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However, while these Pre-Made Origins have set personal narratives, players can still decide which Classes their Companions become. Thing is, which Class works best for each of the six Companions?

Updated December 16, 2021 by Rhenn Taguiam:Fans of Baldur’s Gate 3can take one look at the Larian Studios title and be reminded of Divinity: Original Sin 2. However, unlike the war against the Mindflayers in BG 3, Original Sin 2 takes players to Rivellon, where their characters — all Sourcerers chosen by the gods — must fight to achieve Divinity and decide the fate of the whole world. However, as players choose among which of these characters to team up with, so too could they choose their individual Classes. Here are a few more options that work best with each character companion.

6 Beast: Capitalize On Sneaking

Loud and proud, Beast has a thirst for adventure that can push players to go against the odds. He’s the only Pre-Made Origin to represent Dwarves, and comes with the Sturdy (gains 5-percent Dodge and 10-percent maximum Vitality) and Dwarven Guile (+1 Sneaking) Talents.

Thanks to his Dwarven nature, Beast has the Petrifying Touch Geomancer skill, which deals Earth damage and temporarily petrifies a target. As Beast, he can summon Blinding Squall, which deals moderate Air damage and sets Blind for a turn.

Beast will ask to become a Battlemage as his default Starting Class. However, players might find more use for him as a Rogue. This Class capitalizes on the Scoundrel Skill School, with Skills that bank on dealing critical damage via Backstab.

As a Rogue, Beast gets Scoundrel Skills that are for assassinations. Adrenaline gives him extra AP per turn, while Throwing Knife gives him ranged capabilities and Backlash makes room for Backstab. Additionally, Beast’s Dwarven Guile incentivizes his Sneaking potential, perfect for the Class and its stealth nature.

The Shadowblade begins with the Guerilla Talent, which boosts Sneak Attacks by a whopping 40-percent. Coupled by starting proficiencies via Scoundrel 1 and Polymorph 1, Shadowblade Beast will already have his hands on a formidable arsenal.

For instance, Chameleon Cloak (Polymorph 1) alone ensures the Shadowblade remains in stealth mode, whereas Backlash (Scoundrel 1) is a guaranteed Backstab that, in addition to dealing critical damage, also adds the 40% bonus. On top of that, Chicken Claw (Polymorph 1) can transform most enemies into chickens, rendering them powerless.

5 Fane: Maximize Lifesteal

The scholarly (and skeletal) Fane will be quick to explain his nature as an Eternal, a member of a forgotten civilization with a history he’s planning to rediscover. He’s the only Pre-Made Origin to represent the Undead, and comes with the Ingenious (gains +2 Initiative and 5-percent to Critical Hit), and Undead (immune to Bleeding, heals from Poison, damages from healing) Talents.

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As an Undead, Fane can use the Play Dead Skill, forcing enemies to ignore them for three turns at the most. Fane’s unique Source skill is Time Warp, which gives an ally an additional turn in combat.

While he asks to become a Wizard, players might find more use of Fane as an Inquisitor, which blends the Warfare and Necromancer Skill Schools. Inquisitors start with the Battering Ram (Warfare 1) Skill that let them rush the enemy and knock them down. Meanwhile, Mosquito Swarm (Necromancer 1) is a mean AOE that grants lifesteal, and Blood Sucker (Necromancer 1) takes life from blood surfaces.

Thanks to his Undead nature, Fane is immune to Poison and Bleeding, which also makes him perfect to become a frontline tank. Moreover, the lifesteal nature of the Necromancer Skill School is a great solution to Fane’s weakness to recovery effects.

Easily boasting some of the best damage-dealing Skills in the game, Wizard Fane is the epitome of combative spellcasting. This Class possesses the Far Out Man Talent, which increases effective Skill range by 2-meters, which is a big deal for glass cannons. They also come with boosts to Pyrokinetic and Geomancer, granting Wizard Fane a terrifying range of abilities early on.

