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Bull Horns

Bull Horns

Magnificent horns sprout from your forehead, making you see red. You can rush at your enemies and gore them. Increases Retribution ability by 1 for the duration. Incompatible with Medusa Head.

 Set Bull Horns for 4 turn(s).

Requires Polymorph 1
Costs 1 Memory

AP

SP

COOLDOWN

RESIST

-

-

6

None

polymorph-skills-dos2 Polymorph

Bull Horns is a Polymorph Skill in Divinity Orginal Sin 2.

 

 

Bull Horns Spell Book Location

 

 

Bull Horns Requirements

  • Scroll crafted by combine Sheet of Paper, Life Essence, and Antler
  • Requires  Polymorph 1
  • Cost 1 Memory

 

 

Notes and Tips

  • Incompatible with Medusa Head.
  • Grants the Bull Rush skill:
    Bull Rush

    Rush at your enemies, dealing [X - Y] pure damage and setting Bleeding.

     Set Bleeding for 2 turn(s).

    Damage is based on your level and receives bonus from Strength.

     Resisted by Physical Armour
    2 AP
    1 Turn Cooldown

 

 
Polymorph Skills
|  Apotheosis  | |  Chameleon Cloak  | |  Chicken Claw  | |  Equalise  | |  Flaming Skin  | |  Flay Skin  | |  Forced Exchange  | |  Heart of Steel  | |  Icy Skin  | |  Jellyfish Skin  | |  Medusa Head  | |  Poisonous Skin  | |  Skin Graft  | |  Spider Legs  | |  Spread Your Wings  | |  Summon Oily Blob  | |  Tentacle Lash  | |  Terrain Transmutation  |

 

 




    • Anonymous

      22 Nov 2017 23:37  

      Probably my favorite choice of starting ability for a few reasons.

      Casting bull horns itself costs no AP and gives you 1 retribution. So even if you have no need to use the granted bull rush ability you can gain 5% damage reflect as free action. While 5% reflect is not going to make or break you most times, and I'd recommend saving it for a Bull Rush turn in most instances so your not left hanging in the 2 turn window you can't have it up, it can be useful to finish off some low health enemies you know will attack you and you won't have the AP to deal with this turn.

      The granted Bull Rush ability has a 1 turn cooldown. You didn't read that wrong, you can use it every turn for 4 turns. You can move through allies, enemies and destructibles like crates and chests in a straight line up to 12 meters long. Add in the fact that you'll hit and damage all enemies in the path while leaving allies untouched it allows you to be fairly AP efficient if you find yourself out of range of your other abilities or facing a wall of enemies that would take extra AP to move around.

      Lastly Bull Rush deals pure damage. This means it will deal damage directly to vitality regardless how much physical or magical Armour enemies hit have. Did the low health enemy you plan on finishing off regain a lot of armour through spells and items before your turn? No problem. Bull Rush doesn't care. However this can be a bit of a double edged sword at times. Since it won't damage physical armour, it's incapable of applying it's bleed condition if the target has even 1 point of physical armour remaining prior to your attack. While this can normally be solved with another ability or a plain old swing of the axe, when using the ability to close space to engage a fresh target you cannot bleed them.

      • Anonymous

        21 Sep 2017 21:40  

        Where is the link for the actual Bull Rush skill that the Bull Horns give you? What is this amateur hour?

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