Divinity: Original Sin 2

Divinity: Original Sin 2

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Solo Honour Build - Sunbreaker (Battlemage)
By Lost Sinner
★ Battlemage Build for any origins. This build is meant for solo experience as a Lone Wolf.

♦ My other works:
• Solo Battlemage Series: link
• All Solo Builds: link
• Honour Walkthrough: link

♦ Difficulty Mods used to make the fights more challenging:
Monster Scaling: enemies scale up to player level.
Enemy Randomization: enemies receive random buffs, sometimes even Champion buffs (Boss-like status)
   
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★ Showcase Videos

Late game Battles against Adramahlihk and Final Battle


Early game Battles against Dallis: in Fort Joy and on Lady Vengance
✎ Stats Progression
  • Level 1: 2 Pyro, 2 Geo, 16 INT, Lone Wolf
  • Level 2: 2 Warfare, 18 INT, 12 Memory
  • Level 3: 1 Poly, 22 INT, 14 Memory, Executioner
  • Level 4: 2 Aero, 24 INT, 16 Memory
  • Level 5: 2 Necromancer, 26 INT, 18 Memory
  • Level 6: 2 Two-Handed, 28 INT, 20 Memory
  • Level 7: 4 Two-Handed, 30 INT, 12 STR
  • Level 8: 6 Two-Handed, 34 INT, Savage Sortilege, 8 Two-Handed
  • Level 9: 10 Two-Handed, 38 INT
  • Level 10: 12 Two-Handed, 42 INT
  • Level 11: 14 Two-Handed, 46 INT
  • Level 12: 16 Two-Handed, 50 INT
  • Level 13: 2 Polymorph, 56 INT, Torturer
  • Level 14: 2 Scoundrel, 60 INT
→ Rely on gear to get Scoundrel in early game (1~14), whenever you have 1 scoundrel, go learn Adrenaline, Chloroform and craft Venom Coating.
  • Level 15: 3 Polymorph, 66 INT
  • Level 16: 4 Polymorph, 70 INT, 12 WIT
  • Level 17: 18 Two-Handed, 16 WIT
  • Level 18: 20 Two-Handed, 20 WIT, Hot Head
  • Level 19: 4 Scoundrel, 22 WIT, 22 Memory
  • Level 20: 6 Scoundrel, 24 WIT, 24 Memory
  • Level 21: 8 Scoundrel, 30 WIT
  • Level 22: 10 Scoundrel, 32 WIT

♦ Academy Lessons:
  • Lesson in Int: +5 INT / -5 FIN
  • Lesson in Wits: +5 WIT / -5 CON

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

♦ Civil:
  • Thievery → Bartering next
✎ Gear | Runes | Frames | Artefacts
Gears:
  • Look out for chest / head / amulet with +Intelligence or any opts that has skills related to the one used in this build like: Pyro,Geo,Scoundrel,....

  • Grab the rings that have combat skills this build can use, if they come along with Wits that would be nice too. Use +Wits +Critchance for rest of the gears.

  • Some uniques you can use:
    • An Mey Falin (Belt): +1 Polymorph, +1 Wits, +20% Poison Resistance, ...
      (Act ll, bought or drop from Eithne the Trader)

    • Falone Girt (Amulet): +5 INT, +1 Pyro, +1 Geo, +10% Fire & Poison Resistance
      (Act IV, found on Lord Dread at Arx Habour)

    • Kallisteis (Boots): +1 Scoundrel, +2 Wits, +6 Initiative, Immune to Knockdown, ...
      (Act IV, sold by trader Aravae near the Cathedral)

    • Luronta Temva (Leggings): +2 INT, +2 Wits, +2 Aero, +10% Air Resistance, ...
      (Act IV, sold by trader Keyren in Arx Square)

    • Ruvola (Chest): +5 INT, +2 Wits, +10% Fire/Water/Earth/Air Resistance, ...
      (Act IV, inside the Vault of Linder Kemm)

  • Weapons: use magic Staffs with +Intelligence, preferably ones with a slot. If they have critical chance roll as well that would be nice. Always keep a variety of different elemental staffs so you can switch between them depends on the type of enemies you facing against.
    e.g: enemies are vulnerable to fire, use Fire staff or enemies are vulnerable to air, then use Air staff, ...

