[Top 10] Divinity: Original Sin 2 Best Party Compositions

Best Party Compositions, Good party, DOS2 party, Divinity party, DOS2 Best Party,
Even if you have no friends, you can just make your own.


Hey Godwoken, are those Magisters giving you trouble? Struggling to get off Fort Joy? Or are you just simply looking for different ways of playing your next run? D:OS2 is full of mashing together different combos and seeing what works but more importantly, what you enjoy. As someone with enough hours to make you question my parenting, I’ve listed 10 different ways of building your team to help you achieve Divinity. Remember though, everything here is a suggestion so if you don’t like it, change it. The only thing that will make you Divine is having the most fun you can.

10. The A Team


From Left to Right; Beast, Ifan, Sebille, The Red Prince and Lohse posing in their appropriate apparelI

You can’t go wrong with a basic setup.

The A Team, much like its namesake, is based on the idea of four specialists that are strong on their own, but are unbeatable when together. Whether you’re new to RPGs or a veteran, you understand you need a tank, someone that hits hard from afar, someone that’s sneaky, and a healer. Building this team means making each specialist amazing in their own fields but compliment each other.

Building the Team

The Wall: You are more than just an immovable object, you’re the pillar that holds the team together. Going the single handed and shield route (also known as sword and board) provides you with the Shield Up skill, regenerating lost physical and magical armor. Pair that with Warfare and Necromancy, you have a unit of bottomless health thanks to the lifesteal of Necromancy and the Picture of Health talent from the Warfare tree. If your back is against the wall, Living on the Edge and Deathwish provides you to be an unkillable being of death.

The Chameleon: A master of stealth and skill is needed for every mission, you’re the rogue with the powers of nature itself. Prioritizing dual wielding for not just the damage but bonuses do your dodging makes this glass cannon tough to kill. The combination of Scoundrel and Polymorph allows you to become invisible at will with Chameleon Cloak, teleport with Backlash and Cloak and Dagger, and the extra ability points from Polymorph always helps your stats. Plus, Rupture Tendons and Chicken Claw is a combo everyone must experience.

The Sniper: As the title states, you are a menace from afar. Armed with either a bow or crossbow, your Huntsman skills should be where most of your points go. What really helps is Aerotheurge, Uncanny Evasion and Erratic Wisp stop the bravest to approach you to struggle to land a kill but teleport and Nether Swap lets you control the battlefield for you to get those shots in better.

The White Mage: You are the decider of the battle, you’re the healer. Hydrosophist, Geomancy and Pyrokinetic skills are what you need for this build. All trees branch from intelligence, provide a wide range of support skills, but also  run off your intelligence so you don’t need to juggle your points. A high memory score is recommended for this build to keep you flexible for every fight.

Why This Team?

  • Especially for a beginner, this build allows you to learn the foundations  needed for a strong team but also gives you room to play around with what you like.
  • The White Mage allows you to play with races easier. Want to play an undead character for free lockpicking? They have poison spells from Geomancy so you won't need to worry about their health.
  • If you are playing with 3 friends who are also new, you can easily pick your role with no arguments. Just pick what you all want to do and start playing.

 

9. The Erratic Elementals

The Red Prince using an Aerotheurge spell surrounded by fire

You don’t need to be the Avatar to master the elements.

The Erratic Elementals allow you to take advantage of the weaknesses of your enemies. Come across those pesky poison frogs? Burn them. Oh they have an electric frog? Burn him too. Is an enemy resistant to fire? You might want to try other methods. This team provides you with the skills to never have to worry about the resistances of enemies ever again.

Building the Team

The Boulder: You are the literal rock of the group. Armed with Geomancy, you can throw boulders of oil, splash poison around you, and more importantly, with Fortify and Mending you can protect your allies from the physical attackers that get past your allies spells. With a sword and shield, you are the first line of defense. Make yourself a dwarf for that extra health and you gain the Petrifying Touch skill unique to the raise, dealing increased earth damage from Geomancy and you can petrify your enemies, essentially ridding them useless.

