Top 50 Spell, Gear, and Ability Combos in Baldur's Gate 3

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the first one is the handy healing combo of Hell Riders Pride Whispering promise and healing word the Hell Riders Pride grants an allly resistance against bloodening piercing and slashing damage when you heal them the whispering promise ring also offers a on4 bonus to attack R and saving throws upon healing when you he an ally you're not only giving them the blade war effect but also blasing them it works even better with AOE healing spells such as the mass healing word laun to buff every Ally around you with just one single spell you can obtain these items quite early like only a few hours after you start a new game and you can use them until the end of the game number two is the mighty combo of water plus lightning SL ice in this game you can get folks wet using spells like create water or just simply throw a water bottle to a Target when they're wet they become vulnerable to ice and lightning damage and this gets even crazier in the late game when combining with high high level lightning spells I got a video about this combo and you can check it out in the video description next up we have the cloak of cing broom and the other side ring when you disengage you also create a foggy Cloud within 2 m radius that blinds everyone but if you are wearing the everide ring you're immune to being blinded and you gain advantage on attack roles against folks within the clown and they have disadvantage on attacking you this combo Works exceptionally well with those classes that use the bonus section to disengage such as the row or a fighter M classing with the row you can also get the devil side ability from the Warlock this also grants immunity to being blinded number four is a ability check amination mass of the sh shifter and Sh shifters burn rain while sh shifting or disguising yourself you gain a plus 1 D4 bonus to all ability checks combined with the mass of the sh shifter you can shift into any form you like and gain the bonus on vulnerability checks which is super handy when it comes to lockpicking pickpocketing and other conversation checks but mass of the sh shifter only comes with the Delux edition if you don't have it just use the spell disguise self and it works the same and number five we have the Titan string bow pair with a club of H dry and string with the tight and string bow you do extra damage equal to your string modifier and the club of P dryan strength just sets your strength score to 18 giving you a plus four damage bonus to arrange your attacks both of these weapons can be found in the ne one next is the hammer red and fly the hammer red offers the shock wave when you use jump you do one4 Thunder damage in a 3 m radius upon Landing interestingly you can also achieve this by using fly the only difference is Jump uses your bonus action and you can only jump once per turn but fly uses your movement speed and you can trigger this thunder damage as many times as you like as long as you have enough movement speed number seven is the melee combo snowb burst ring disintegrating night Walkers and morning Frost with snow burst ring you create a 4.5 met circle of ice around the target knocking them prone if they fail a dexterity saving Thro while disintegrating night Walkers prevent you from falling prong on the ice surface enabling you to attack them with Advantage the morning Frost deals a nextra one4 cold damage which allows you to create an I surface number eight is a fe combo the polar master and Sentinel the polar Master allows you to make an extra attack using your bonus section after you attack with a glaive helper CER master or spear more importantly you can also make an opportunity attack when a target comes within your range while a sentinel offers you advantage on opportunity attacks and when you hit a creature with opportunity attack it can no longer move for the rest of its turn this combo gives you more more control over the battle and also allows you to attack more often using your reaction next up we have the burst damage combination brand the weak sneak attack and luck of the far Realms using brand the weak from the Amulet of branding can make your target vulnerable to bloodening slashing or piercing damage then follow up with a sneak attack which deals 66 piercing damage and use lock of the far Ram to make it into a critical hit douling every damage dice this is the most powerful for combo for the Rogues speaking of damage vulnerability we also have the balless armor granting you Aura of murder enemies within 2 m become vulnerable to piercing damage unless they're resistant to it couple with a two-handed weapon like the nauna which do piercing damage you can dis an absurd amount of damage for every turn number 11 we have the Aran combo helmet of aring accurity and band of the Mystic Scandal the helmet provides you aring accurity whenever you do damage with a weapon attack and aring accurity grants you a plus one bonus to spell attack roles and spell safe DC for each turn remaining which is great for spellcasters with extra attacks such as the College of sore bar and the AL Knight with only a few attacks you can stack up your Arcane accurity and make your spell DC pretty high to combine it with a ban of the Mystic scal you can now cast illusion or enchantment spells using your bonus section such as whole person and whole monster you're pretty much guaranteed to succeed a saving throw number 12 we have the poison and healing combination Brew mother's Revenge poisonous glove and derivation cloak The Brew mother's Revenge