Enchants:
  • Weapon + Ooze Barrel = +Poison Damage

Runes:
  • Amulet: Flame Rune (+6/9/12% critchance)

  • Armour Flame Rune (+9/12/15% Fire Resistance)

  • Weapon: Flamet Rune (+9/11% fire weapon damage)

Frames:
  • Amulet: Mystical Flame (+1 Pyrokinetic) OR Power Flame (+2/3 INT)

  • Armour Power Flame (+2/3 Intelligence)

  • Weapon: Power Flame (+2/3 Intelligence)

Eternal Artefacts:
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.
  • Rings: +1 Scoundrel, +10% Poison Resistance
  • Gloves: +2 CON, +10% Earth Resistance
  • Leggings: +1 Polymorph, +10% Air Resistance
  • Belt: +STR, +Warfare
✎ Abilities Setups
Early Game (1~9)
  • Haste: +1 Start/Recovery AP. You can pre-cast it to get 7AP starting AP. IF you are an Elf, you can then combine with Flesh Sacrifice to have 8 AP in the beginning of the battle.

  • Fortify: boost physical armour, a good skill to keep you alive in early game state.

  • Poison Dart (situational): a good damaging skill early on you can use before you can get access to warfare abilities and weapon buffs for your staff. (only for early game 1~9, equip it situationally)

  • Staff of Magus: a ranged weapon attack of the Staff. Because it is considered a weapon attack, it can do critical attacks wihout Savage Sortilege. Meaning you can cast it under Muted status from Enrage and still score critical attacks. It however won't proc any sparks from Sparking Wings or Master of Sparks.

  • Battle Stomp: a good frontal AoE, each targets hit proc a Spark from Sparking Wings or Master of Sparks.

  • Cripple Blow: good single target damage which can also strike multiple targets if they stand close together. You can use teleportation to put enemies next to each other then follow up with a Cripple Blow, each targets hit proc a Spark from Sparking Wings or Master of Sparks.

  • Sparking Wings: every time you hit enemy with your weapon or your weapon skills from abilities, it will bounce a spark to nearby enemies dealing fire damage. Each targets got hit by your weapon will proc a Spark, making it synergyreally well with Warfare abilities that can hit multiple targets or hitting multiple times at once. (Battle Stomp, Cripple, Whirlwind, Blitz, Onslaught)

  • Venom Coating: apply Poison damage to your weapon attacks or weapon skills.

  • Cloak: Grants Invisible status, temporarily safe-guard you from enemies.

  • Chloroform: deal damage to enemy magic armour and can put enemy to Sleep for one turn. A useful tool to disable enemy in combat.

  • 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 when you really want to setup some defensive buffs or just simply want to finish off some high threat targets.

  • Bleed Fire: apply a debuff that reduce enemy Fire resistance by -20% if enemies Magic Armour are down.

  • Teleportation: to put enemies in places where they need to be so you can setup your aoe attacks.

  • Uncanny Evasion: Grants you 90% dodge and cause most attacks to miss except magic spells. This spell is pretty much safe-guard you from all physical threats.

  • Enrage: Grants you 100% critchance but Muted player make them unable to cast magic spells. You can cast weapon skills such as Warfare abilities and Staff of Magus in the meantime and every attacks is critical. (watch the buffs order below to see how to use Enrage effectively)

  • Whirlwind: big aoe attack, good damage, every target hits proc a Sparks from Sparking Wings or Master of Sparks so the more targets you hit the better.

  • Death Wish (situational): boost damage based on missing max HP (e.g: 1HP = 99% dmg boost)

  • Cloak n Dagger: a mobility skill that allow you to jump and does not break Invisiblity or Sneak mode.

  • Sub-spells (situational): Fireball, Implalement, Poison Dart, Dazing Bolts, ... similar uses like how Poison Dart works above. There aren't much spells for Battlemage to go with at early game, so it's useful to have ranged magic spells equipped when you have the high ground advantage then you can peel enemy magic armour before going in whacking your Staff.
    (only for early game 1~9, equip them situationally)

Mid Game (9~16)
  • Frost Armour (scrolls): Boost Magic Armour, remove many debuffs

  • Fortify (scrolls): Boost Physical Armour, remove many debuffs.

  • Master of Sparks: an upgraded verison of Sparking Wings which uses 1 SP. It spark bounces up to 2 times instead of once, it also has infinite procs and will continue to spark as long as it buff duration is still up while sparks of Sparking Wings are limited. (Replace Sparking Wings with Master of Sparks.)

  • Blitz: a gap closer, jump from one target to another up to 2 targets dealing damage. Each target hit will proc a Spark from Master of Sparks.

  • Phoenix Dive: a mobility skill that allow you to jump and create fire surfaces upon landing, verry fitting with the build theme. Use either this or Cloak & Dagger, use both at late game if you have spare slots.