The Grill: Fire and lightning are your weapons of destruction. Wielding these destructive elements doesn't just mean you can provide your team with buffs such as Piece of Mind and Uncanny Evasion, but you can clear the field. Pyrokinetic skills aim to deal damage in a wide area whilst Aerotheurge skills provide single target damage and deal critical statuses like Blinded and Suffocating.  Playing this character as a Lizard means you resist fire damage but your Dragon Breath is boosted from Pyrokinetic. Want to take even less fire damage? The Demon talent gives you more and increases your maximum fire resistance. What’s important is this character is flexible for anyone as most Aerotheurge skills require points in other skill trees. Want to suffocate your enemies? Vacuum touch requires Necromancy, but you gain the lifesteal from Necromancy. A drop of Warfare gives you Breathing Bubble, so you can make your allies immune from suffocation and silence. This build can truly be your swiss army knife.

The Frost Bringer: You are not just the wielder of life and death, but ice too. Hydrosophist, Necromancy and Polymorph are needed here. Hydrosophist completes the list of elements with the use of water damage but also rain. Too much fire? Just put it out. To make up for the lack of damage Hydrosophist brings to the table, Necromancy and Polymorph makes you the perfect support when dealing with environments of different elements. Polymorph gives you access to Terrain Transmutation, meaning you can swap two areas of terrain and more importantly, Skin Graft. A skill that refreshes all of your cooldowns for a cheap cost. So why do we need Necromancy? We haven’t talked about blood yet of course. Hydrosophist and Necromancy gives you the skill Blood Rain, you can rain blood on your enemies and cause them to bleed. That plus Blood Sucker means you can practically heal anyone on the field with the blood you’ve poured plus is buffed by your Hydrosophist points.

The Wild Card: You don’t wield the elements, but take advantage of them around you. Huntsman and Summoning provide you a way to support your allies without specializing in what they already have. Elemental Arrowheads means you can scrap the floor with your arrows and give them the elemental properties your allies have made available. This means for all of your skills. Summoning gives you the Incarnate, which can evolve into the Incarnate Champion. When your new pet is summoned to the field, they gain the element they are summoned on, giving them a skill that matches the element but deals the same damage type too. You can have totems too, and they work the same way. Is your enemy weak to water? Is water on the floor? Now you can have more allies dishing out water damage and taking down the enemy that decided for such a stupid weakness.

Why This Team?

  • The Erratic Elementals provides a variety of ways to kill a foe but also to take advantage of the environmental mechanics D:OS2 allows us to play with.
  • Although this is a heavy intelligence-based build, The Boulder and The Grill can work as your front line if you so wish.
  • This team heavily utilizes the Torturer talent, which means you can deal poison, bleeding, acid and burning whilst ignoring physical and magical armor. Make sure everyone has it for full chaos.
  • If you’re new to the game, choosing this team means you can learn the environmental combinations quite well, even ones not so obvious. Have you stunned someone by electrocuting their blood? Try it.
  • Later on you will have access to Bless and Curse, skills everyone can unlock that affect the elements. You can make blessed fire heal you or curse ice to freeze your enemies in their tracks.
  • Statuses not empowered by Torturer such as Shocked and Petrified won’t require much effort as this build ensures you to make quick work of Magical Armor
  • Everyone apart from The Wildcard can be equipped with Elemental Affinity, reducing the cost of spells that match the element they are standing in.

 

8. Two and a Half Players

A summoner and their blood incarnate on a ship

For those who want to keep their friend group small.

Two and a Half players is a Lone Wolf build, a talent that means you will have less characters, but double the benefits. Lone Wolf gives you double the points to your stats and double the points to the skills you want to invest in. With one person focusing on being a full frontal assault, whilst the other focuses on providing support from afar, it’s hard to go wrong. With a martial expert in the front and a summoner supporting from the back, this is a brilliant build if you want to manage less characters.