as a 1 D4 poison damage to a weapon attacks whenever you heal and poisonous glub grants you in manim whenever you do poison damage the target needs to succeed a constitution saving throw or become poison the derivation CL kills you for 1D four hit points if you poison a Target and this again goes back to the brw mother's revenge and it can just go on and on next is the heating combination carer the boom closure and share the flare or Sor chaos carry at of wood closure grants potent healing which maximizes the number of hit points you restore meaning if you receive any healing you always restore the maximum number to combine with the weapons that heals you on hits such as the Shad of FL or the sore of chaos you can consistently heal yourself by hitting folks it works even more amazingly with abilities that hits multiple Folks at once number 14 is a powerful debuffing combo glov abler guys bring up spite of thunder in Corpse grinder the gloves offer Thunder conversion when you deal thunder lightning or radiant damage inflict two terms of reverberation upon targets when they have reverberation effects they suffer a minus one pan of to strin dexterity and cause saving Thro per turn remaining and when the entity has four or more turns of reverberation it takes one4 Thunder damage and possibly Force PR with a ring of SP of Thunder when you deal Thunder damage to a viberating creature it becomes days unless it succeeds a constitution saving throw days enemies have disadvantage on bsom saving throws and lose their dexterity bonus to their AC which is quite a big deal for bosses that have a lot of Dexter it the corpse grinder offers extra Thunder damage that triggers the day's condition you can also use a spell like Elemental weapon to add Thunder damage to a weapon if you don't have the corpse grinder with this combo every attack you make might inflict reation and days probably making them prong as well number 15 we have an excellent spell combo Heroes feast and Cloud kill Heroes Feast grants extra hit points to you and your allies making them immune to being being poison diseased and frightened also have advantage on wisdom saving fro while the cloud C creates a large Cloud that inflicts 58 poison damage per turn this way the whole party is immune to the poison damage and the F take 58 poison damage per turn you can also move the cloud every turn a really cool combo next is AAL words combination F four and enhanced leap enhanced leap triples a creatures jumping distance with these two spells you can jump through Maps quite easily whether it's jumping up or down these spells are both ritual spells and you can cast them outside of combat without spending a spell slot you can also equip the nauna which grants you immunity to Falling damage this way you only need to cast enhan sleep every once in a while next up we have the short sore First Blood and Colossus Slayer this is say recommended combo for a dual welding build short s first Blood dues an additional 1d8 piercing damage to Target with four hit points while the closest Slayer does an extra 1d8 damage to the Target that is below maximum hit points you can start attacking a full HP Target with a short sword first blood then attack with your off hand for another 1 da bonus damage number 18 is a combo specific for the monk the hellish rebuild and Pyro quickness hat hellish rebuild allows you to use your reaction to deal 2d1 fire damage to the Target who attacks you combined with the Pyro quickness hat that grants you a bonus action when you deal fire damage with a spell your mon can make a feel more Flurry of Blows for every long rest and number 19 we have another strong combination for the monk the Tav brawler and the elist of cloud joyant string the T brawler Fe doubles your string modifier to your attack and damage your row when you make a norm attacks and the eliss of cloud Jo and strength sets your strength to 27 giving you a plus eight bonus to attack and damage row double by the T Bret and it's a plus 16 bonus really insane while this combo also works on creatures that use alarm attacks like most of the jwi Wild shipes next is the Boost of striding strange conduit with ring and any concentration spell boost substring prevent you from being knock prone while concentrating on a spell and the strin counter it ring also provides a 1 V4 psychic damage to your weapon attack as long as you concentrate on a spell number 21 is a formidable abelation combo the armor of agist and the Arcane War Arcane war is a passive feature of the auration school wizard when you cast an auration spell you gain a charge in Arcane war that blocks incoming damage each time you take damage the damage is reduced by your Arcane War charge when combined with armor of V Fist and not only provides Arcane charges but also gives five temperary hit points and Deals five cold damage damage to anyone that attacks you in melee turning you into the formidable tank you can upcast armor a back of fist to gain enhanced effect and making you even stronger and I got a video dedicated to this spell feel free to check it out number 22 we have a handy trick for the RO class the Mage hand and sneak attack this helps you make a sneak attack without having Advantage by just simply moving your Mage hand next to your Target and then you can perform the sneak attack without having Advantage you can acquire the mage hand spell by choosing the arang trick the subass or picking the G Yan race at character creation and next we have the glov of bful strike an arrow of many targets whenever you do damage with a weapon attack the target receives a 1 D4 panalty