunist – Pretty much a must for any melee sort of Build. You’ll get use out of this Talent nearly every battle, so take it early.

The Pawn – Excellent for any melee character. Helps you get in range so that you can use a gap closer to start the fight without using any AP. Since we have points in Scoundrel anyway, it’s a no brainer.

Hothead – A great way to increase your overall damage output. Since you’ll have high initiative with this Build you should make good use of it.

Picture of Health – You’ll be maxing Warfare with this setup, so this is a natural fit. This won’t happen until the later half of the game though, so you don’t need to take it right away.

Duelist Skills

Now that you’ve decided which Talents and Abilities you want, you’ll need to identify just which Skills work best with this kind of setup. Duelists will use a mix of Scoundrel and WarfareSkills to deal damage and stay alive. Since Builds evolve over the course of the game, I’m going to put the Skills in order from earliest obtainable to latest, because you won’t be able to get them all right way.

Scoundrel Skills

Adrenaline – Gives you AP at the cost of AP next round. Very good for this sort of Build, because you will have very high DPS, so you may be able to burn down a target or at least CC them before they get an attack using this skill.

Backlash – A great gap closer that guarantees a Backstab Critical, albeit with a 15% damage reduction vs a basic attack. This should be the first skill you use at the beginning of the fight, if you are in range of your target.

Throwing Knife – A decent ranged skill for this Build (85% damage vs basic attack). It can Backstab, so try to aim for an enemy whose back is already facing you for best results.

Corrupted Blade – A  115% damaging skill with 2 negative Status Effects, both of which are resisted by Physical Armour. Hard to find many Skills this good with no downside.

Rupture Tendons – A great way to prevent targets from getting away from you and making them pay if they try. Deals the same amount of damage as a basic attack and piercing when they move.

Sawtooth Knife – This attack pierces Armour and is a great way to finish off a target, or deal damage to a target with high Physical Armour, that can be finished by a Mage character on its turn. Deals the same damage as a basic attack.

Sleeping Arms – This skill deals 100% damage and sets Atrophy on the target, preventing it from attacking on its turn. You can never have enough of these type of Skills.

Mortal Blow – The best finisher in the game. It’s up to you if you want to invest 5 points into Scoundrel just for this skill or not. Personally I think it works better in an Assassin type Build, but it deals staggering 140% damage vs. a basic attack.


Warfare Skills

Battle Stomp – A decent AoE skill that comes with a Knockdown, which is good. Wait until turn 2 to use this skill, as you’ll want to get in and Backstab turn 1. It will also allow enemies to group up first.

Whirlwind – Absolutely excellent for AoE damage as you don’t suffer a damage reduction from using it. In other words, this will deal the same amount of damage as a basic attack, just to every target it hits.

Crippling Blow – Another skill that can be used to prevent your target from getting away from you. Deals 115% damage vs. a basic attack, and hits targets adjacent to your initial target.


Miscellaneous Skills

Bless – This Skill provides you with an additional 15% Dodging while the effect lasts for 1 AP and 1 SP. This is a great way to buff yourself at the start of combat to help ensure you are not struck, especially during Act 2.

Final Tips

With 10 points into Dual Wielding, the Parry Master and SturdyTalents, you should be at 25% Dodging without any gear, which is pretty good. You want to shoot for 50% or better near the end of the game with your own equipment. This isn’t overly difficult to do, since that’s essentially 3 pieces of Armour with +7% Dodge on them. Also, keep in mind that Leadership increases your Dodging, so having a Summoner in the party or someone with a decent amount of points into this Ability, you will further increase your Dodging. This makes it possible for you to to hit over 75% Dodging near the end of the game. Not bad…


At 10 Leadership you will grant other friendly characters 20% Dodging and 30% resistances. Ideally you’d have this on a Summoner type character who Summons a lot of Totems and a Pet.

Chicken Claw and Rupture Tendons when combined are one of the most deadly combinations in the game. Chickens will move around a lot and take piercing damage in mass quantity when Rupture Tendons is applied. So much so that Larian recently nerfed the amount of steps chickens take so that this specific combo will deal less overall damage. Consider adding a point into Polymorph to get this skill just for that combo.

Blinding your enemies reduces their accuracy by 35%, which can essentially make you actually unhittable later on in the game when you’ve acquired some decent gear. Because Blind is a Status Effect that is resisted by Magic Armour, it’s difficult to pull off with this Build so consider having a party member put some points into Geomancer to take the Throw Dust and Dust Blast skills to help you out (or use Razzle Dazzle Grenades).


Because these scale off Intelligence and Blind is blocked by Magic Armour, it is advised you have your Geomancer learn these Skills at some point.

