Scoundrel skills in Divinity: Original Sin 2 are very specialised in Status Effects and usually require a dagger to be equipped. Most skills are Dynamic-based, and scale with your main-hand weapon. For example, if you carry a one-hand sword in main hand and a dagger off-hand, the Throwing Knife damage will be scaling on Strength but you cannot use every Scoundrel skill which require the dagger without putting the dagger on your main-hand.


SBk ScoundrelScoundrel Skill Books


Divinity Original Sin 2 Scoundrel Skills


Name Req Mem AP SP CD Res Scale Range Description

scoundrel adrenaline icon

Gain 2 Action Points immediately, but lose 2 Action Points next turn. Any Action Points over your maximum are lost.
scoundrel skills s 1 1 - - 4 n/a n/a  --

Gain 2 Action Points immediately, but lose 2 Action Points next turn.
Does not break Invisibility or Sneaking

scoundrel vault icon

Jump over the enemy, landing behind their back and backstabbing them for 70% physical damage.
scoundrel skills s 1 1 AP - 3 n/a Dynamic 8m

100% chance to Backstab.
Scale depending on main weapon.

scoundrel chloroform icon

Destroys [X] Magic Armour and then tries to set Sleeping.
scoundrel skills s 1 1 AP - 3 magic armour icon Fin 13m Set Sleeping for 1 turn(s).
Does not break Invisibility or Sneaking.

scoundrel throwing knife icon
Throwing Knife

Throw a knife at your opponent, dealing 85% damage. Can backstab!
scoundrel skills s 1 1 AP2 - 1 n/a Dynamic 8m

Scale depending on main weapon.

scoundrel 3 15
Cloak and Dagger

Teleport without breaking sneaking.
scoundrel skills s 2 1 AP - 4 n/a n/a  13m Does not break Invisibilty or Sneaking.

scoundrel 14 20
Corrupted Blade

Dagger attack that deals 150% damage and sets Decay and Diseased.
scoundrel skills s 2 1 AP3 - 4 physical armour icon Dynamic  2.5m

Set Decaying for 2 turn(s).
Set Diseased for 2 turn(s).
Scale depending on main weapon.

scoundrel 15 25
Gag Order

Destroy [X] Magic Armour on target character. Silence target.
scoundrel skills s 2 1 AP2 - 4 magic armour icon Fin  2.5m

Set Silenced for 1 turn

scoundrel knee breaker icon
Rupture Tendons

Deal 100% damage to target character. When they try to move, they will take piercing damage.
scoundrel skills s 2 1 AP2 - 5 n/a Dynamic  2m

Set Ruptured Tendons for 2 turn(s).
Scale depending on main weapon.

scoundrel sawtooth knife icon
Sawtooth Knife

Pierce the enemy's Physical Armour and directly deals 100% piercing damage. Sets Bleeding if enemy has no Physical Armour.
scoundrel skills s 2 1 AP2 - 3 physical armour icon Dynamic  2.5m Set Bleeding for 3 turn(s).
Scale depending on main weapon.

scoundrel sleeping arms icon
Sleeping Arms

Deal 100% damage and set Atrophy: your target can't use weapons or weapon skills anymore.
scoundrel skills s 2 1 AP2 - 3 physical armour icon Dynamic  2.5m

Set Atrophy for 2 turn(s).
Scale depending on main weapon.

scoundrel 15 6
Terrifying Cruelty

Dagger attack that deals 110% damage and sets Bleeding and Fear on target character.
scoundrel skills s 3 1 AP3 - 4 physical armour icon
magic armour icon
Dynamic  2.5m Set Bleeding for 3 turn(s).
Set Terrified for 1 turn(s).
Scale depending on main weapon.

scoundrel wind up toy icon
Wind-Up Toy

Summon a mechanical bomber at the target point. The bomber can explode, dealing fire damage and producing a fire surface.
scoundrel skills s 3 1 AP2 - 6 ? ?  13m Does not break Invisibility or Sneaking.
The stats of the summons will depend on caster level and Summoning ability.

scoundrel daggers drawn icon
Daggers Drawn

Whirl into a barrage of 5 stabs, each dealing 65% damage.
scoundrel skills s 3 2 AP4 SP2 6 n/a Dynamic  2.5m Scale depending on main weapon.

scoundrel 15 7
Fan of Knives

Fling a dagger at every enemy around you, dealing 125% physical damage. Can backstab!
scoundrel skills s 3 2 AP3 SP 2 n/a Dynamic 8m 

Scale depending on main weapon.

scoundrel 18 3
Mortal Blow

Deal 140% damage. Damage is doubled if you are sneaking or invisible. Target is killed instantly if below 20% Vitality.
scoundrel skills s 5 3 AP2 SP3 - n/a Dynamic  2.5m Instantly kill target below 20% Vitality.
Scale depending on main weapon.