to saving throw against your next spell the arrow of many targets deals damage to the main target and extra damage to three other Targets in range applying this debuff to anyone it hits essentially turning this combo into the banks spell another powerful trick that involves the arrow of many targets is the assassinate Ambush you acquire disability from the Assassin subass at Road level three turning every attack you make against a surprise creature into a critical hit you can make folks surprised by attacking them from hiding when outside of combat after surprising them you can combine abilities like action surge to give you more attacks in one turn and all your attacks will be crits you can take down an army by yourself using this method next we have a combination for Pick pocketing and lockpicking a graceful cloth and smokless ring the grace for Glo increases your dexterity score by two also grants you cast Grace which provides advantage on dexterity checks which means when it comes to stealth lockpicking and pick pocketing you always get to roll the dice twice and take the higher results and smuggers ring increases your stal and slide of handan bonus by two make sure you succeed on those checks more more often number 26 we got a barbarian trick Tiger's blood lust punch junk bastard an amulet of the junker when you are junk punch junk Bast that grants you advantage on attack Rose you also create a blast with each attack dealing wonderful Thunder damage within three meters with blood loss attacking three enemies at once you can blast them nine times in one hit which is a lot of fun and the amate of the junker extends your junken condition to five terms next over we have a quit combo the killer sweetheart and Sergeant subjugation Amulet the killer sweetheart turns your next attack into a critical hit when you kill a creature the sergeant subjugation amulet can paralyze a humanoid Target for two terms if you score a critical hit and attacks against a paralyzed Target always Critical Hits if the attacker is within 3 MERS you can get a lot of crits out of this combo number 28 is a handy sorcerer trick twin spell and haste with twin spell your spells that only target one creature and now Target an additional one t is one of the strongest spell in this game providing a creature with a plus two AC advantage on dexterity saving fro double movement speed and one extra action with twin spell you can now buff two characters with haste making them much more effective in combat another mam magic combo is distance spell and Misty step distance spell increases the range of spells by 50 50% combin with a misty step you can reach a location Far Away particularly useful in the final fight next we have the Brew mother's Revenge Whispering promise and ring of regeneration Brew mother's Revenge offers a one four poison damage to your weapon attacks whenever you're heal Whispering promise also provides you one4 bonus to attack Rose and saving fro upon healing ring of regeneration heals you for one4 hit points at the start of your every turn with this setup you're going to have a permanent blast buff and always affects your poison damage number 31 we have a cleric trick ose resilience sphere and warding bond warding Bond allows you to Ward an ally giving the resistance to all damage and a plus one bonus to their AC and saving throw each time the target takes damage the spell Caster also takes the same amount of damage you can War as many allies as you like and this spell requires no concentration the AL resilient sphere enclose a Target in a sphere reducing its movement speed by half and blocking all incoming and outgoing damage this means you are invincible when under this effect combined with the warding bond you actually take no damage when it transfers to you and your allies get a free resistance I suggest using this trick on your knowledge domain cleric as they get wng Bond at level three and all lose resilience spere at level seven I also recommend tipping a few levels in to the sorcerer to get the extended spell so you can make aut to loose resilience fear last six terms instead of three with this trick you can bond with a bunch of allies and when the combat starts all you need to do is basically nothing next we have a barbarian trick by choosing the tiger horse sub class you gain Tiger's blood lust this ability allows you to attack up to three Targets in front of you and make them bleed for two turns when you reach level six you can pick an animal as aspect choosing the Wolverine aspect allows you to Main and target for one turn if you attack a bleeding or poison Target with blood lust always making folks bleeding you actually M them for one turn whenever you hit them with blood lust and when they're maim their movement speed reduce to zero and have disadvantage on dexterity saving fro at level 10 you can pick another animal aspect and going with the aspect of the tiger grants you the ability to add your strength modifier to attack Rose against bleeding t targets which greatly increases your hit chance number 33 is the combination of magic Missile for Al and Empower evocation this sword comes with a streak ability all enemies within 6 M range have a 1 D4 penalty to all saving throws affected creature also receive an extra 1 D4 Thunder damage with magic Missile inflicting a lot of hits the damage just adds up like crazy lastly Empower evocation also adds your intelligent model fire to damage with any evocation spells next up we have the Trident of the waves and shocking grasp Trident of the Waves inflicts wet condition and creates a water surface on the ground and