Bull Horns

polymorph 12 17

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.

special divinity original sin 2 Set Bull Horns for 4 turn(s).

properties divinity original sin2 icon Requires Polymorph 1cldwn6
properties divinity original sin2 icon Costs 1 Memory

polymorph skills s Polymorph

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

 

Bull Horns location

Vendors

 

Bull Horns' skill

  • polymorph 13 1Bull Rush

    Rush at your enemies, dealing 75% weapon damage and setting Bleeding.

    special divinity original sin 2 Set Bleeding for 2 turn(s).

    physical armour icon Resisted by Physical Armour

    2 ap iconAP
    1 Turn Cooldown

 

Bull Horns effects

  • Scroll crafted by combining Sheet of Paper, Life Essence, and Antler
  • Scroll costs 0 AP to use
  • Is autocast
  • Bull Rush scales with weapon and Warfare
  • Bull Rush is not affected by range bonuses (Far Out Man, Farsight)
  • Bull Rush can be used with a bow
  • Bull Rush cannot be deflected
  • Bull Rush can miss
  • Bull Rush can be atrophied, but Bull Horns can't
  • Bull Rush cannot be silenced, but Bull Horns can

 

Bull Horns trivia & strategies

 

Bull Horns builds

 

Divinity Original Sin 2 Builds: Eternal Warrior (Death Knight Perfected)

 
 
 
 
 
 
 
 
 

 

 

 

 
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

 

 




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    • Anonymous

      A great skill for both mobility and AOE dmg. The fact that it can be used while silenced(not Bull Horns, only Bull Rush) makes it a perfect skill for Enrage warrior.

      • Anonymous

        Can someone tell me how bull rush procs sparking swings? It isn't for me when I cast sparking on myself and bulll rush enemies who are right next to each other.I have a staff equiped

        • Anonymous

          Excellent skill, strong throughout the game. It has never left my bar on a melee fighter. Better than blitz attack if 2 targets r close together. Great for catching up to an enemy that is 1AP movement away, as u can do pretty good dmg to the target AND end up right next to them for just 2AP.

          • Anonymous

            As of the most recent update, this skill no longer deals pure damage, but regular physical damage.

            In my opinion, that's a huge buff.

            • Anonymous

              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.

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