Thunder Runes increase your Dodging when slotted into necklaces that have Rune slots. Be sure to find ones that do and slot the best Thunder Rune you can in there and it will increase your Dodging by up to 6%. Although that isn’t a huge amount, it all adds up to a much larger number! Also, one of the benefits of Dual Wielding is that your offhand Weapon will also have a Rune slot, which won’t be the case if you’re a Two-Handed Build of some sort (Shields have a Rune slot too).

Lastly, consider dropping a point into Hydrosophist, so that you have a way to replenish Magic Armour (Armour of Frost), since that will be your one vulnerability. This will also grant you access to at least 1 heal, which can also come in handy.

Be sure to check out our other Build Guides! Good luck Sourcerers, Rivellon is counting on you!


Senior Editor at Fextralife. I enjoy gaming, playing and watching sports, cooking yummy food, watching a good movie and hanging out with Fex.

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Divinity Original Sin 2 Builds - Duelist (Rogue)

Divinity: Original Sin 2 - Shadowblade Class Guide (Tips & Tricks)

Shadowblades, the magic-based rogue class in Divinity: Original Sin 2, are one of the most flexible classes in the game. Here's how to build one!

The Shadowblade is one of many pre-made classes in Divinity: Original Sin II, but what should players invest in while playing this class? The Shadowblade is an off-shoot of the rogue class, which is more based in magic. Using stealth and magic, this class can make both a great melee or a ranged fighter.

Related: How To Plant Your Own Herb Garden in Divinity: Original Sin 2

In this game, players are able to use a very fluid class system where their initial class doesn't have to stay within its original bounds. As such, don't be afraid to commit to a class, they can always be changed later on. Shadowblades start with an investment in two skill lines; Polymorph and Scoundrel.

How to Build a Shadowblade in Divinity Original Sin 2

Polymorph is a skill-based around transforming the player character. These transformations give the character a short-lived ability, anything from invisibility to charging at the enemy like a bull. Polymorph is especially useful for stealthy characters with the Chameleon Cloak which gives the character invisibility. However, Polymorph becomes more useful the farther along in the game the player goes. The Polymorph skill becomes great for crowd control and leveling the playing field with skills like Terrain Transmutation, Forced Exchange, and Equalize.

Scoundrel is a skill-based around stealth attacks. These skills are where the player can decide whether their Shadowblade will be a ranged or melee fighter. Choosing this skill line will require the character to almost always use daggers, but can be used as a projectile or melee weapon. With skills from Backlash to Wind-Up Toy, Scoundrel is the Shadowblade's integral skill line.

As stated before, Divinity: Original Sin II has a very fluid class system. With that being said, players can add any extra class skills they want. Depending on the player character's style, several skill lines can be useful to them. For more a support player, investing in the Necromancy or Hydrosophist skill lines can be useful. Hydrosophist can use abilities like Restoration, Ice Fan, Cryogenic Stasis, Vampiric Hunger, Vampiric Hunger Aura, and Mass Cleanse Wounds. Necromancy has abilities like Bloodsucker, Decaying Touch, Last Rites, Deathwish, and Living on the Edge.


  • Restoration - Restores the vitality of the target character for two rounds and cures Poisoned and Bleeding statuses.
  • Ice Fan - Shoots three ice shards at different target points causing 45% water damage gives targets the chilled status.
  • Cryogenic Stasis - Incapacitates targeted ally, makes them immune to all damage, and heals over time. Also removes Shackles of Pain.
  • Vampiric Hunger - Set on an ally, gives the character two rounds of 50% life steal.
  • Vampiric Hunger Aura - Same as Vampiric Hunger but targets all allies within a radius of the player character.
  • Mass Cleanse Wounds - Heals player character and allies within a radius of them. Also removes statuses: Necrofire, Diseased, Burning, Decaying Touch, Poisoned, Bleeding, Suffocation, and Acid.


  • Bloodsucker - Restores Vitality based on how much blood is around the targeted character. Used on player character and allies.
  • Decaying Touch - Deals 100% physical damage on the targeted enemy and makes healing abilities damage them for two rounds.
  • Last Rites - Sacrifice the player character to revive an ally up to full health.
  • Deathwish - Gives character a damage bonus equal to how much Vitality they have lost.
  • Living on the Edge - Allows the player character to not be damaged under one point for two rounds.

For a more aggressive and magic-based playstyle go for Geomancy or Pyrokinetic skill lines. In Geomancy, adding skills like Contamination, Poison Dart, Acid Spores, Reactive Armor, Venom Coating, and Venomous Aura. In Pyrokinetic, adding skills like Haste, Searing Daggers, Bleed Fire, Firebrand, Deploy Mass Traps, and Sabotage.


