Abilities & Ultimates – Dragon Age: The Veilguard

Abilities in Dragon Age: The Veilguard are some of the most powerful tools at your disposal when it comes to making your way through Dragon Age: The Veilguard. But, with both you and your Companions having access to dozens of them — each with their own stats and combinations — it can be a bit overwhelming to try to figure them out.

That’s where this guide comes in, to help walk you through Abilities and Ultimates in Dragon Age: The Veilguard. This guide will help explain lots about Abilities, like how to use them, what Primers and Detonators are, and what Ultimate are. In addition, this guide provides a full list for all of Rook’s Abilities, as well as those of every one of your Companions in Dragon Age: The Veilguard.


Abilities are the bread and butter of you and your Companions‘ arsenals in Dragon Age: The Veilguard. All Abilities, including Ultimates, are special moves that inflict the most devastating attacks against your enemies, or which give you a tactical advantage.

At any given time, you and each of the two Companions you can have 3 of your unlocked Abilities — which are unlocked via your Skill Trees — equipped at any time. These abilities can then be activated during combat by opening your Abilities Menu, and then activating your abilities (on the bottom) and/or your Companions’ abilities (to the left and right sides). At any one time, you can activate one Ability for each character.

dragon age the veilguard combat guide ability wheel 1

You can also activate your Ultimate Ability whenever it is ready without entering the Ability Screen by following the prompt at the bottom of the Screen. These Ultimates are extremely powerful moves that absolutely devastate enemies with high damage and good control.

All Abilities either have a Cooldown, or a Cost associated with them. After using an Ability with a Cooldown, you will need to wait until the Cooldown time elapses before being able to cast the Ability again. Companion Abilities always have a Cooldown.

On the other hand, Abilities with a Cost can be used at any time, so long as you have enough of the appropriate Class resource. Each Class has their own resource, which builds as you do maneuvers related to your Class, and which can be improved by various Skills on the Class’s tree. The Class resources are as follows:

  • Warriors use Rage, which builds as you hit enemies and are hit by them.
  • Rogues use Momentum, which builds as you dodge, parry, and attack.
  • Mages use Mana, which regenerates over time.

Lastly, it is worth noting that all Abilities can be upgraded in the Skill Tree by selecting Ability Upgrades. Rather than enhancing singular abilities, Ability Upgrades improve any Abilities with the associated “Type” Tag. Since every ability has 2 Type Tags, each has quite a lot of potential for improvement, even after it is acquired. The tags are as follows:

  • Control
  • Area
  • Strike
  • Projectile
  • Duration
  • Smash (only for Warrior Abilities)
  • Blast (only for Mage Abilities)
  • Tool (only for Rogue Abilities)

Primer & Detonator Abilities

Certain Abilities — called “Primers” — can inflict Status Effects onto your enemies, while others — called “Detonators” can “Detonate” those Status Effects for massive AoE damage.

You can see Primers at a glance when you open your Ability Wheel, as they will be outlined with green and have a label demonstrating a “Combo Opportunity.” Once you have selected the Primer, or if you are highlighting any enemy that already has a Status Effect that can be Detonated, then the Detonator will be similarly highlighted, with the note that it “Combos With [Status Effect].”

Once you activate a Detonator Ability on an enemy with the correct Status Effect, they will get hit with the attack and then explode, dealing AoE Damage and Stagger to themselves and any enemies nearby.

Each Class and Character specializes in Abilities that Prime and Detonate different Status Effects (though always Sundered, Weakened, and Overwhelmed), making for potent combos between your Rook and your Companions.

Each Class has two Abilities that apply one Status Effect, another Ability that applies another Status Effect, and two Abilities that Detonate another Status Effect:

  • Warriors
    • Applies Overwhelm with Grappling Spear and Titan Stomp
    • Applies Sundered with Bloody Advance
    • Detonates Weakened with Driving Kick, Groundbreaker, and all 3 Specialization Abilities
  • Mages
    • Applies Weakened with Corrupted Ground and Ice Blast
    • Applies Overwhelm with Storm Surge
    • Detonates Sundered with Dark Squall, Meteor, and all 3 Specialization Abilities
  • Rogues
    • Applies Sundered with Explosive Daggers and Toxic Dash
    • Applies Weakened with Reeling Bolt
    • Detonates Overwhelm with Pilfer, Explosive Trap, and Strom’s Path