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    • Anonymous

      "For example, if you carry a one-hand sword in main hand and a dagger off-hand, you can use Throwing Knife with damage scales on Strength."

      Technically yes, holding a sword in your main-hand will cause skills like Throwing Knife to scale of strength BUT you will NOT actually be able to cast Throwing Knife without a dagger in your main-hand. Knife skills cannot be cast with a dagger in the off-hand, they can only be cast with a dagger in the main-hand. So the wiki's statement that you can "use" Throwing Knife with damage scaling on Strength is not true.

      I was eager to try a Sword/Dagger Strength based assassin so I could mix in certain Polymorph skills like Tentacle Lash, but my testing showed this just doesn't work as the wiki implies.

      The best solution I could come up with is to use two daggers and Finesse like a normal assassin and also use a mod that causes Polymorph skills to scale with Finesse. It's not perfect, because enemies that use Polymorph attacks would be built with Strength, not Finesse, so they'll do much less damage. It also might make your warrior unable to use Tentacle Lash, or give your Ranger no excuse not to use Tentacle Lash when they really shouldn't have access to that. An alternative solution would be to use a mod that removes the dagger requirement from all Scoundrel skills, but unfortunately that won't work for me because it is not compatible with another Scoundrel mod I'm using (Odinblade's Scoundrel Overhaul).

      Did you know that there's a unique animation for sheathing your weapons when holding a sword in your main-hand and a dagger in your off-hand? I didn't either until I tested it. I wish I had reason to see it more, it's quite flashy.

      Maybe someone could change that line in the wiki? Not sure how to edit.

      • Anonymous

        Silus the sneaky snake:

        Lizard assassin with maxed geo and scoundrel, with venom coating \aura at later levels with polymorph chameleon and skin graft

        • Anonymous

          can the dynamic skills scale from int/elemental damage if you have a wand in the main hand and dagger in the offhand?

          • Anonymous

            I have beaten the game on tactician mode 4 man multiplayer with only convenience gift bags on like the fast running... and I hear that all meelee pretty much fall off late game...

            so we all went ranged mages for safety, nuke, and ease...

            but when my cousin decided to switch into meelee max warfare with falone scythe(best 2H weapon in the game) and full devourer set, we was all disappointed...

            I was the carry, 1 other carry, 1 total support, and 1 handicap(tetra elemental mage spread too thin, sorry cousin!)

            nothing could compare to my Sebille blood mage who did roughly 10k+ crits aoe per hit with flesh sacrifice, adrenaline, Apotheosis, blood storm and grasp of the starved, it wiped all mobs except the boss but i would just skin graft and combo again to kill it...

            with this in mind, I still want to do another playthrough with the rogue but having already experienced some of the best dps already, i know that i might be disappointed... even still I want to see for myself how the rogue fairs late game... if all else fails... then respec... LMAO...

            • Anonymous

              From my testing damage is best when speeding points 50/50 warfare and scoundrel, for back stabs that is.
              Warfare skills can backstab but not worth the AP/memory unless for crowd control.

              • Anonymous

                All the dagger-based scoundrel skills are peace of ****, especially compared to other schools. Daggers have the lowest damage output even with crit, while you need to attack from back only; skills have not enough damage boost to compensate that; the effects are almost useless because most of enemies have P.Armor=HP.

                THE ONLY ONE effective skill in the whole tree is Backlash, because for 1 AP its teleports you, puts you in handy position and always crits. But it still doesn't worth using daggers.

                There is no "Thief" class in the game, because of battle stealth is dead, skill design is crap, daggers are useless as a weapon class.
                Crit chance does not boost daggers, but it boosts 2h weapons, which do more damage without a crit rather than daggers with crit.

                Finesse melee with a spear and warfare is much more effective in terms of damage. Knockdown from warfare much more effective disables because they have AOE, unlike all Scoundrel skills. Without dagger-based skills you lose nothing

                Larian do not understand what the balance is.

                • Anonymous

                  Just annihilated the last fight with Sebille Scoundrel (with 5 poly and some warfare), and devourer set. it was a one elf show. Scoundrel's legit.