  • Contamination - Deals 55% Poison Damage within a radius around the player character. Changes clouds, water, and blood surfaces into poison for two turns.
  • Poison Dart - Casts a poison dart that deals 110% Poison Damage and leaves behind a puddle of poison.
  • Acid Spores - Shoots three spores that deal 90% Poison Damage for three rounds.
  • Reactive Armor - Deals damage equal to the player characters armor to everyone within a radius of the character.
  • Venom Coating - Coats character's weapon with an extra 40% poison damage for two rounds.
  • Venomous Aura - Does the same thing as Venom Coating but for all allies within a radius of the player character.


  • Haste - Target a character to give them an extra two meters per action point and an extra action point per turn for two rounds. Also removes Crippled and Slowed statuses.
  • Searing Daggers - Shoots three flaming daggers that deal 90% fire damage on targets for two rounds, leaving fire on the ground beneath the target.
  • Bleed Fire - Causes enemies to bleed fire when hit for three turns creating small pools of fire around the enemy.
  • Firebrand - Gives an extra 60% fire damage to all allies weapons within a radius of the player character.
  • Deploy Mass Traps - Gives four traps for the player to throw out into the field. Each trap takes one round to activate and then will explode when a character walks within a radius of it.
  • Sabotage - Target a character to detonate any of their grenades or explosive arrows on them.

For a more stealthy and companion based playstyle invest in Summoning or Aerotheurge. In Aerotheurge, add skills like Blinding Radiance, Teleportation, Nether Swap, Evasive Aura, Uncanny Evasion, Blessed Smoke Cloud, and Smoke Cover. In Summoning, add skills like Conjure Incarnate, Elemental Totem, Cannibalize, Door to Eternity, Dominate Mind, and Summon Inner Demon.


  • Blinding Radiance - Enemies in a radius of the player character will receive 90% air damage and are turned blind for one turn.
  • Teleportation - Teleport a targeted character in a large radius to deal air damage based on the player character's level.
  • Nether Swap - Make two characters switch places on the field.
  • Evasive Aura - Increases for allies within a radius of the player character's dodging ability by 90% and movement speed by one meter per action point.
  • Uncanny Evasion - Increases the player character's dodging ability by 90% and movement speed by one meter per action point.
  • Blessed Smoke Cloud - Conjures a cloud of smoke that gives allies within a radius invisible.
  • Smoke Cover - Creates a smoke cloud that gives the player character cover within a radius of them.


  • Conjure Incarnate - Summon a creature that will match the element of the ground they are cast out of. The element will affect what type of damage they deal and what abilities they have access too. Incarnate will last until killed or combat ends. Once the player character reaches level 10 in summoning they will summon a giant Incarnate Champion instead that deals 50% more damage.
  • Elemental Totem - Summon a totem that will auto-attack each round with a damage type based on the ground they are cast out of.
  • Cannibalize - Instantly kills a summons or totems to gain their Vitality, Armor, and Magic Armor.
  • Door to Eternity - Gives all summons and totems a buff to keep them from dying for two rounds.
  • Dominate Mind - Charm an enemy to fight alongside the player character for two rounds.
  • Summon Inner Demon - Summon a demon that has the same intelligence as the player character and provides magical armor. The demon can protect with demon fists or terrify enemies.

All that being said, the player doesn't have to invest in any other skill lines outside of the two that are given in the base class. Instead of investing in those two and Dual Wielding will be enough. In Polymorph, the most useful skills will be: Chicken Claw, Chameleon Cloak, Spider Legs, Terrain Transmutation, Medusa's Head, any of the skin abilities, Forced Exchange, and Apotheosis. In Scoundrel, the most useful abilities are Backlash, Throwing Knife, Cloak and Dagger, Corrupted Blade, Terrifying Cruelty, Fan of Knives, and Mortal Blow.


  • Chicken Claw - Turns a target into a chicken for two rounds.
  • Chameleon Cloak - Turns target invisible for two rounds.
  • Spider Legs - Creates a surface of webs to entangle enemies for three rounds.
  • Terrain Transmutation - Swap surfaces between two areas on the map.
  • Medusa's Head - Gives the player character a Petrifying Aura and Petrifying Visage ability for two rounds.
  • Forced Exchange - Exchange the Vitality percentage with a target character.
  • Apotheosis - Makes all Source abilities cost three fewer source points.