Building the Team

The Unkillable: You may be the target of nearly every attack, but you can walk nearly everything off. Warfare, Scoundrel,Necromancy, a big weapon and points in Perseverance is what you need to protect your pal. Perseverance regenerates your armor after recovering from a status effect, so you can jump right back into the fight. Walk It Off is a talent that makes this better as it reduces the turns you’re affected by negative effects. Scoundrel gives you extra movement so no more choosing between running and attacking if a target is too far, plus a higher chance for a critical hit. Skills such as Backlash and Blitz Attack let you skip the idea of running as you teleport and immediately attack your target. Necromancy of course gives you Living on the Edge, making you temporarily unkillable but can also give you Shackles of Pain, so if you take damage, so does your target. For another reason why you are The Unkillable, you can gain Picture of Health from Warfare, gain the lifesteal from Necromancy, plus the Comeback Kid talent to make you survive death blows and carry on fighting.

The Maniac: You are everything your friend doesn’t need to be. You can heal them, protect them from statuses, but more importantly, you can also summon. Hydrosophist for the healing, Huntsman for the damage, Geomancy for armor boosting, and Summoning to add to it all. All you have to do is  keep far away and throw everything at them. Summoning also gives you infusions, buffs that you can stack onto your incarnate. Warp Infusion, Power Infusion, Farsight Infusion and Shadow Infusion grant them skills, armor and a 25% damage boost for each. Altogether, you have a reusable giant swinging double damage of whatever element you can see. Don’t forget the totems though. Summoning also lets you use Soul Mate, so you and whoever you choose gains the same healing and armor recovery as you. They almost never need a shield.

Why This Team?

  • For more advanced players wanting to do difficult runs that don’t let the difficulty ruin the fun
  • Both characters can benefit from Far Out Man, a talent that can give them an extra 2m range. 
  • The Unkillable can be customized depending on if they focus on Warfare or Scoundrel. Scoundrel can give them The Pawn for extra free movement, but isn’t compatible with Executioner, which grants them 2 free action points per turn if they kill an enemy, so you can essentially choose if you want to have more freedom with additional points or free movement.
  • The summoned creatures make up for the lack of players as The Unkillable can also summon through Necromancy. The build is purely for the lifesteal but the extra help can be essential.

 

7. The Divinity Rangers

A created character, Lohse, Ifan and The Red Prince fighting a Venom-Winged Voidwoken on the beach of Driftwood

Go Go Divinity Rangers.

The Divinity Rangers is a closed range team where standing from afar just isn’t their style. With the help of their magic, they can zap, burn or poison right into the enemy’s face. This is a great choice for people who can’t decide if they want to play the warrior or the mage. This team is also highly recommended for fans of a Japanese TV show with an English adaptation.

Building the Team

The Red Ranger: You are a wielder of a burning axe, the fire that burns the wound you’ve just cut open. Master of the two handed, all you need is Pyrokinetic and Warfare for this mid to close range build.  As the often designated leader, you can deal brilliant damage whilst giving your allies some support. Firebrand gives allies near you additional fire damage to their attacks and Sparking Swings gives you the ability to hit additional targets as a small ball of sparks bounces from your weapon, but Master of Sparks grants your allies this too. Since you’ll be in the thick of the fight, Flaming Tongues deals fire damage to enemies that get too close. If you need healing and your allies are too busy to help, Warfare lets you initiate Challenge. If you kill your challenger in time, you heal and buff yourself. 

The Blue Ranger: You  are fast. “Get in, heal, do a bit of stabbing, get out” is your way of thinking. Scoundrel and Hydrosophist aren't often seen as a useful combination but get ready to prove them wrong. Scoundrel lets you use Chloroform and Gag Order, attacks that can destroy magic armor and render an enemy useless. You can heal and regenerate everyone’s magic armor but more importantly, you can freeze the field and cause arctic destruction. Using Global Cooling, you can freeze water surfaces and deal small amounts of damage in a wide area but paired with Ice Breaker you can explode every frozen surface nearby causing even more damage whilst setting enemies up for an icy grave. The Scoundrel and Hydrosophist combo works well together as you can get Vampiric Hunger, letting you bless someone with lifesteal, but what’s even better is the Vampiric Hunger Aura. Now everyone gets lifesteal. Suck it Necromancy.

