Tactical Retreat

Tactical Retreat

Apply haste to yourself, then teleport away from imminent danger.

Set Hasted for 1 Turn(s)

Requires Huntsman 2cldwn4
Costs 1 Memory
 Range 13m

hunstman-skills-dos2 Huntsman Skills

Tactical Retreat is a Huntsman Skill in Divinity Original Sin 2.


Tactical Retreat location



Tactical Retreat effects

  • Scroll cannot be crafted
  • Is affected by range bonuses (Far Out Man, Farsight)
  • Can be silenced
  • Cannot be atrophied


Tactical Retreat trivia & strategies

  • Arguably the best jump skill of all of them. Spend one AP now, get that AP back on the next turn thanks to Hasted!
  • Rupture Tendons will damage a character using this skill. It looks hilarious


Tactical Retreat builds


Divinity Original Sin 2 Builds: Venomous Sentry


Divinity Original Sin 2 Builds: Tectonic Sage


Divinity Original Sin 2 Builds: Sanguine Bowman


Divinity Original Sin 2 Builds: Ranger


Divinity Original Sin 2 Builds: Assassin


Divinity Original Sin 2 Builds: Warden


Divinity Original Sin 2 Builds: Elementalist




Huntsman Skills
Arrow Spray  ♦  Arrow Storm  ♦  Assassinate  ♦  Ballistic Shot  ♦  Barrage  ♦  Elemental Arrowheads  ♦  Farsight  ♦  First Aid  ♦  Glitter Dust  ♦  Marksman's Fang  ♦  Pin Down  ♦  Reactive Shot  ♦  Ricochet  ♦  Sky Shot



Tired of anon posting? Register!
    • Anonymous

      This skill is great for fast movement and it is a great combination when you do this: requirements: Fane, an archer (such as Ifan!), or a human archer. turn 1: tactical retreat-sky shot-(end turn with 1 ap) Fane's turn: Time warp (on archer)-(end turn with 1 ap) Turn 2: elemental arrowheads-barrage

      • Anonymous

        this is arguably the best skill for technically not having a cost (you get the 1 ap back nest round from 1 turn haste...providedyou didnt have haste beforehand or it got begated by slow or cripple). for pyro users with elemental affinity, the phoenix dive is the best for possibly getting high ground and geting a patch of fire for triggering elemental affinity...however you need to take a step towards the flames for it to trigger so the pawn is useful for preserving that 1 ap. you need 1 point of scoundrel to take the pawn and you can take adrenaline(for a burst damage) and chloroform( to cc an enemy with low/ no mag. armor) with that point so its not exactly a bad deal.

      Load more
      ⇈ ⇈