  • Backlash - Allows the player character to jump across the map and backstab an enemy.
  • Throwing Knife - Throw three knives dealing 85% damage that can be used to backstab.
  • Cloak and Dagger - Allows the player character to teleport without breaking sneak or invisibility.
  • Corrupted Blade - Dagger attack that deals 110% damage and gives the enemy the diseased and decaying status for two rounds.
  • Terrifying Cruelty - Dagger attack dealing 110% damage and gives the enemy the bleeding status for three rounds and terrified for one round.
  • Fan of Knives - Throw a dagger at every enemy surrounding the player character dealing 125% physical damage which can backstab.
  • Mortal Blow - Dagger attack that deals 140% damage. The damage will be doubled if the player character is sneaking or invisible. If the target has under 20% Vitality they will die instantly.

Next: Divinity: Original Sin 2 - How To Respec Your Character (Fort Joy Magic Mirror Update)

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Scoundrel build dos2






Joined: Feb 2016

Location: Brussels, Belgium

Hi all!

Warning, wall of text incoming, I've got tons of questions :rolleyes:

So I've started playing with a couple of friends and so far we're having a blast, but even if I'm not a min/maxer I like to understand the mechanics to build my characters properly and I'm a bit stumped on some parts.

I'm playing Sebille as a dual wield dagger scoundrel and so far I'm having a ton of fun jumping all over the place backstabbing everyone. I don't care about über-optimizing her however based on my previous experience in D:OS1 I know some talents/skills can be a bit underwhelming so I'd like your advice on how to keep that build fun after her current level 7.
I'll list out what I've done so far, feel free to comment.

[b][u]Topic 1 : Combat Abilities[/u][/b]
I currently have the following:
Dual Wield 1
Huntsman 1 (from gear)
Polymorph 2
Scoundrel 5

I took 2 in Poly to give me access to Spread Your Wings which adds a lot of mobility to my character, and the 5 points in Scoundrel also help with the movement speed.

This is really where I'm afraid to spread my skill points too thin so here are my current questions:
- Is Dual Wield worth it to increase my raw damage or should I rely more on critical damage from backstabs? How does the Dodge% work as it seems to me 1% per point is a bit weak.
- Hunstman 2 would give access to First Aid and Tactical Retreat which would allow a cheap heal and another teleport/haste skill, is there any point increasing that beyond this point?
- Now that I have the Poly skills I want (Spread Your Wings, Chicken Claw, Chameleon Cloak & Heart of Steel) is there any point in increasing this further? Other than the free Attribute point of course.
- More Scoundrel points mean more mobility plus the Critical Multiplier, is this Crit Multiplier that helpful when backstabbing? I honestly don't know what part of my attacks it impacts.
- I see a lot of people pumping Warfare, but even though I'm doing mostly Physical damage isn't the 5% increase better achieved via Dual Wield which also gives Dodge%?
- I've got a Summon Cat skill which I like thanks to the mobility and swap capabilities of my furry friend, but is there any point in putting some points in Summoning to buff the little one or is it a lost cause?

[b][u]Topic 2 : Attributes[/u][/b]
Strength/Intelligence 10 - I've seen some nice stuff with STR/INT requirements of 11, is it worth it adding 1 point each to ensure I can equip some equipment or will the requirements keep going up as in D:OS1?
Finesse 22 (with +2 from Gear) - It seems like a lot (by D:OS1 standards) but should I continue to regularly pump points in this one?
Constitution 15 (with +4 from gear) - So far I don't have too many survivability issues unless I'm unable to move (Stunned etc.) so I'd leave that alone for the time being
Memory 13 - I guess I'll have to increase that to allow usage of the non-scoundrel skills I'm looking at
Wits 13 - I don't want to have too high an initiative so I can let my teammates do the initial buffs etc. but I'm wondering if the Crit% increase isn't worth a few more points here

[b][u]Topic 3 : Civil Abilities[/u][/b]
I currently have the following:
Persuasion 1 (from gear)
Loremaster 2 (1 from gear, 1 from Ancestral Knowledge)
Sneaking 2
Thievery 2 (with +1 from gear)

I'm the designated sneaky/lockpicky person but I'm unsure how much I should increase these two abilities to remain useful, are there locks which require 10 in thievery for example? Also Sneaking in combat is really AP-expensive so I'm not sure how much I want to invest there.
Persuasion seems to be useful but I've no idea how the requirements will scale. If I understood well you need a mix of Persuasion AND whatever attribute in order to pass a check, but civil ability points are so rare I don't wanna waste them if I'm better off letting someone else do the talking.

