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Scoundrel
Divinity: Original Sin 2

Scoundrel

Explore Scoundrel skills in Divinity: Original Sin 2, including Adrenaline (0 AP) and Backstab abilities like Backlash.

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Explore Scoundrel skills in Divinity: Original Sin 2, including Adrenaline (0 AP) and Backstab abilities like Backlash.

Starter Skills:

Adrenaline

  • Requires: Scoundrel 1
  • Range: Self
  • Duration: 2 turns
  • Cooldown: 4 turns
  • Action Points: 0
  • Memory Slots: 1
  • Effect: Gain 2 Action Points immediately but lose 2 Action Points next turn. Can only be cast in combat and does not break invisibility or sneaking.

Backlash

  • Requires: Scoundrel 1, Dagger
  • Range: 8m
  • Cooldown: 3 turns
  • Action Points: 1
  • Memory Slots: 1
  • Effect: Jump over the target and deliver a Backstab dealing 85% weapon damage.

Chloroform

  • Requires: Scoundrel 1
  • Range: 13m
  • Duration: 1 turn
  • Cooldown: 3 turns
  • Action Points: 1
  • Memory Slots: 1
  • Resisted By: Magic Armour
  • Effect: Deal Magic Armour damage and inflict Sleep for 1 turn.

Throwing Knife

  • Requires: Scoundrel 1, Dagger
  • Range: 8m
  • Cooldown: 1 turn
  • Action Points: 2
  • Memory Slots: 1
  • Effect: Throw a knife, dealing 85% weapon damage to the target. Can backstab.

Novice Skills:

Cloak and Dagger

  • Requires: Scoundrel 2
  • Range: Self + 13m
  • Duration: 1 turn
  • Cooldown: 4 turns
  • Action Points: 1
  • Memory Slots: 1
  • Effect: Teleport yourself to a location up to 13m distant. Does not break invisibility or Sneaking.

Rupture Tendons

  • Requires: Scoundrel 2, Dagger
  • Range: 2m
  • Duration: 2 turns
  • Cooldown: 5 turns
  • Action Points: 2
  • Memory Slots: 1
  • Resisted By: Physical Armour
  • Effect: Deal 100% weapon damage and inflict the Rupture Tendons status (movement causes Piercing damage).

Sawtooth Knife

  • Requires: Scoundrel 2, Dagger
  • Range: 2m
  • Duration: 3 turns
  • Cooldown: 3 turns
  • Action Points: 2
  • Memory Slots: 1
  • Resisted By: Physical Armour
  • Effect: Deal 130% weapon damage as Piercing damage and inflict the Bleeding status.

Adept Skills:

Corrupted Blade

  • Requires: Scoundrel 2, Dagger
  • Range: 2m
  • Duration: 2 turns
  • Cooldown: 3 turns
  • Action Points: 3
  • Memory Slots: 1
  • Resisted By: Physical Armour
  • Effect: Deal 115% weapon damage and inflict the Decaying and Diseased statuses.

Fan of Knives

  • Requires: Scoundrel 3, Dagger
  • Range: 8m radius
  • Duration: N/A
  • Cooldown: 3 turns
  • Action Points: 3
  • Source Points: 1
  • Memory Slots: 2
  • Effect: Deal 100% weapon damage to all nearby enemies.

Gag Order

  • Requires: Scoundrel 2, Dagger
  • Range: 2m
  • Duration: 1 turn
  • Cooldown: 4 turns
  • Action Points: 2
  • Memory Slots: 1
  • Resisted By: Magic Armour
  • Effect: Deal 120% Magic Armour damage and inflict the Silenced status.

Sleeping Arms

  • Requires: Scoundrel 2, Dagger
  • Range: 2m
  • Duration: 2 turns
  • Cooldown: 3 turns
  • Action Points: 2
  • Memory Slots: 1
  • Resisted By: Physical Armour
  • Effect: Deal 100% weapon damage and inflict the Atrophy status.

Expert Skills:

Daggers Drawn

  • Requires: Scoundrel 3, Dagger
  • Range: 2m
  • Duration: N/A
  • Cooldown: 6 turns
  • Action Points: 4
  • Source Points: 2
  • Memory Slots: 2
  • Effect: Deliver five quick weapon attacks to the target. Each hit deals 55% weapon damage.

Master Skills:

Mortal Blow

  • Requires: Scoundrel 5, Dagger
  • Range: 2m
  • Duration: N/A
  • Cooldown: N/A (1 / combat)
  • Action Points: 2
  • Source Points: 3
  • Memory Slots: 3
  • Effect: Deal 140% weapon damage (x2 if invisible or sneaking). Target is killed instantly if below 20% Vitality.

Terrifying Cruelty

  • Requires: Scoundrel 3, Dagger
  • Range: 2m
  • Duration: 3 turns / 1 turn
  • Cooldown: 4 turns
  • Action Points: 2
  • Memory Slots: 1
  • Resisted By: Physical / Magic Armour
  • Effect: Deal 110% weapon damage and inflict the Bleeding and Terrified statuses. Bleeding status lasts for 3 turns while the Terrified status only lasts for 1.

Wind-Up Toy

  • Requires: Scoundrel 3
  • Range: 13m
  • Duration: 10 turns
  • Cooldown: 6 turns
  • Action Points: 2
  • Memory Slots: 1
  • Resisted By: Physical / Magic Armour
  • Effect: Summon a mechanical ally which deals fire damage. The toy will blow up when it expires and you can make it detonate itself, dealing fire damage in an AoE. Summoning the toy does not break stealth or invisibility.

Tier 1 Mixed Skills:

See: Sabotage, Vampiric Hunger, Smoke Cover (press the cover button to crouch behind walls or objects), Venom Coating.

Tier 2 Mixed Skills:

See: Mass Sabotage, Vampiric Hunger Aura, Blessed Smoke Cloud, Venomous Aura.

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