Divinity: Original Sin 2

Divinity: Original Sin 2

413 ratings
Honour Build - Dragon Slayer (2-Hander)
By Lost Sinner
★ Build made for any Human, Undead Human or Elf. This build is meant for 4-man party experience.

♦ My other works:
• Definitive Honour Builds: link
• Honour Walkthrough: link

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✖ Artwork by: Erak note
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★ Showcase Video
✎ Stats Progression
  • Level 1: 13 STR, 1 Scoundrel, 1 Warfare, Executioner
  • Level 2: 16 STR, 1 Poly
  • Level 3: 18 STR, 13 Memory, 2 Warfare, Mnemonic
  • Level 4: 21 STR, 2 Poly
  • Level 5: 23 STR, 3 Warfare
  • Level 6: 25 STR, 4 Warfare
  • Level 7: 27 STR, 5 Warfare
  • Level 8: 29 STR, 6 Warfare, Opportunist
  • Level 9: 31 STR, 1 Necromancer
  • Level 10: 32 STR, 14 Memory, 2 Necromancer
  • Level 11: 34 STR, 7 Warfare
  • Level 12: 36 STR, 8 Warfare
  • Level 13: 38 STR, 9 Warfare, Hothead
  • Level 14: 40 STR, 15 Memory, 3 Poly
  • Level 15: 11 WIT, 16 Memory, 10 Warfare
  • Level 16: 12 WIT, 17 Memory, 1 Two-Handed
  • Level 17: 14 WIT, 2 Two-Handed
  • Level 18: 18 WIT, 3 Two-Handed, Bigger and Better
  • Level 19: 20 WIT, 4 Two-Handed
  • Level 20: 22 WIT, 5 Two-Handed
  • Level 21: 24 WIT, 6 Two-Handed
If the requirements already met with the help of your gear, respec the attributes or combat skills and relocate them elsewhere where it could yield more benefits like getting Two-Handed and eventually maxed out both Warfare & Two-Handed.

♦ Academy Lessons:
  • Lesson of CON: +5 CON / -5 INT
  • Lesson of STR: +5 STR / -5 WIT

♦ Spider Kiss Talent:
  • Dragon: +2 WIT -2 CON

♦ Civil:
  • Thievery 1st → Sneaking 2nd
✎ Equipment
Gears:
  • Look out for gear with Warfare, Scoundrel or STR, Gloves and Belts have potential to have Two-Handed rolls on them so keep an eye out.

  • Rings with Warfare, Scoundrel or Wits.

  • Knight of Vrogir Boots on Nameless Isle:
    +3 STR, +1 Two-Handed

  • In Arx, rush Dorav Rav unique Chest:
    +5 STR, +2 FIN, +2 CON, +2 Warfare, +1 Polymorph, +176 HP

  • In Arx, rush Rutoma Rivelleis unique Amulet:
    +5 STR, +20% Earth Resistance, +1 Retribution, +2 Polymorph

  • In Arx, use these two 2-Handers:
    Voor D'lamas: +3 STR, +2 Warfare, +2 CON, +25% Critchance – lvl 18~19
    Falone: +3 STR, 2 Warfare, +1 Two-Handed, +20% Critchance – lvl 20+

  • For weapons, use +10/14% Critchance and STR or Two-Handed, preferably one with a rune slot.

Runes:
  • Amulet: Flame Rune (+4/5/6% critchance)

  • Armour: Masterwork Rune (+11/13/20% phys armour)

  • Weapon: Masterwork Rune (+9/11/13/15% physical damage)

Frames:
  • Amulet: Mystical Flame (+1 Pyrokinetic)

  • Armour: Power Masterwork (+2/3 STR)

  • Weapon: Mystical Masterwork (+2/3 WITS)

Eternal Aeterfacts:
It can't be REMOVED once plugged and they are also LIMITED, so only use when you know for sure that piece of gear is going to be with you for a looong time.
  • Gloves: +2 CON , +10% Earth Resistance
  • Belt: +2 STR , +1 Warfare
✎ Abilities Setups
  • Ideal Initiative Order: 1st or 2nd place, so they can quickly jump enemies, strip off their armor and apply Knockdown CC or even finish them off before they can act.

  • Rush down the mages: then you don't have to worry about magic damage, they are usually weak against physical damage so you should have no problem apply Knockdown CC or even picking them off, quickly remove the targets off the battle.

  • Haste: It's recommended to have another backline party member to pre-buff and keep it active on the Knight so he can have one extra +1 AP Recovery.

Early Game (1~8)
  • Battering Ram Rush foward to your target, can use as a gap closer as well as to set knockdown on your enemies.

  • Battle Stomp: pretty decent aoe radius in a straight line, dealing dmg and set knockdowns on enemies, also clear surfaces.

  • Adrenaline: Gain 2 AP for this turn but lose 2 AP on the next turn (a tradeoff), use it when you need to confirm a kill to trigger Executioner talent or just simply want to finish off some high threat targets.

  • Tentacle Lash: apply Atrophy, useful to shutdown weapon users like archers or melees for one turn.