[b][u]Topic 4 : Talents[/u][/b]
So far, other than Ancesral Knowledge and Corpse Eater I've taken The Pawn (again, mobility) and Guerrilla.
The latter is a disappointment as it's really hard to effectively sneak during combat.
I don't believe the Chameleon Cloak count as sneaking to trigger the Guerrilla bonus, right? Any chance I can respec that?
At level 8 I'll get to choose another talent and I'm at a loss, here are the ones I'm hesitating with:

Opportunist - This would be my prime candidate with one caveat: can the resulting attack of opportunity backstab? If so the combo of this and Rupture Tendon would be fun as heck
All Skilled Up / Mnemonic - I guess more skill or attribute points is always good, right? Should I start with that or take it when I'm out of more useful talents?
Parry Master - I'm always dual wielding so I guess 10% extra dodge is good, but again I don't know how the dodge mechanic works? Would it make that big a difference?
Leech - I'm often in blood pools, and I create one myself with Flesh Sacrifice but how useful is it in the long run? Does it scale somehow and if so based on what? If not 5% seems a bit on the low side.
Duck Duck Goose - Being mobility-based and a bit weak on the defense/HP side I guess this can't hurt, can it? Would be one more reason to take at least 1 point in Hunstman

Last edited by CaptainDju; 13/11/1711:24 AM.






Joined: Oct 2017

I can't answer all your questions but most importantly:
Warfare is much better than Dual Wield, since it is multiplicative damage (unless that got fixed recently).
Also going Warfare will give you the luxury to use physical skills that are not reliant on your weapon scaling, there is quite a few of them.
Dodge is not that good, since it only works against weapon based attacks and not against most skills.
All skilled up can be situationally good since you can respec in Act 2, but it's not something you want in your end build.
Leech is not very strong and generally vit heals in this game are not too interesting because of armor.

A must have talent is Executioner, the 2 AP on kill per turn are really strong especially together with Adrenaline and Flesh Sac.




Joined: Oct 2017

Location: Bolivia

Victor is right about Warfare, but I'm under the impression Warfare skills also scale with the weapon (at least the important ones) and if your weapon is a dagger, the skills will receive a bonus from Finesse...

My rogue Sebille uses 2 points in Poly, 10 in Warfare (since it's multiplicative while everything else is additive), some in Necro (Bone Cage, Shackles) and the rest in Scoundrel... Warfare will add the most damage, Necro and Poly provide some utility and Scoundrel adds some damage too. I spent 1 point in Dual Weilding since 3% dodge is nice. I'd recommend you get rid of Huntsman when you can respec. When it comes to skills, Warfare gives you some interesting things, like additional mobility with Phoenix Dive; it also gives Whirlwind (a much needed AOE since Fan of Knives is awful) and A LOT of knockdowns!

Something to note about Scoundrel is that the crit damage it modifies is the final damage, not the chance. Backstabs are always critical hits (so investing in Wits only benefits your initiative) but Scoundrel is kind of important because it increases the amount of damage crits do. For example, at the beggining with 0 Scoundrel, crit hits will deal 150% normal damage iirc, and each point of Scoundrel will add 5% to that final modifier, so all your crit hits (backstabs included) can end up dealing 200% normal damage and perhaps even more, I'm not sure...

About attributes, there's virtually no reason whatsoever for you to invest points in Strenght/Intelligence. You will sometimes find Strenght/Intelligence gear that have nice roguelike stats, but that's the exception and not the rule. The thing about equipment is that each of the types behave differently. Strenght gear will give you high physical armor and low magic armor, Intelligence gear will give you high magic armor and low physical armor, Finesse gear will give you pieces with balance on both physical and magical (values being always lower than the highest of other armors, but higher than their lowest).

While dual weilding, you can gamble with Dodge (using Parry Master and an ally with high Leadership) and focus on your magic armor using Intelligence gear (since Dodge only protects you against physical attacks). To that end, you won't need much Intelligence to equip the parts; the best equipment requires just 14 Intelligence iirc. But there are 2 problems with that approach: 1) Those 4 points in Intelligence means your Finesse is 4 points lower, so a little bit less of damage. 2) Intelligence gear with Finesse/Roguish bonuses are rare, rare like a sword with "+ 1 Two Handed", so keeping your gear appropiate for your level might be quite a challenge.

On the topic of civil abilities, if you are the sneaky thief surely your party has also a "talker/trader" character (a person who handles the convincing of people, buying and selling). Persuasion works in dialogue checks and to get better prices at merchants (so it goes pretty well with Bartering)... So depending on how your party distributes responsibilities, you taking persuasion might not be the best idea (unless you get caught a lot after stealing). But if you want to take it, take it laughCivil abilities are fun!

With talents, I really don't know if Guerrilla works with invisibility, but even if it did, I'd still not use it. Mainly because sneaking in combat is not viable as you correctly pointed out and invisibility will work once every several turns (Chameleon Cloak has a long cooldown, invisibility potions are rare and expensive in my experience and you can't really craft them often). But perhaps you can make Guerrilla work! Idk, perhaps devoting your money in buying the ingredients to craft invisibility potions (if invisibility works with Guerrilla).