wet enemies take double damage from lightning and Ice damage this is when shocking grass kicks in however I suggest taking the Dual wielder feet and put this weapon in your off hand after getting your enemies went with this weapon you can still cast shocking grasp using your action of course you can also use use any Lightning Spell you like and the important thing here is that you can easily get an enemy W by using your offand attack number 35 we have the light of creation and gloves of the automaton lights of creation is a really strong weapon from the early game but it comes with the overcharge ability that might stun you when you attack unless you pass a constitution saving throw and the gloves of the automaton negate the overcharger effect by turning you into a construct also providing you with advantage on attack rols for 10 terms number 36 we have a powerful One Love of imol ability and transfuse heal this is an elected power you can unlock quite early in the game sacrificing half your remaining hit points to heal a target for the same amount but if you are standing in a glove of invulnerability you hear an allly without sacrificing your hit points cuz this spell provides damage immunity to objects inside next is the armor of vapist and reflective Shelf armor of agaist reflects cold damage to folks who attack you in Malay and reflective shell reflects any projectiles to the attacker when you're under this BPS you're basically Untouchable and this is more of a solo setup cuz if you have a team the folks will never attack you you get the reflective shelf spell from Mia's walking Fortress and next we have a strong debuffing combo luminous armor and spirit Guardians the armor inflects radiating W within a 3 m radi when dealing radiant damage when affected by radiating up the entity has a minus one on attack rows for each remaining turn say you are surrounded by a bunch of folks you activate Spirit Guardians dealing radiant damage to all of them and then each of them inflicts radiating War within 3 m this debuff can stack up instantly making them impossible to hit you next over we have a fee combo the warcaster and resilient Constitution the warcast grants advantage on concentration saving fro which greatly reduces the chance of rolling a critical failure and this is the main reason that makes you break your concentration while the resilient Constitution provides you proficiency on Constitution saving throw and you have a plus four bonus on con saves when you reach level 9 but you don't have to always take them using your feat because you can acquire these features somewhere else throughout the game you can find many gear that provides to Advantage on con saving throw as for the con- saving proficiency you can just simply make a respect and star your character as a fighter or a sorcerer and you have it next up we have a ultimate CC combo the massive frightening setup first you need a moral reminder when you land a critical hit against a creature that creature and any nearby enemies must succeed a wisdom saving throw or become frightened until the end of the next turn you gain this ability by simply spending a level into the great o1 sub class second you need a primal stampe from the wild heart Barbarian at level three you can charge forward attack all enemies in the way and possibly knock them prone the nice thing here is that it attacks as many targets as there are within the range giving you more chances to score a critical hit plus The Reckless attack you always have advantage on your attack roles greatly increasing the chance of getting a critical hit and when you do all enemies have to make a wisdom saving throw or become frighten Primal STP can also knock folks prong if they fail a string saving throw if they're both prong and frighten they automatically skip that turn all in all the more enemies around you the better number 41 we got another support Barbarian setup you need to go with the ego hearts of class then at level six take the aspect of the stallion every time you use Dash you gain temporary hit points equal to twice your Barbarian Level say you are a level 10 Barbarian and you got 20 temporary hit points just simply using Dash really easy by choosing the ego H sub class you can use Dash as a bonus action while raging this makes you incredibly tanky to make full use of that use the elicit power trans FS Health which allows you to sacrifice half your hit points to heal a target for the same amount of hit points so feel free to do it if you feel like you got plenty of hit points to spare next we have another Barbarian trick L drri and Spike grow Spike row covers the ground with spikes and a creature walking on the spikes take to def4 piercing damage for every 1.5 M it moves the spikes are difficult to ring having a creatures movement speed with the L rer ability your Barbarian is immune to this damage and effect you can walk on the spite freely without taking any damage while the Fes have to reduce their movement speed and take damage when they move this is a huge advantage Vantage number 43 we have the resonance Stone and Shadow Blade when you are carrying the resonance Stone everyone within 9 meters is affected by steeping Bliss the affected entity has advantage on physical checks and disadvantage on mental saving frows such as intelligence and wisdom saving throw also vulnerable to psychic damage including yourself to combine this with a Shadow Blade which deals to d8 psychic damage you always get double psychic damage on weapon attacks you can obtain this weapon in Act Two by acquiring the Shadow Blade ring and then creating this