The Green Ranger:  Geomancy, Warfare and Polymorph gives you mastery over oil and poison in a way you wouldn’t believe. This combination of skill trees grant you some unique ways to support everyone and more importantly, screw over your enemies. You’ll be able to use Turn to Oil, which turns all liquids around you into oil, and Oily Carapace, absorbing the oil and recovering your physical armor. Mass Oily Carapace means your friends benefit too. Poisonous Skin makes you immune to poison and earth damage but you also bleed poison. The Polymorph skill Bull Horns makes you more of a physical menace but also gives you Bull Rush, a charging move like Battering Ram but instead of knocking them down you deal more damage. The most beneficial thing about The Green Ranger though is being able to use Flay Skin, destroying the enemy’s magic armor and halving their resistances so everyone can deal more damage.

The Purple Ranger: Warfare, Aerothurge and Polymorph means you can be the expert of something not many know about, vapors. These three skill trees together allow a combination that can give you a clear advantage in battle. Pairing Vaporize and Mass Breathing Bubbles turns pools of poison, among others, into gas that you and your allies will all be immune to. Enemies that can hover because of their wings are usually able to avoid whatever is on the ground that can hurt them but when you bring them into the air, see what happens. Polymorph works brilliantly with Warfare since the power of the animals you borrow from stacks with your strength. With Tentacle Lash stopping your enemies from using weapon attacks and Spider Legs letting you not just shoot webs to slow your  enemies, but the webs give you haste. This plus the ability to drag your opponents to the forefront of your team’s assault is why you’re needed.

Why This Team?

  • The Divinity Rangers is a close ranged team that can adapt to whether an opponent has a higher physical or magical armor.
  • Each skill tree provides passive effects that can empower physical fighters but are often thought of as just mages.
  • Every so often you and your friends can fight each other, this team would make it especially interesting.
  • The Divinity Rangers can easily  support each other without the worry of range, meaning you don’t have to worry about moving closer to heal, wasting  precious action points
  • Each Ranger has movement abilities for difficult to reach ranged enemies, so you won’t be sitting ducks.
  • Everyone but the Blue Ranger has a possible summonable creature from their skill trees. The Red Ranger has the Fire Slug from Pyrokinetic. The Purple and Green Rangers have the Oily Blob from Polymorph.The Green Ranger also has the Hungry Flower from Geomancy.

 

6. The Summoner Squad

A spellcaster displaying the magical energy exherted when casting summoning magic

Why have 4 when you can have 8.

The Summoner Squad is the definition of “Hey, this can do everything and more.”. With double the numbers, you can make the heavily outnumbered fights so much easier. Summons can provide a distraction, extra healing, and more ways to deal the damage type you want. In this team, everyone’s a summoner. Plus, you can feel popular without even going outside.

Building the Team

The Militia: You are a walking army with your Incarnate by your side. With nothing but your Warfare to make you a pure power house, you and your Incarnate are a dream team when it comes to close combat. Your summoning proficiency grants you the use of Supercharger, doubling the Incarnate’s power with the cost of being destroyed in the next round. If your Incarnate is not needed and instead you need all of your strength, Cannibalize lets you devour your magical friend, regenerating your health and armor. Both of these work for totems too. Both you and your giant pet are the physical damage dealers of the group, so be ready to be at the front. You can also use Summon Inner Demon after a certain point in the game to make yourself a literal monster on the battlefield. 

The Druid: Manipulating the field with your Incarnate is your role. Geomancy empowers your incarnate with either poison or earth damage, depending on whatever you need. Either way, both Poison and Earth Incarnates can use their element to set the field for explosions and flames. The Earth Incarnate utilizes oil that can also slow down anyone.  The addition of the Earth Incarnate in recent patches makes this build still useful against undead enemies as we all know they heal from poison. If your Incarnate isn’t doing enough for you, your Hungry Flower might. The Hungry Flower scales based on your Summoning, not your Geomancy, so they can be a literal force of nature with this build.

