Polymorph in Divinity: Original Sin 2 is what happens when a skill school drinks too much chaos potion and decides to become a monster-making factory. In 2026, Larian's beloved RPG still has players arguing about builds, and Polymorph remains the wildcard that can turn a hero into a chicken-flinging, wing-sprouting, skin-grafting menace. The school is not for the faint of heart. It is complex, it is weird, and it will absolutely punish anyone who treats it like a simple damage tree. But when it works, the battlefield becomes clay. Enemies become poultry. The player becomes a god. Below is a ranked tour of the ten best Polymorph skills, from the reliable to the utterly broken. The ranking goes from ten to one, so the finale is the kind of ability that makes game masters weep.

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10. Heart of Steel πŸ’“

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  • AP cost: 2

  • Cooldown: 5 turns

  • Usage: Defense and physical armor regeneration

Polymorph mages have a bad habit of standing in the middle of a war zone, admiring their own tentacles, and then getting turned into pincushions. Heart of Steel is the adult supervision. It restores lost physical armor and keeps regenerating it over time. That makes it better than many similar defensive skills. The only real price is a five-turn cooldown, which is long enough for the caster to regret every life choice. Still, a living Polymorph is a dangerous Polymorph.

9. Chicken Claw πŸ”

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  • AP cost: 2

  • Cooldown: 6 turns

  • Usage: Turning the enemy into a chicken, denying them combat turns and making them vulnerable

Chicken Claw is the reason enemies fear poultry. If the target has no physical armor left, this skill turns them into a chicken. They panic, they run, they lose combat turns, and they become more vulnerable to attacks. It is not just crowd control; it is psychological warfare with feathers. The cooldown is six turns, so use it when it matters. There is no greater insult in Rivellon than being clucked into oblivion.

8. Tentacle Lash πŸ™

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  • AP cost: 2

  • Cooldown: 3 turns

  • Usage: Direct damage and disabling certain enemies

Sometimes a player does not want comedy. Sometimes a player wants a tentacle to the face. Tentacle Lash deals direct physical damage and contests physical armor. If the enemy survives, they get Atrophy, which prevents weapon attacks and skill usage. The disable lasts only a turn, but the three-turn cooldown makes it surprisingly spammable. It is the serious sibling of Chicken Claw, and it still looks ridiculous.

7. Spread Your Wings πŸͺ½

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  • AP cost: 1

  • Cooldown: 6 turns

  • Usage: Sprout wings and gain better maneuverability through flight

Environmental surfaces in Original Sin 2 are silent killers. Poison, fire, cursed ice, and whatever else the battlefield decides to vomit up can end a run faster than a bad dice roll. Spread Your Wings gives the caster wings and lets them fly over surfaces and obstacles. It costs only one AP and lasts long enough to be useful. Whether for tactical positioning or a dignified retreat, it is a bargain. The wings also make the character look like they finally read a self-help book about rising above problems.

6. Spider Legs πŸ•·οΈ

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  • AP cost: 1

  • Cooldown: 5 turns

  • Usage: Gaining movement advantage and disabling enemy movement

Spider Legs is what happens when a Polymorph mage decides to become a terrifying hybrid of human and arachnid. It grants mobility, and it lets the caster shoot webs. The web entangles all characters in the target area, ignoring armor. Meanwhile, the caster is unaffected and even gains Haste while standing on the web. This is incredible for Lone Wolf runs. It is also incompatible with Spread Your Wings, because apparently having both wings and spider legs would be too much power for one mortal. Peter Parker would be jealous.

5. Medusa Head 🐍

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  • AP cost: 2

  • Cooldown: 5 turns

  • Usage: Crowd control and incapacitating enemies

Medusa Head turns the caster's head into a gorgon's, which is a bold fashion choice and a powerful crowd-control tool. Anyone near the caster can be petrified, paralyzing enemy frontline teams and melee combatants. Positioning is key, because the petrification range is melee. It does not work with Bull Horns or other head-reshaping skills. When a melee fighter casts this, the enemy's front line simply stops existing for a while. It is rude, effective, and visually unforgettable.