Blade with its ability however you need to maintain concentration on the weapon next over we have a powerful AOE combo the warwind attack punch jungk baster and callous glow ring you can unlock the Whirlwind attack when reaching Hunter level 11 and this ability just simply attacks everyone around you with a punch junk Club your heavy attack inflicts an extra 1 D4 Thunder damage damage to folks within 3 m so the more folks the better to make it easier you can combine it with the elicit power black hole which PS in every nearby folks I also highly recommend you get the awaken ability in the G yanki crash which enables you to use your elicit power as a bonus section with this one you can cast Black Hole to pull everyone together using your bonus section and then Unleash Your warwind attack number 45 is the most overpowered one shot combo first you need a witch bow spell which is a level one spell dealing 1 D12 lightning damage if you upcast it with a level six spell slot it becomes 612 and since this spell uses attack roles instead of saving throw we can double the damage dice by turning it into a critical hit using none other than the luck of the far Ram and don't forget it is also a lightning spell so you guessed it coupled with a create water spell you got the double lightning damage but we're not done yet there's also this destructive WTH ability which when you roll thunder or lightning damage you always doal maximum damage at the end of the day by combining all these abilities you deal 144 lightning damage and then double by the Weare condition pretty close to 300 you can definitely one shot most of the bosses in this game using this trick if you want to give it a shot a 10 level sorcerer and a two-level tempest cleric will be sufficient for this spell next up we have a multiclass combination the extra attack and pack of the blade pack of the blade is the ability you can choose at warlock level three and when you hit Level five it grants you an extra attack surprisingly this can be stacked without extra attacks such as the fighter and Paladin giving you a total of three attacks in one turn you can also use spine pack weapon to bind your weapon and this weapon will use your spell casting ability instead of strain this combination now only works in nonon mode if you are playing in the honor mode the extra attack won't stack just keep that in mind next up we have the ultimate quick damage combo all you need is three pieces two doar emerals and the vicious short bow they all have one thing in common when you land a critical hit with this weapon it deals an additional seven damage somehow this damage just Stacks with three of them it is a 21 extra damage on a critical hit and you need three levels into the Assassin to get the ability assassinate Ambush so you can get Critical Hits on surprise enemies combined with other stuff such as the speed potion to get you as many attacks as you can you're going to put down some crazy damage in one turn and next we have a fun Barbarian trick the diving strike and plan grow you get a diving strike as the eag hot Barbarian and it leaps down onto a f below you dealing normal damage and knocking them prone for two terms after you obtain the electric power fly you can fly to high grounds and do this again and again when you hit them they just fall prone no saving throws required if a creature fors prong they need to spend half their movement speed to get up cast plant grow on the ground to reduce their movement speed even more they basically won't be able to move number 49 we have a heat combo sweeping attack s of chaos and perad of wound closure sweeping attack allows you to attack multiple folks in the area you get dis ability from the Battle Master subclass sore of chaos heals you for one6 hit points on the hit and period of Boon closure maximizes the hit points you receive you can heal yourself a ton of hit points in one turn number 50 we have a handy combo that many might not know chill plus W equals Frozen one of the best ways to inflict chill is the flare of Ages that comes with a spell Elemental age which inflicts chill condition on an enemy if you choose the ice element this lasts until a long rest and now you can apply chill condition on folks with your weapon attack there's also a weapon that inflicts we condition on a hit the tridon of waves and now you need to take the Dual whe defeat put flare of vages in your main hand and try down of the waves in your off hand one causes chill and the other causes wet together you can freeze any enemies with a few hits really amazing for those frozen folks they're incapacitated for one turn and vulnerable to bloodening thunder and force damage so try to break the ice with this type of damage for example the disintegrate can deal a ton of force damage another trick to get F's chill is using this a CO snap when you w it in your off hand you gain chea en counter which when an enemy misses you with a weapon attack they must succeed a dc13 constitution saving throw or be CH for two terms you can build a high AC character and provoke them to attack you if they miss they become chill and then you can cast something like create water and they all become Frozen and these are my top 50 combos for Boulders G 3 if you enjoyed it please hit a like or consider subscribing to this channel thank you for watching this video I'll see you in the next one
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Channel: JC Lee
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Length: 29min 32sec (1772 seconds)
Published: Tue Feb 06 2024
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