  • Bone Cage (situational): Boost massive amount of Physical Armour based on how many dead bodies near you. Only needed to equip in your loadout when you really need it defense capability against heavy physical hitters.

  • Skin Graft: reset cooldowns on all spells/skills.

  • Onslaught: a good single target skill that hit 5 times with the cost of 4AP, each hits proc a sparks from Master of Sparks.

Late Game (16~22)
  • Peace of Mind: great Wits boost and small Damage boost. (Replace Enrage with Peace of Mind.)

  • Firebrand: apply Fire damage to your weapon attacks or weapon skills.

  • Apotheosis: SP Cost -3 for all source powers. You can use Source powers with no Source cost for 2 turns. You will also get a small boost on all stats like Intelligence and Wits.

  • Inner Demon: Boost Intelligence and Magic Armour. Also grants 2 skill, one of them is Terrify which is strong ability to destroy an enemy magic armour.

  • Terrify: Skill granted by Inner Demon. Can be used as an anti-armour attack, it deals raw amount of magic damage for a single target so it won't be held back by elemental resistances. Because of this, Terrify is ideal for destroying enemy magic armour but it does not damage HP. It also apply Terrified on target, which makes them running around mindlessly in 2 turns.

  • Flay Skin: Apply a debuff that reduces all of target resistances by 50% if enemy magic armour are down.
✎ Special Encounters
Using this build, there will be times you need to make some temporarily changes to adapt with enemies like Mord Akaim, Alice Alisceon and Undead Lich.

Mord Akaim
  • Mord Akaim is strong against Fire/Earth/Air damage, so you need to respec points into Hydro to deal with him. Find yourself a Water staff, grab some Hydro spells then go freeze the big bug and everything around it to death. Ofcourse if you find the fight too troublesome, you could always kill Mordus right off the bat.

Alice Alisceon
  • Same strat as Mord Akaim, but put the points into Aero and use Air staff instead, and use Aero spells to stun her back to hell.

Undead Lich (Third Form)
  • In this form, he is immune to all elemental damage which can be easily solved by destroying his soul jar which kill him instantly in combat. You can then proceed to light up rest of the parasites and burn them to ashes.

Watch the video below to see how i handle all three in combat:

✎ Buffs Order
Early Game (1~16)

★ Assuming you are playing as Lizard or similar origins

✦ Offensive Combo
If player can set-up position and start right under enemies.
  • Pre-combat: Death Wish(✖) → Haste → Bedroll(✖) (7AP)
  • Round 1: Sparking Wings (-1AP) → Venom Coating (-1AP) → Uncanny Evasion (-1AP) → Adrenaline (+2AP) → Enrage (-2AP) → Make your attacks with 4AP + 2AP (Executioner)
  • Round 2: Delay → Make your attacks with 4AP + 2AP (Executioner)
Aggressive playstyle, Uncanny Evasion will keep you safe for 2 rounds right after Enrage duration runs out along with Muted status, allow you to come up with different defensive acts after the raging rampage is over.

(✖) Optional Order: prep Death Wish if you want to see things burn to ashes fast. If you use Death Wish then no Bedroll.

✦ Passive Combo
Safer method, when you up against alot of enemies (more than 4) and going to play the long game or simply out of position.
  • Pre-Combat: Death Wish(✖) → Haste → Bedroll(✖) (7AP)
  • Round 1: Sparking Wings (-1AP) → Close in (if needed) → Make your attacks with magic spells → Haste again if available (-1AP) → Cloak (-1AP)
  • Round 2: Delay → Venom Coating (-1AP) → Uncanny Evasion (-1AP) → Adrenaline (+2AP) → Enrage (-2AP) → Make your attacks with 6AP + 2AP (Executioner)
  • Round 3: Delay → Make your attacks with 4AP + 2AP (Executioner)
Passive playstyle to help get you into position, get prepared in combat, dish out some decent damage with Death Wish(✖) before going into Cloak, follow up with Uncanny Evasion for total 3 round with Enrage before it goes off along with Muted status, allow player to come up with different defensive acts after the initial turns.

(✖) Optional Order: prep Death Wish if you want to see things burn to ashes fast. If you use Death Wish then no Bedroll.