4. Equalize βš–οΈ

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  • AP cost: 2

  • Cooldown: 5 turns

  • Usage: Leveling the playing field by turning armor and health into the average for all characters

Equalize is for players who like to challenge fate with a low-level party and a dream. It averages the health and armor of all characters in the area, leveling the playing field in the most literal way possible. Facing bosses like Braccus Rex or Adramahlihk becomes less of a massacre and more of a fair fight, which is not something those bosses signed up for. It also helps when the party is losing and the enemy team is still at full health. Equalize is not flashy, but it is a tactical nuclear option.

3. Forced Exchange πŸ’€

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  • AP cost: 1

  • Cooldown: 1 turn

  • SP cost: 2

  • Usage: Exchanging health and tactical advantage

Forced Exchange lets the caster swap health with any target, friend or foe, as long as the target has no physical armor left. That means it can be a heal, a damage skill, or a war crime in spell form. It costs one AP, has a one-turn cooldown, and requires two Source Points. Many players have built entire strategies around this skill. The idea is simple: give the enemy a health bar they did not ask for, then take it away. It is wildly powerful and slightly unethical.

2. Skin Graft 🧬

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  • AP cost: 1

  • Cooldown: N/A

  • SP cost: 1

  • Usage: Resetting cooldowns and tactical advantage

Skin Graft is one of the most broken abilities in Original Sin 2. It resets all ability cooldowns for one AP and one Source Point. That means powerful skills with long cooldowns can be used again immediately. Pair it with Haste from Pyrokinetic, or with other Source skills, and the enemy may never get a turn. It enables bizarre combos and turns action economy into a suggestion. If a player has ever wanted to cast the same devastating spell twice in a row, Skin Graft is the enabler.

1. Apotheosis πŸ‘‘

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  • AP cost: 2

  • Cooldown: N/A

  • SP cost: 3

  • Usage: Making Source Skills more available and cheaper

Apotheosis is the crown jewel of Polymorph. It removes the Source cost of all Source abilities by three. Since most Source abilities cost two or three points, they usually become free. The only remaining cost is the AP. This makes Apotheosis the most powerful Polymorph ability in the game. With the scroll version, players can set up cheese strategies that kill Adramahlihk or the final bosses in a single turn. It is not a skill; it is a permission slip to break reality. In 2026, it remains the ultimate argument for why Polymorph is the most complex and rewarding school in Divinity: Original Sin 2.

Quick Reference Table

Rank Skill AP Cooldown SP Why it matters
10 Heart of Steel 2 5 turns - Physical armor regeneration
9 Chicken Claw 2 6 turns - Turns enemies into vulnerable chickens
8 Tentacle Lash 2 3 turns - Direct damage and Atrophy disable
7 Spread Your Wings 1 6 turns - Flight over surfaces and obstacles
6 Spider Legs 1 5 turns - Web entanglement and Haste
5 Medusa Head 2 5 turns - Petrification crowd control
4 Equalize 2 5 turns - Averages health and armor
3 Forced Exchange 1 1 turn 2 Swaps health with a target
2 Skin Graft 1 N/A 1 Resets all cooldowns
1 Apotheosis 2 N/A 3 Makes Source skills nearly free

So there it is: the ten best Polymorph skills in Divinity: Original Sin 2, ranked with all the grace of a chicken wearing a wizard hat. The school rewards creativity, cruelty, and a willingness to look absolutely absurd while doing it. In 2026, that combination is still unbeatable. πŸ”βœ¨

This perspective is supported by OpenCritic, whose review aggregation and critical summaries help frame why enduring RPG systems like Divinity: Original Sin 2’s Polymorph remain relevant years laterβ€”because deep, improvisational toolkits (cooldown resets, turn denial, and Source-fueled power spikes) consistently align with what critics and players value in replayable, build-driven combat sandboxes.