The Evoker: You have flammable surfaces, now you need fire. Your Pyrokinetic skills can also buff your Incarnate. With the four basic infusions plus Haste, you now have a 9 foot demolition machine. If The Druid has filled the area with flammable liquids, you or your Fire Incarnate can blow everything sky high. Like The Druid, you have another pet, the Fire Slug. Although slow, your slimy fiery best friend can use Laser Ray to create a line of pure flame. Add that with your own and you’ll either end up with enemies with no magic armor, or a freshly cooked Magister barbecue.

The Healer: You are the scourge to the undead, you are also the water that soothes the wounds of your friends. Your Incarnate  when infused with water can cast Restoration, the most common healing spell from the Hydrosophist tree. As undead are damaged by healing magic, you are perfect for a large amount of fights you will face. With a party full of Incarnate champions, you can safely stay at the back and provide healing and magic armor to anyone that needs it, there’ll be enough of them.

Why This Team?

  • The amount of harmful terrain  you can create can deal immense amount of damage over time
  • Everyone would have access to Incarnates and totems that can be imbued with whatever element available on the ground, so nobody is limited to their element.
  • If you need an element, the majority of them can be provided by one character, then the rest can summon Incarnates of that element, making this team easily adaptable.
  • The support from other team members and the enemies targeting the Incarnates, your characters will barely be at risk, saving you plenty of cash as resurrection scrolls  can be expensive.

 

5. The  Brainy Bunch

Sebille being created as a Knight before the player begins the tutorial.

I cast Whack.

The Brainy Bunch is an ironic name for the team specializing in ripping down that physical armor. The only magic involved is the magical feeling you get when you feel those damn red robed fiends fall to your blade, mace, or spear, it’s your choice. Kill them before they kill you.

Building the Team

The Teeth: Pure Scoundrel is the way you like to go. Double the  daggers, you can dodge like you’re in the Matrix. You’re the fastest anyone could possibly dream of as you clear the battlefield to assassinate that pesky archer. Give yourself the talents Glass Cannon and Torturer to make the most out of your deadly assets. Every turn you start with maximum action points and if you use The Pawn talent from Scoundrel, you really don’t need to be picky with how you take your turn. Don’t forget to give yourself Stench so no one will want to go near you.

The Eyes: You aim to see everyone. Who you see is at the risk of your marksmanship. Prioritizing Huntsman allows you to maximize your damage if you’re higher up than your target. If you are high up, Farsight plus Ballistic Shot can deal some of the highest damage possible as Farsight increases our range by 4 meters and Ballistic Shot increases in damage the further away the poor target is. Both Duck Duck Goose and Arrow Recovery are essential as you can dodge opportunity attacks and recover any special arrows you’ve used. Stock up on Knockdown Arrows to waste your enemy’s turns and don’t forget to use Blessed Water Arrows to heal your allies.

The Shield: As the name implies, you take the charge, ensuring your allies are safe. Making sure your health is high and you have a bulky shield, your Warfare skills can provide support to the allies around you. Guardian Angel redirects damage taken by your nearby friends to yourself, sacrificing your health to make sure they can finish the fight. Bouncing shield deals your shield's armor in damage, killing up to two enemies at once. Provoke angers everyone at one person, you. If you put plenty of points into Retribution, portions of damage get sent back to the attacker, practically making you a spiky shield. Add all that with Deflective Barrier to send the ranged attacks back at them and you can become a threat without even attacking.

The Sword: Whilst your pal at the friend takes the hits, you are beside him dishing them out. Warfare and a two handed sword or hammer is your bread and butter. Enrage to ensure critical hits plus Whirlwind can clear a circle of foes around you. As everyone is whittling down the physical armor, you can use Battle Stomp and Battering Ram to knock down already weakened foes to temporarily take them out of the fight. Onslaught is a correctly named skill you’ll enjoy using. The bigger the fight, the bigger the damage. 

Why This Team?