Fossil Strike (Geomancer 1) is an easy way to guarantee oil puddles in any area. Meanwhile, Searing Daggers (Pyrokinetic 1) not only deals base fire damage, but can ignite oil puddles into flames. On top of that, Ignition (Pyrokinetic 1) is a melee AOE that can fend off pesky rogues and warriors.

4 Ifan Ben-Mezd: Add Lethality To Distance

Ifan has recently retired from the notorious Lone Wolves, but his fame as a mercenary follows him to this day. This time around, Ifan returns from retirement to finish one last mission. As a Human, Ifan bears the Talents unique to them. He’s Thrifty (+1 Bartering) and Ingenious (gains +2 Initiative and +5% to Critical Hit).

Being Human, Ifan has Encourage, which can give him and his allies a boost to Strength, Finesse, Constitution, and Intelligence. Moreover, his spiritual nature enables him to Summon his Soul Wolf, a wolf that will help Ifan and his team for a limited duration.

While Ifan will request to start as a Wayfarer, players might find it more practical to play him as a Ranger. Despite small differences between these Classes, the Ranger’s Huntsman and Pyrokinetic focuses make them more offensive combatants.

Rangers start with Elemental Arrowheads (Huntsman 1), enabling them to tinker with the battlefield with various surface-changing arrows. Meanwhile, Peace of Mind (Pyrokinetic 1) is a great buff. Ricochet (Huntsman 1) is a helpful starting attack at long range.

Thanks to Ifan’s Soul Wolf, his Ranger will have a handy melee companion to defend him from various threats. Additionally, with Ingenious increasing Critical Hit and Initiative, Ifan as a Ranger can capitalize the early-turn advantage to deal as much damage as possible.

Unlike the ranged-focus Ranger, Wayfarer Ifan has more flexibility with regards to battlefield control. His Huntsman and Geomancer specializations enable him to manipulate the battle in order to favor his ranged arsenal. The Pet Pal Talent gives him the ability to speak with animals, opening a wide array of side quests and entertaining conversations along the way.

In terms of combat, Pin Down (Huntsman 1) is an easy way to stun targets, with Fossil Strike (Geomancer 1) giving Wayfarer Ifan guaranteed oil puddles. Combined with Elemental Arrowheads, Wayfarer Ifan will be able to customize his attacks to tailor an enemy’s elemental weakness.

3 Lohse: Manipulate The Battlefield

Unfortunately for Lohse, she’s thrust into the troubling world of Divinity as dark entities inside her head threaten to take over. Being a Human, Lohse shares the Talents common to the race. She’s Thrifty (+1 Bartering) and Ingenious (gains +2 Initiative and 5% to Critical Hit).

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As a Human, Lohse has Encourage, a Skill that increases most of the base Attributes of herself and nearby allies. Given her nature, her innate Source skill is Maddening Song, which inflicts Mad on targets, thus forcing them to attack the nearest creature — be it ally or foe.

Lohse will ask to start as an Enchanter, which is also the most ideal Class for her as a Spellcaster. The Class starts with a good pairing of Hydrosophist and Aerotheurge, which easily gives way to devastating AOE attacks. The combination of Rain (Hydrosophist) and Electric Discharge (Aerotheurge) can make a mean AOE, while Hail Strike (Hydrosophist) can Freeze unsuspecting enemies. When leveled up, the Skill School pairing can give Lohse access to strong healing, buffs, and debuffs.

Thanks to Lohse’s Ingenious, her early-turn advantage can allow her to position herself properly to gain the upper hand. More importantly, Maddening Song lets her sow chaos among her enemies, potentially removing the need for the party to fight enemies at all.

Witch Lohse embraces her innate darkness. Boasting Necromancer 1 and Scoundrel 1 early on, Lohse can easily tap into otherworldly forces to do her bidding. This class’s Leech Talent gives her a nifty self-heal by absorbing blood surfaces.

In terms of Skills, Lohse can become as crafty as ever. Chloroform (Scoundrel 1) is an easy way to stun targets, while Mosquito Swarm (Necromancer 1) is a convenient way for lifesteal. And when enemies die of her pestering, Raise Bloated Corpse (Necromancer 1) is an easy way to create an ally to fight for her — and the summon can explode on command.