I find The Pawn much more useful than Executioner when you're not playing with Lone Wolf. Positioning for free is yuuuge when you only have 4 AP to work with. I'd also use Parry Master and Opportunist (yes, when you're behind the target, the attack of opportunity is a backstab!). The rest of the talents are completely up to you. Mnemonic can save you some points in memory (and having more skills is good as long as you don't want an entire hotbar as a rogue lol, I just use 15 memory and I think that's too much for a Warfare/Scoundrel rogue), All Skilled Up and Bigger and Better also have their uses (moar damage!), but you can work with anything except Savage Sortilege, Elemental Affinity, Hothead and the likes since you don't need them.

Finally, don't worry if you regret something on your build! Later in the game you can respec your character at will!!

Last edited by LokiTheAnsuz; 13/11/1709:34 PM.

Loki makes the world more interesting but less safe... He is the father of monsters, the author of woes, the sly god...






Joined: Oct 2017

Just a couple of additions to the advice you've already received:

1. As advised above, I'd put 10 points into Warfare for the damage increase, as well as for Crippling Blow, Battle Stomp, and Phoenix Dive.

2. I'd put 2 points into Aerotheurge for Teleportation and Uncanny Evasion, two extremely useful skills for all builds. 1 point into Pyrokinetic for Haste and Peace of Mind wouldn't go amiss, either, although this is easy enough to obtain from gear.

3. You might want to put 1 more point into Polymorph for Skin Graft, which resets all your cooldowns once per battle--very handy! You've got plenty of time to add it later, though, as the skill isn't available until Act 2.

4. As you've already seen, The Pawn is an excellent talent for a rogue; really helps getting you to backstab position. Executioner is also great, but you can't have it and The Pawn at the same time; if you find yourself not needing the free movement, especially later in the game, I'd switch them. Opportunist is a must-have, I'd say. All Skilled Up/Bigger and Better/Mnemonic are good for stat boosts in the beginning, but safe to respec out of them later in the game. Since you're putting so many points in Warfare, Picture of Health wouldn't be bad, either. Someone in the party should also have Pet Pal, but I'm guessing that's already the case with your party!

5. Don't spread yourself too thin with your Civil abilities; you don't get that many points. Persuade/Barter should generally go on the character that does most of the talking. Spread the other abilities out among the rest of your party.




Joined: May 2013

Location: Scotland

You've wasted points putting scoundrel above 3 at that point in your build. Put them in Warfare or Dual Wield once you can respec
Parry is good if you're going for a parry build. If you're doing that keep putting more points in dual wield and only get just enough warfare for skills.






Joined: Sep 2017

Here's my Sebille build I used for two playthroughs. Absolutely dominated on Tactician eventually in mid-late game.

Talents: Don't get executioner on Rogue. That is best fit on Ranger who can actually hit multiple enemies easily on his turn. The best are Opportunist, Pawn, Parry Master(later in the game, if you decided on Dual wielding), possibly Glass cannon but I didn't really need it on her because of Flesh sac+haste and I'd rather her not get CC'd. The rest are up to you(Mneumonic, bigger and better, All skilled up are best)

If you're going to go Warfare and phoenix dive like ppl say that's fine. But you can afford to get a point into Huntsman to get Tactical retreat, which is better. It gives you haste for one turn which is great, and you don't have to burn yourself on fire for no reason. I used that on all my characters.

Pyro: Get Peace of mind. Must have on pretty much any character.

Aero: Teleportation is great. That's all you need, and even that you could do without honestly, if other characters have it. You really only need this if you plan on doing some multi-enemy backstab crippling blow combo.

Scoundrel: Up to lvl 5 for Mortal Strike or the 5-backstab source skill(I could one shot so many guys with this it was so fun, not the greatest but fun). Gives you crit multiplier(you should only be backstabbing anyway, so it's never wasted.). Adrenaline is a must have. Pretty much all the skills here are necessary or good to play with, except some Source skills and things like Chloroform(since you'll be going after low physical ppl anyway). Drop Throwing Knife later.

Warfare: Definitely max. Only skills I used though were Stomp, crippling blow, and whirlwind(never used them all together). I played around with them and they had their uses. But if you're not pairing Sebille with Death wish(great skill, use in pre-fight setup to power up your preferred damage for that fight), drop Whirlwind. It's not as strong as other skills you can use, since you'll be mostly focusing 1 target.

Dual wielding: I would max it. You get the dmg and extra dodge. Since Sebille is up close and personal it's pretty sweet later when you get like 40% dodge chance. Can dodge anything physical.