                  • Anonymous

                    I recently started playing this game ...and i had some exp with "rogue" stuff in other games. I reached Driftwood and near it u have to free the Meistr (i was lvl 8) that means u fight the 2 magister + reinforcements. Until that point gear wise i haven't found nuthing and i am trying to play 4 rogues with alot of cc and mobility stuff on them...but i managed to gear them with stealing and buying so mostly from vendors. Until that point i to be honest didn't see any op stuff like i wasn't one shoting anyone or even three shoting or whatever, but my god i was hiting with Sebile that has 10% increase dmg buff trait and some other buffs like peace of mind and food / encourage/ etc dude 70 dmg crit with baclash ? Those magisters that were using 2h weapons did constantly without any sort of buffs 120-160 dmg and i examined the stats almost like mine 22 str Sebile had 23 finesse without buffs. Am i playing a different game here ? Throwing knives aswell jesus they suck ...and i tryed even with ranged bonuses / high ground to see if anything changes. Maybe this class shines more in higher levels cuz u can't go guns blazing sort of speak in fights with this class.

                    • Anonymous

                      Wow, what a bunch of crybabies in this page. Clearly most of you have never leveled a scoundrel with Lone Wolf to end game and don't understand just how much damage Sawtooth does directly to vitality to which you can effectively assassinate a single character when combined with Mortal Blow. Plus, don't even get me started on how OP Ruptured Tendons is when combined with Torturer talent. To me, yes you can get more consistent damage from a high crit ranged 2hd or archer, but the level of skill and fun with scoundrel is much better.

                      • Anonymous

                        This tree has some fun options, but it works best if you dip into polymorph for chameleon cloak and warfare for battle stomp. Though I'm still in the early game. In a party, so I have the glass cannon feat, and being able to shatter a targets armor then knock them down if they are still alive makes it hard for low armor enemies to threaten me. Though if you get diseased, now your just glass

                        • Anonymous

                          Like most of the rogue/scoundrel characters are based on in/out the shadows/invisibilty for the whole fight. Like if gettin in shadows cost 4ap there is no need for the scoundrel class at all. There are better more revarding classes with high dps than this one. Like when enemy have 20% HP left its case of killing them with next skill/spell attack at most other classess like there is no need for this. Like I wanted to play rogue here but the class is trash due to lack of shadow/invisibility combinations. Yeah you have talent that gives you +40% bonus to damage in stealth/invis but the lack of ability to use invis/stealth most of the fight makes no sense to take it or even consider it a valuable talent to take. Like I love hight dps close combat characters like rogues and thiefs in other games but in this it s lot meeeh. It s not even satysfyin to try to combo somethin when you mostly dont even kill them in one round of abilities and have only one chance to get behind them most of the time cos most of the enemies have attack of oportunity talents so made it behind them in fight you need one or more talents withou them murdering you. Like I was a bit dissapointed when first try this class as main but I have much more furn playin just dps mage or cc battlemage. Scounderl is dry and unsatysfyin till act 2 cos you lack either damage or some cool combos.

                          • Anonymous

                            What is even the meaning of having daggers instead of two-handed weapons if you can't even pierce the armor? The Scoundrel tree overall is garbage.

                            • Anonymous

                              Considering the base damage of dagger is too low(in the late game, only 52% of a two-handed weapon, 78% when duel-wielding. Backstab guarantees critical hits but warrior, archer or magic user can reach 70% critical chance in the late game, not to mention archer has highground bonus), and the range of dagger is also the shortest(except for two skills) damage of these skills should be at least 115%/2ap. The ap cost of Throwing Knife /Fan of Knives/Terrifying Cruelty/Daggers Drawn/Corrupted Blade should be reduced (Although if reduced to 2ap Corrupted Blade 150% would be a little op). 100% damage skill (Rupture Tendons/Sawtooth Knife/Sleeping Arms)should be buffed. Damage of Chloroform should be doubled. Cloak and dagger should give 1 turn invisibility.Mortal Blow should be given a CD and increase its damage while reduce its sp cost(or trigger its lethal effect at 40% Viality while others remain the same).
                              Personally, I'd like to see a 2ap scoundrel skill that acts similar to Enrage, which makes all the damage caused by dagger piercing damage or makes all soundrel skills' effect ignore armor in one turn(actually 2 turns just like enrage)

                              • I would greatly appreciate it if instead of all the Deal [X] physical damage, we got 100% of 60% of 120% physical damage (Meaning what are the percentages) for the tooltips like the Huntsman skills in the wiki. Thanks.

                                • Anonymous

                                  It would be great if more skills didn't require daggers. Would allow more character types to use scoundrel for something more than Chloroform + Crit Multiplier

                                  • Anonymous

                                    Anyone else confused about the fact that Scoundrels don't have the ability to gain action points on a successful kill. Should have a skill, if you kill a target behind, refresh half the AP you gain each turn. So you can dart around the battlefield after your magician put some wicked dope explosions down.

                                    • Anonymous

                                      Why does Backlash and Throwing knife scale off of strength? At least, thats what the skill descriptions currently say. At least Chloroform scales off of Finesse.

                                      • Anonymous

                                        Can the skills that require a dagger be used with a dagger in the off hand, but other weapon in the main hand?

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