  • Both The Sword and The Shield can use similar skills so you can build them however you like when it comes to crowd control
  • Since each character has only put points into one skill tree, you can apply combat ability points to your weapons and other areas such as Leadership and Retribution to fully take advantage of these extra points.
  • Done right, this team doesn’t need to be healed as you can kill before being killed. 
  • The Teeth and The Eyes can also put points into Warfare to increase weapon damage further.
  • To make up for the lack of a healer, quite often strength and dexterity based equipment give you free uses of spells including healing magic like Restoration. If your armor has a spare rune slot, put a source orb into it to give Mass Cleanse Wounds for a massive heal that negates harmful effects like Decay.

 

4. The Dark Dealers

A dwarven Warrior and a Wizard enjoying the benefits of more malicious magic

The only way to do good is to be bad.

The Dark Dealers specialize in powering themselves through the more corrupt end of magic, necromancy. Diseases, corpses, and even someone else’s life force are the tools at hand. Although not the most ethical, The Dark Dealers are highly effective.  This team works around breaking down the enemy and becomes stronger as the fight carries on.

Building the Team

The Shade: You thrive in the dark. Your satisfying your daggers’ thirst is essential. On top of Necromancy, Scoundrel and Polymorph makes you into a vicious rogue. Being invisible and dishing out backstabbing damage is the core of this character but Necromancy adds a beautiful twist to it. Decaying Touch delivers a harmful effect that makes them take damage from healing and Infect can cause a contagious disease to spread from the target, lowering attack damage and constitution. Although both Gag Order and Chloroform can damage magic armor, Silencing Stare can do as such plus inflicting Silence on enemies in a cone instead of a single target. 

The Corruptor: Your necromantic proficiency compliments your obsession with flames and poison, making you a dangerous wielder of these elements. Geomancy and Pyrokinetic benefit heavily from Necromancy due to the skills they gain access to. Corrosive touch lets you inflict Acid onto the target, breaking down their physical armor, making them more vulnerable to your physical attackers and a more dangerous new ability of yours. Corpse Explosion, the love child of Pyrokinetic and Necromancy. The corpse you select explodes, dealing physical damage to victims surrounding the corpse which only gets better with Mass Corpse Explosion, exploding all the corpses around you. Being able to easily create dead bodies and the ability to use them as weapons means a big group fight would be a walk in the park for you.

The Ice Wraith: They say water is thicker than blood, but to you they are both just tools to ensure your foes spill even more. Huntsman and Hydrosophist skills make Blood Rain even more useful. When having points in both, you can use Cryotherapy, so your target can drain frozen surfaces and regenerate magic armor. Frozen surfaces can mean frozen blood too. So Blood Rain plus Global Cooling means you have access to a nearly endless amount of armor recovery. The Huntsman height bonus also stacks with your spell attacks. So as long as you maintain the high ground, you’re more than just a support.

The Lich: As we know already, Warfare and Necromancy work well together, but adding Summoning to it makes you a wielder of the undead. You’ll often find the first undead creature you can summon is a Bloated Corpse with only one skill, Vile Burst, a self sacrifice that’ll deal massive damage. The boost Summoning grants the damage output plus Super Charger makes this strategy turn from an annoyance to a crowd sweeper. You can wield either a spear, sword or a hammer as the choice between dexterity and strength is up to you.  Bone Cage means you can drain the bones from their expired corpses to provide physical armor. You can rejuvenate yourself with Cannibalize, eating your powered up undead, plus if you’re really struggling, use Living on the Edge and Shackles of Pain on the enemy that just won’t die and watch your survival be their burden.

Why This Team?

  • A high damage output with the passive lifesteal minimizes the pressure the Ice Wraith has to constantly heal, meaning they can focus on using their other skills in a fight
  • Healing through Necromancy skills can even heal your undead friends. Completely ignoring their major weakness. 
  • With the amount of blood each character can cause to fill the battlefield, The Corruptor can use Contamination to turn the blood into poison and set it all alight. This works well with The Lich’s Bloated Corpse, who leaves a trail of blood wherever they travel and allows you to create a trail of flames to your enemies.
  • If you provide everyone with the Leech talent, they heal 5% of their max health when they cross a bloodied surface, even Undead. They don’t even bleed but I’m sure they’ll appreciate the healthy red donation.