Polymorph: Chicken and Cloak, and maybe whatever else you might like. Level up alongside warfare, so you get points for Finesse too. Skills are going to scale off finesse.

Ability points: Only points into Finesse and Wits, Finesse priority. Crit chance is useless since you always crit on backstab, and you should always backstab. That said, Wits is great and you definitely could do with high initiative. You guys should try buffing before a fight so you don't have to waste turns doing that or worrying about Rogue going first and not being buffed. Memory when you need it, but you'll probably just want mneumonic Talent to help with that. Remember you get a free memory slot every other level.






Joined: Feb 2016

Location: Brussels, Belgium

Ok, it seems I'm no longer locked out of this thread so I'll finally reply :-)

First of all thanks a lot for your great feedback! The key thing I'll take away is that not only I'll be able to respec soon (we're nearing the end of Act I) but I'll be able to respec more than once, so that takes a bit of pressure off :-)

Based on what I've read I think I'll go down this route:

Keep pumping Finesse as it's my primary raw damage source
Keep Constitution to a healthy level, not too high but maybe not at 10
Forget about Strength and Intelligence
Manage my Memory as needed, maybe reducing it via respec when I've got more level-based free slots (I didn't know I got one for every two level, good to know)
Keep Wits to a healthy level in order to avoid having the lowest initiative but not rely on it for critical chance (not damage, my misunderstanding) since backstabs always do critical

In terms of talents I'll ditch Guerrilla, keep the Pawn and Opportunist and maybe add Parry Master and the attribute/skill boosting talents later on

For the combat skills this is where I was afraid to go too much jack-of-all-trade but apparently picking one point here and there just for that one skill is nothing to be afraid of.
I think I'll try something like that:

Warfare I'll start investing points as I now understand the advantage, if I understand correctly it increases my raw damage, which in turns is again multiplied by the critical hits, right? I'll see what skills go well with my build based on available memory slots
Dual Wield is a mixed bag, either I'll remove it (can I still dual wield with it set to 0? I guess so) or pump a few points if I wanna try dodging
Polymorph I'm keeping to 3 (yeah, I added a point since my last post) as I'm really enjoying the skills and I'd like to try Skin Graft
Scoundrel I'll try to keep it at 5 for the mobility and the later talents, maybe reduce it later to 3 if the high-level skills aren't to my liking.
Aerotheurge I'm not sure I need, I use the teleportation gloves even though they have weak armor, not sure how long I'll be able to do that. Also I already have a teleport from scoundrel. But Uncanny Evasion seems nice and can help other players so...
Pyro I'm not sure either, I acquired the skill from eating someone's head (Yep, even writing it feels weird) so I guess it's easy enough to try it out, but I have done fine so far via scrolls
Huntsman also seems to be deemed useful by some and useless by others. I'll give the Tactical Retreat a go and I somehow have the first aid skill acquired so why not.

I guess in summary I should choose either Aero OR Hunstman for the extra mobility but not both.

Last but not least the civil abilities, I'll stick to sneaking and thievery mostly then i'll see what my gear can provide. We've already got a loremaster and a barterer, telekinesis is a bit useless with the teleportation capabilities I have, and Lucky Charm I'm not sure how useful it is in the long run.

That's it, thanks again!






Joined: Sep 2016

I find duck duck goose talent (requires huntsman 1 for some reason) almost essential if you move by walking to avoid attack of opportunity.

For civil I'd go persuasion or more thievery rather than sneaking. Sneaking is pointless (I found anyway).




Joined: Nov 2017

Ok...telekinesis is a bit useless with the teleportation capabilities I have, and Lucky Charm I'm not sure how useful it is in the long run.

I always have one party member with max or near max telekinesis. It's a lifesaver literally in parts of maps as they can safely move those annoying poison/lightning, etc. little emitters far from the party, or yank something off a wall that says it's too far away. It's not the same thing as teleportation in this respect.

Lucky charm is awesome, at least in my saves, as it has brought many nice items for my loremaster to identify from all the crates and barrels and chests. Make sure you're always using your Alt (or whatever key you have bound) to highlight everything around you as you travel the maps.

I carry a gun because a cop is too heavy

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Divinity: Original Sin 2 - Overpowered Scoundrel Guide

Divinity: Original Sin 2 - Overpowered Scoundrel Guide

This guide is intended for scoundrels on tactician difficulty, whether lone wolf or not.

Other DOS 2 Guides:


So you want to be an OP backstabbing badass? Look no further. While there is no question that the rogue does the most single target damage, you can find yourself in some sticky situations, which this guide will attempt to get you out of, regardless of difficulty or party composition. Preparation is key.