  • Bull Horns/Rush: Bull Rush is a reliable tool both as a gap closer and at the same time, an attack to hit multiple targets with good scaling. It also apply Bleeding and has 1 turn CD so you can hug your targets forever till they die.

  • Heart of Steel: grants decent amount of armour, also regen armour per turn for 3 rounds.

  • Chicken Claw: turn vulnerable enemy into a Chicken for 2 turns, pretty much a Terrified version of physical CC. If character has Opportunist, they may get a free attack when the Chicken disengage from them.

  • Whirlwind: big aoe attack. Use it to quickly soften enemy physical armours nearby then combo into Bull Rush to deal more multi targets damage if targets still have armours up, otherwise follow up with a Battle Stomp / Battering Ram next for quick knockdowns.

  • Crippling Blow: High single target attack, the sweep attack can deal damage to mutiple targets near it. You can have other character in the party using Teleportation and gather them close to the Knight position so him can effectively damage and knock everyone down.

Mid Game (9~15)
  • Phoenix Dive: jumping ability.

  • Blitz: another gap closer, jump to enemies dealing damage, hitting up to 2 targets.

  • Bone Cage (Fane): Boost Physical Armour based on how many dead bodies nearby. Grants massive amount of Armour after the party have pull off a few kills or in an environment that is already filled with corpses.

  • Haste: +1 AP Start/Recovery, the Knight can have other party member buff it for them.

  • Skin Graft: Reset all cooldowns.

Late Game (16+)
  • Peace of Mind: Small damage and Crit boost.

  • Challenge: Mark an enemy, if the target dies within 2 turns then your character will receive bonus Armors and +20% Damage boost for a turn.

  • Onslaught: Unleash a barrage of 5 attacks, dealing strong single target damage.
72 Comments
Chervonie 17 Jul @ 11:55am 
Hello. Can I change the main attribute STR to FIN and still do this build? I will use spears as my main weapon
Tomasety III 4 Nov, 2022 @ 2:32am 
I've just realized that using Dragon Slayer (2-Hander), and The Gatekeeper (Off-tank) together in a 4 man party yields to an inconvenient Academy Lesson result. If one of them chooses CON training the other would be forfeit of it.

I don't know if both builds were intended to be played together but in case they were not, I hope people can realize of this when they get to choose a CON lesson for just one of them.
Niras 2 May, 2022 @ 5:16am 
@Bridge Burners
I can't speak for other builds but for this one traits that those 3 recommended races have are the best traits for this build I pressume. Elfs can gets 1 AP for free, Humans get more crit chance and crit dmg and Undead human get both better crits and healing from poison which gives some survivability in combat while Lizzards get 10% poison and fire resistance and +1 persuasion.
Keep in mind that those build are often min-maxed so if you're playing on normal you shouldn't worry that much. In that case treat builds like these more like a reference for your own builds !
Bridge Burners 22 Apr, 2022 @ 12:42am 
Why are these builds often not suggested for lizards aka red prince? what is the issue using these builds with lizards?
Durzo Gaelfire 6 Sep, 2021 @ 4:32am 
How does this compare to Fextras Eternal Warrior build? I want a 4 member split party. How does this look?

Fane - Either Fextras Eternal Warrior or Lost Sinners 2H Dragon Slayer build.

Ifane - Lost Sinners Eternal Hunter build. Also using a mod to change his racial skill to that of the elf.

Red Prince - Lost Sinners Scarlet Inquisitor (Wizard) build. Or some type of pyro/geo mage.

Lohse - I have no clue. Open to suggestions!
Senyuno 29 Jan, 2021 @ 9:58pm 
It's not a mod; it's Larian's DLC you can enable in the menu at any time.
Senyuno 19 Jan, 2021 @ 4:25pm 
Sure, davoker.

Alternatively, I would recommend the Giftbags in the main menu and turning on Pet Pal from your in-game menu.
LoneWolf 21 Nov, 2020 @ 9:49am 
@Notare: No, you don't need to have synergy, unless you want effectiveness and efficiency, which is a must for an non-modded tactician playthrough. any lower difficulty doesnt require synergy.
Notare 20 Nov, 2020 @ 5:44am 
@Lost Sinner Yeah, I read on Reddit people talking about that pure physical or magical comp are way easier but it seems boring, I want diversity and versatility, a split damage party seems more fun. So for a split damage party, can I pick any 2 physical and any 2 magic builds or even with a split party, do I need to have synergy?
Lost Sinner  [author] 19 Nov, 2020 @ 1:08pm 
• Physical: 2H (Dragon Slayer) + Rogue (Night Fury) + Archer (Eternal Hunter) + 1H & Shield (Gatekeeper) + Necromancer (Crimson Queen)

Any combinations of 2 works, but if you're new then pick at least one or even two melee builds.

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• Magic: Wizard (Scarlet Inquisitor) + Elemental Archer or Spellsword + Elemental Conjurer

Wizard + Elemental Archer is better as they play simplier and yet more effective

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Keep in mind: Due to the armors system, pure physical or magical party comp are often better and much more straight foward than split dmg party.

• The class party approach works, but it require more works to get stuffs done whether pure comps can just get right on grinding the enemies regardless of their armors.