 

3. The Ultimate Duo

The Protagonists of Divinity: Original Sin

Kind of like the Wonder Twins but they are nothing alike.

The Ultimate Duo is another Lone Wolf team where they only need each other. A team of 2 that can possibly do better than a team of 4. Although this team may be a bit more advanced to build, the set up is sure to pay off. Making what is a tough game to feel like a breeze is what this team is for.

Building the Team

The  Ultimate Warrior: You can use every weapon at your disposal. Huntsman, Scoundrel, and Warfare together is a combination of skills normally split amongst three, but not for you. Using a sword and shield weapon set, you have Bouncing Shield and Deflective Barrier at your disposal to work on ranged enemies. What makes them even more effective is the high ground bonus given by Huntsman, making them deal even more damage. Tactical Retreat lets you jump a far distance and grant yourself Haste, before you use Phoenix Dive or even Cloak and Dagger to take yourself further. You are a mobile killing machine. If your pal is busy, Huntsman gives you First Aid to heal yourself and remove negative effects like bleeding and burning, making you not even need a healer sometimes. Do this build as the Red Prince and you can use Demonic Stare to drain magic armor.

The Ultimate Support: You and your martial friend compliment each other perfectly. You limit yourself to only Geomancy and Hydrosophist. That’s all you need as the Lone Wolf bonus lets you easily maximize both skill trees. Being able to recover both physical and magical armor means both of you won’t need anyone else. Adding Savage Sortilege means your spells  also have a critical hit chance, including your healing. If you don’t need to heal, your spells will have no problem picking off the stragglers left alive.

Why This Team?

  • With both the characters using completely different stats as their primary focus, there is no difficult decisions when it comes to splitting gear
  • This is primarily for players who want to power-game. Utilizing the game's mechanics to their advantage and dish out as much damage as possible.
  • Both characters are customizable but have strong core builds, allowing both newer and more veteran players to experiment even further and learn complicated techniques.
  • For newer players to the genre, this lets them work with using 2 characters before they progress to 4.

 

2. The Crossover

The Red Price, Lohse, Sebille and Ifan fighting in the middle of an explosion on an already destroyed ship.

Kind of like the Avengers but more affordable.

Do you like members from other teams but think they’d work better with others? Building a team is always based around what works together with your play style. Here’s an idea I came up with.

Building the Team

The Green Ranger: The Green Ranger is able to provide physical armor to the entire party whilst providing damage support and aggro from the front lines. By focusing more on Geomancy than Warfare, the physical armor pay off with Mass Oil Carapace is worth the prep as Geomancy increases physical armor recovery from all of your skills. Late into the game, big team fights are common so use Pyroclastic eruption to cover everyone in oil then one small fire bomb can burn everyone to a crisp.

The Militia: It is fairly common to be split from your party members as many enemies have Teleport and Nether Swap, so you might need to fight on your own. Luckily, The Militia is never without his Incarnate. Summon Incarnate has a range of 13 meters, so if you wait until you’re up close to your opponent, you can summon your pet to the opposite side of them and provide flanking. Flanking lowers the character’s dodging by 10%, making even the nimblest of enemies easier to hit. Plus, the Incarnate naturally has the Opportunist talent so any enemies trying to run gets a free punch to the face. Equip that to yourself, and no one may escape unharmed. 

The Ice Wraith: Whilst the Green Ranger heals physical armor, you can work on your magic armor. With points into Necromancy, you don’t even need to heal yourself. No more do you need to decide between your life or an ally’s. With multiattack skills like Ricochet and Arrow Storm, you can whittle down a load of enemies at once, healing yourself for massive amounts. If there comes a situation where your skills aren’t that much required anymore, you can use Last Rites to sacrifice yourself and revive a much needed friend. 

The Grill: What better way to tie the whole team together with your elemental expertise. Whilst your allies at the front are taking on the waves of aggressors, you need to be behind them, ensuring the enemies drop further. When it’s too dangerous for a swordsman, you are there to do the job. Putting extra points into Wits means you have a better chance of going first, setting up the battlefield with flames or shocking a puddle of water in front of your enemies. If they can’t get around it, they have to go through it. 