The main difficulties with the rogue are knockdowns and not being able to get behind your enemy. The former can be remedied by putting a point or two in strength, so that you can equip better armor for more physical shield, but this guide focuses on the latter. With a few utility deviations from scoundrel, we will be slaughtering our enemies in no time.

Stat Allocation

First off, pick human, so you have bonus initiative. Equip gear with initiative, even if other stats are inferior. You want to go first, so you can reduce the number of opponents you face. That being said, wits are a waste.

Go for finesse. No really, finesse. Actually, you may want one point in strength for better armor and a point or two eventually in memory for utility. If you have better armor from the point or two in strength, not only will you prevent knockdowns, but most likely, you won't need points in constitution. If you feel too squishy though, constitution doesn't hurt. Put as many points as possible in finesse though. If you find yourself with a tough choice, pick finesse anyway. Our strategy is to kill before we are killed, so +damage from finesse is key.

For skills, obviously intuitively, you'll want to dump everything in scoundrel for +crit damage. Max it -- no question. All of our attacks will be backstab crits, so increasing crit damage is key. However, that being said, at level two, you should have one point in huntsman and one point in warfare, in addition to your one point in scoundrel.

The point in warfare is for Battering Ram, so you can knockdown opponents you have weakened but can't kill that turn. As you level up, this will occur less and less frequently, but the skill is invaluable at low level. However, Battering Ram doubles as a movement skill, which is crucial, even at higher levels. Plus, every point in warfare increases damage, so you get bang for your buck.

The point in huntsman is for First Aid. Some sort of healing at the beginning is generally a good idea. That, and it removes crippled, which can be a serious detriment, if your movement skills are on cooldown, or if you want to save them. At level 4, you'll have access to tactical retreat, which requires two points in huntsman. Tactical retreat is really great for positioning your backstabs. A lone wolf will only need to put the one point in huntsman, since you get double.

This leads to talents. I'd recommend lone wolf, so your scoundrel really becomes OP. Also, as others have said, Executioner is really good. Definitely take Executioner. The extra AP is a godsend. Comeback kid is great also, but the point is to kill before getting killed, so only take it if you're dying a lot, which you should not with this build. For the other talents and civil abilities, take whatever you want.

The Cat (Minor Spoiler)

Make sure you save the cat. Wut? Yeah, that's right. Sure, the cat summon may seem useless, but the Swap Position skill the cat has is so great for the scoundrel, that it warrants it's own section in this guide.

Summon your cat each fight, so you have an extra movement ability. If you have initiative, which you should from human and items, you'll go first at the start of rounds. Delay your cat's turn, so he goes last. Jump him behind the enemy, which avoids attacks of opportunity, and then Swap Position with him. Then, when your turn starts, you're right where you need to be.


Obviously, you'll want to dual wield the best daggers you can get your filthy scoundrel hands on, but you may consider starting with a bow. You're putting points in huntsman and finesse anyway at the beginning, so why not make your life easier while your damage is crap.

Once you have your major movement skills -- Backlash, Cloak and Dagger, Battering Ram, Tactical Retreat, and Swap Position (from the cat), you will have a movement skill every turn. With executioner, you may be using more than one movement skill per turn anyway, so be mindful how you use these. However, your strategy is simple -- use skills to get behind your enemies while avoiding attacks of opportunity and avoiding using AP for movement. You want all of that AP to be used for killing enemies. Either use basic attacks, flurry (you are dual-wielding, right?), or scoundrel damage abilities to kill your enemies -- simple.

Backlash, Cloak and Dagger, and Tactical Retreat are fairly straightforward, and cat strat is covered above, but I'd like to comment on Battering Ram. It may be better to save this one for when you're up against an enemy you can't kill that turn. Take his armor down, and take the armor down of another enemy closeby, if possible. Then, knockdown as many enemies as possible with Battering Ram. This will really be your only CC.

Those teleport gloves are really good, especially if you are soloing or duoing. Teleport tanks far away, or teleport pesky archers/mages toward you, so you can kill them. Really, this doubles as another movement skill. I can't stress enough that you want as much positioning/mobility as possible.

One last note -- save adrenaline for when you need it, i.e., when it means the difference between a kill and no kill.

My skill loadout looks something like the following:

  • Adrenaline
  • Backlash
  • Cloak and Dagger
  • Sawtooth Knife
  • Daggers Drawn
  • Mortal Blow
  • First Aid (Huntsman)
  • Battering Ram (Warfare)
  • Tactical Retreat (Huntsman)
  • Teleport (item)
  • Haste (item)

I typed this up pretty quickly, and I'm sure it could be improved, but this build works really well for me in a duo with a friend (both lone wolves on tactician).

Written by Tarbal.

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