Mid Game (1~16)

✦ Offensive Method
If player can set-up position and start right under enemies and HAVE the damages to pick off enemies to put them at menpower disadvantage.
  • Pre-combat: Peace of Mind → Haste → Apotheosis → Bedroll (7AP)
  • Round 1: Inner Demon (-1AP) → Master of Sparks (-1AP) → Venom Coating (-1AP) → Firebrand (-1AP) → Uncanny Evasion (-1AP) → Adrenaline (+2AP) → Make your attacks with 4AP + 2AP (Executioner)
  • Round 2: Delay → Make your attacks with 4AP + 2AP (Executioner)

✦ Overbuff Method
If player is out of position and don't have enough AP to prep buffs then attack at the same turn.
  • Pre-combat: Peace of Mind → Haste → Apotheosis → Bedroll (7AP)
  • Round 1: Inner Demon (-1AP) → Master of Sparks (-1AP) → Make your attacks with 4AP + 2AP (Executioner) → Cloak (-1AP)
  • Round 2: Delay → Venom Coating (-1AP) → Firebrand (-1AP) → Make your attacks with 6AP + 2AP (Executioner)

★ Assuming you are playing as Elf
Same buffs order as above → Flesh Sacrifice (+1AP) → Any cheap buff you want (-1AP)

★ Assuming you are playing as Fane
Same buffs order as above → Time Warp (+?AP) → Any buffs you want (-?AP)
✦ You also can craft an Elven Mask to get access to Flesh Sacrifice.

★ End Note:
This is just roots for you to follow and get accustomed with this build playstyle. In reality, there will be some differences in the orders but that is for you to improvise when the situation arises.

e.g: not always you will need Venom Coating against poison resistant enemies or Firebrand against Fire resistant enemies. Player will need to keep Peace of Mind active for crit boost or Haste active for AP boost ...etc
37 Comments
MeowKitty 12 Oct, 2022 @ 4:54pm 
how come this guide is so in-depth and very good yet you put "sparking wings" is this some sort of joke I dont know or something isnt it called Sparking Swings?
Warbringer007 24 May, 2019 @ 4:09am 
I played this build ( close to end fight ) in DE and it is still very good, however I find myself using spells more often than you do ( but you have more memory slots and more points in elemental schools, so that's fine ) and some fights last longer.
Lost Sinner  [author] 8 May, 2019 @ 12:09pm 
This build isn't updated properly for DE, if you are familiar with the build concept, you can still try to tweak it on your own, as the spells loadout are more or less the same. Because of the DE cap limit changes, only the attribute/combat stats need tweaks.

e.g: before the old build can reach 20 Two-Handed, now only max 10 in DE. So there will be 10 spare points, which you can put into Pyro / Geo to increase elemental damage from those schools.

p/s: I only revisited the game recently to continue updating my old works, which 80% of them are now tweaked to DE, except this one. And i'm not planning to update it either, as i got IRL stuffs to deal with so i will be off for a long time again.
Ztatic 8 May, 2019 @ 9:47am 
Also, just wanted to say thanks for your awesome guides. They are my favorite DoS2 builds.
Ztatic 8 May, 2019 @ 9:46am 
Trying this build out on my first solo run as an undead Lizard. I noticed that you last updated the written guide on 4/21/19, so can I follow this build for DE even though the videos are still from classic? Do you have any recommendations or deviations from what you have here for my solo run?
khannoonian 24 Mar, 2019 @ 6:50am 
hi everyone, not sure what i'm doing wrong but i cant put more than 40 points into intelligence. Is it a cap thats been added since the original build?
Slei 14 Feb, 2019 @ 4:45pm 
Hey Lost Sinner, I love your guides! Was curious as if you still planned to update this one for Definitive Edition? Either way. Thanks for All your hard work!
Shafi 30 Sep, 2018 @ 4:32am 
I gave it some thought, and the bottom line is in my opinion a crit spec where the points from int will go into wits while those from two handed will go into the magic line your staff dmg is. So basically it will be more pyro and wits. Unless using a non fire staff (in this case -> respec).

The points in pyro will make up for the lacking damage from 20+ pyro. Because int effects all spells, spellcasting different magic types won't be as effective once you hit lvl10+.

Crit spec will render enrage useless. For one thing enrage will be nerfed by the lower crit multiplier from two handed. In endgame that is a lacking bonus of 100% in enraged mode. So enrage is pretty much directly nerfed there. Then again going for a crit spec, you practically don't need enrage because you'll be progressing towards a crit rate of 100% anyways. And you will always have it - without the disadvantages of enrage.

This also means, it is probably worth taking hothead and/or savage sortilege earlyer on.
LeeOfDreams 15 Sep, 2018 @ 7:00am 
Thanks and take ur time !
Lost Sinner  [author] 15 Sep, 2018 @ 6:21am 
The build concept is still viable, but it need tweaks for Definitive Edition, i'll update it when i have times.