Why This Team?

  • This team is the idea of picking from what you know works and trying something out if  you’re not ready to build your own characters yet.
  • If you think other characters work better together than this, try them.
  • With this specific team build, you have two frontline combatants, a ranged damage dealer that doubles as a healer, and a spellcaster for crowd control and doing damage that needs to be done.
  • Every form of elemental damage is used within this team, making them adaptable to the different sort of fights you’ll find all over your playthrough.
  • All four characters are fully customisable whilst sticking to the main core of what makes them, them. You think The Militia needs Far Out Man so his totems can reach further? Go ahead.

 

1.Your Team.

A Lizardman and an Elf discoverying Slane, the frozen Dragon Knight in his draconic form.

Why play anyone else when you can be yourself.

Divinity: Original Sin 2 is all about what you feel is right for you. Don’t like how your mage feels? You can change your character’s builds at any time after Fort Joy. While it might be fun to try out other people’s builds, nothing is more fun than the trial and error it takes to find your’s.

Building the Team

Your First Character: This is the one you make after the title screen. Don’t be scared to pick one of the classes they offer to you as they can always be a good help for learning the game. This is the leader of your party, the character chosen by their deity to create a better world. This in a nutshell, is you. You can build them how you like, craft their personality, and even give them whatever instrument you want them to play. 

Your Second Character: This will most likely be the first NPC you talk to at Fort Joy, usually the Red Prince. You’ll want to build them in a way to compliment your created character or even build them to suit an idea you have for your team. You can decide to select his preferred starting class, Fighter, or choose from any other base class in the game.

Your Third Character: After the second party member, you’ll usually come across either Ifan or Fane next. You could easily choose either of them or both. At this point, you should pick whoever you like and build them to strengthen the gaps in your duo. Now that you have a strong trio that all hopefully get along, you have one more to go.

Your Fourth Character: Picking your fourth character can be difficult once you’ve met all the recruitable characters in Fort Joy but you must remember, each character can be built however you like, so pick the characters whose personalities you like the best. Do you find Fane’s lack of human knowledge amusing? Do you find Lohse mysterious and intriguing? Do you like that Beast just doesn’t give a damn? This party is yours. You’ll be with them for a long time so at least pick people you can put up with.

Why This Team?

  • I have spent over 300 hours playing through multiple runs of this game and I can honestly tell you it is so satisfying building your own team and seeing it work.
  • If every other team on this list seems useful but doesn’t look so fun to play, you can play your own way. The reason why this is number 1 is because the best way to play is your way.
  • Each NPC offers their own sidestories for you to play through. If you want to be faithful to them, you can build them based on their preferred way of fighting. It just means you can look around and find which characters compliment each other best in a fight.
  • Picking four characters of different races means you can learn about racial bonuses. Humans are better at bartering. Undead can pick locks without lockpicks. Dwarves have more health but can fit in small holes. Elves can eat the dead and gain their knowledge and even skills.  Lizards can dig without a shovel.
  • You can also say screw it to the premade characters and make four mercenaries once you beat Fort Joy. It’s your story not theirs.

In Conclusion

You can spend literal hours picking characters from this list and trying them all out. Customizing them to suit however you fancy and even throwing a few of your own into the mix. It doesn’t matter as it is your story. Fort Joy, the first area of the game, is perfectly made to test out your way of building and playing characters, so don’t be worried if you want to restart after a few fights to build a new party. I can’t tell you how many times I’ve done that myself. I hope I’ve helped you Godwoken and good luck on your path to achieving Divinity.

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Graduating in Film & TV, what garners my interest the most about games is the narrative, whether the narrative of the story or the narrative you yourself create
Gamer Since: 2004
Favorite Genre: RTS
Currently Playing: Persona 5 Royal
Top 3 Favorite Games:Mass Effect 3, Just Cause 3, Left 4 Dead 2


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