2 The Red Prince: Play With Tactics

Exiled from the Lizard Empire, the Red Prince seeks to retake his rightful place at the throne. As the only representative of Lizards among the Pre-Made Origins, the Red Prince has Talents unique to his race. He’s Sophisticated (gains 10% Fire and Poison Resistance) and has Spellsong (+1 Persuasion). He can even dig holes without using shovels, like all Lizards.

Given his nature as a Lizard, he has Dragon’s Blaze, a lizard breath attack that deals Fire damage. Unique to the Red Prince is the Source skill Demonic Stare, letting him steal Magical Armour.

While the Red Prince asks to become a Fighter, his skillset might fit the archetype of the Metamorph. Its specialization in the Polymorph Skill School expands on the Warfare focus of the Knight and Fighter. The Metamorph begins with the long-range Skill Tentacle Lash (Polymorph), and a rush Skill via the Bull Horns (Polymorph). Additionally, Chicken Claw (Polymorph) will allow the Red Prince to transform any opponent (yes, even bosses) into a chicken — a move that will break a ton of battles.

As the Red Prince, his Dragon’s Blaze and Demonic Stare easily play into the Metamorph’s shapeshifting focus. Additionally, his added resistances mentioned above allow the Red Prince to maximize the Metamorph’s melee capabilities.

Albeit more mundane, the Red Prince can certainly play into his default Fighter class to maximize his potential as a frontline defense in the battlefield. Fighters begin with Warfare 1 and Geomancer 1, giving the Red Prince a wide array of Skills that hit hard. This class’s Opportunist Talent ensures that he gets to strike anyone trying to leave his presence. And before they do, the available Skills ensure they get a pounding.

Fortify (Geomancer 1) gives the Red Prince a significant defensive boost, while Battle Stomp (Warfare 1) is a nifty knockdown move to interrupt enemies. Bouncing Shield (Warfare 1) provides a convenient ranged attack to reach pesky ranged combatants.

1 Sebille: Expand Stealth Tactics

A former slave now free from her bonds, Sebille seeks vengeance against her Master, the very person who trained her to become an assassin. As the only representative of Elves among the Pre-Made Origins, Sebille has traits unique to them. She has the Ancestral Knowledge (+1 Loremaster) talent, as well as Corpse Eater, which allows her to gain information and/or abilities from eating body parts.

Being an Elf, she has the Flesh Sacrifice Skill, which enables her to sacrifice Vitality to gain 1AP and a damage buff. Unique to Sebille is the Source skill Break the Shackles, essentially an instant debuff.

While Sebille wants to become a Rogue, she might become more efficient as a Shadowblade. Unlike the Rogue’s purely Scoundrel-focused skillset, the Shadowblade expands its offerings by adding Polymorph into the mix.

The Shadowblade begins with the Scoundrel’s Backlash staple. Additionally, they have Chameleon Cloak (Polymorph) that grants invisibility and the game-breaking Chicken Claw (Polymorph). This capitalizes on the Shadowblade’s sneak attack potential. Alongside these skills, Sebille’s extra AP via Flesh Sacrifice and debuffs via Break the Shackles can easily let her navigate the battlefield easily.

Sometimes, the most straightforward path provides the most flexibility — and Rogue Sebille gives her plenty of room to shine. Beginning with Scoundrel 1, Rogue Sebille puts other stat bonuses towards Dual Wielding and Sneaking. In turn, Rogue Sebille begins as perhaps the best scout or assassin in the game. The Pawn Talent grants her +1AP worth of movement, handy for chases and escapes.

Meanwhile, this class’s Adrenaline (Scoundrel 1) lets Sebille gain AP when necessary. Her Throwing Knife (Scoundrel 1) is a convenient long-ranged move, whereas Backlash (Scoundrel 1) is a powerful Backstab that guarantees critical hits — fatal when used properly.

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