The above abilities can be combined with your companions, who each have one Ability that can apply a Status Effect, and another Ability which can detonate a different Status Effect:

  • Bellara
    • Applies Weakened with Enfeebling Shot
    • Detonates Sundered with Fade Bolts
  • Davrin
    • Applies Overwhelm with Heroic Strike
    • Detonates Weakened with Death From Above
  • Emmrich
    • Applies Weakened with Entangling Spirits
    • Detonates Sundered with Final Rites
  • Harding
    • Applies Sundered with Shred
    • Detonates Overwhelm with Heavy Draw
  • Lucanis
    • Applies Sundered with Debilitate
    • Detonates Overwhelm with Eviscerate
  • Neve
    • Applies Weakened with Glacial Pace
    • Detonates Sundered with Icebreaker
  • Taash
    • Applies Overwhelm with Spitfire
    • Detonates Weakened with Dragonfire Strike

The Warrior Class has 13 Abilities available in total, with 3 of those belonging to Specializations (and therefor being mutually exclusive with the others). The Warrior uses Rage — which builds by landing hits on enemies or getting hit yourself (even if you block) — as a Cost for certain abilities.

Ability Name
Type
Damage
Cost / Cooldown
Primer / Detonator
Driving Kick
Smash, Control
Physical
dragon age the veilguard warrior rage
Detonates Weakened
Titan Stomp
Area, Control
Physical
60 Seconds
Applies Overwhelm
Groundbreaker
Strike, Control
Fire
dragon age the veilguard warrior rage dragon age the veilguard warrior rage
Detonates Weakened
Bloody Advance
Projectile, Duration
Necrotic
dragon age the veilguard warrior rage
Applies Sundered
Spectral Bulwark
Smash, Duration
Necrotic
60 Seconds
Deadly Ground
Area, Duration
Necrotic
dragon age the veilguard warrior rage
Whirlwind
Area, Smash
Physical
dragon age the veilguard warrior rage dragon age the veilguard warrior rage
Fury of the Forge
Strike, Projectile
Fire
dragon age the veilguard warrior rage
Cleaving Strike
Area, Strike
Physical
dragon age the veilguard warrior rage dragon age the veilguard warrior rage
Grappling Spear
Projectile, Control
Fire
60 Seconds
Applies Overwhelm
Blight’s Bane*
Area, Projectile
Fire
dragon age the veilguard warrior rage dragon age the veilguard warrior rage
Detonates Weakened
Reaper*
Strike, Duration
Necrotic
dragon age the veilguard warrior rage dragon age the veilguard warrior rage
Detonates Weakened
Heroic Leap*
Strike, Smash
Physical
dragon age the veilguard warrior rage
Detonates Weakened
* = Available only within Specialization

In addition to regular Abilities, the Warrior also has access to 4 Ultimate Abilities. One of these Ultimates is available in the Warrior Core, as soon as you make the character, but the other 3 are in each of your Specializations.

Ultimate Name
Section
Damage
Flashing Fists
Warrior Core
Physical
Warden’s Fire
Champion Specialization
Fire
Spirit Storm
Reaper Specialization
Necrotic
For Gold and Glory
Slayer Specialization
Physical

The Rogue Class has 13 Abilities available in total, with 3 of those belonging to Specializations (and therefor being mutually exclusive with the others). The Rogue uses Momentum — which builds by dodging, parrying, and landing hits on enemies — as a Cost for certain abilities.

Ability Name
Type
Damage
Cost / Cooldown
Primer / Detonator
Static Strikes
Strike, Duration
Electricity
dragon age the veilguard rogue momentum
Applies Weakened
Pilfer
Control, Tool
Physical
60 Seconds
Detonates Overwhelmed
Lightning Flask
Duration, Control
Electricity
dragon age the veilguard rogue momentum
Explosive Trap
Area, Tool
Physical
20 Seconds
Detonates Overwhelmed
Rain of Decay
Area, Control
Necrotic
dragon age the veilguard rogue momentum
Reeling Bolt
Projectile, Tool
Electricity
60 Seconds
Applies Weakened
Lightning Quiver
Projectile, Control
Electricity
dragon age the veilguard rogue momentum
Hurricane of Blades
Area, Strike
Necrotic
dragon age the veilguard rogue momentum
Explosive Daggers
Projectile, Duration
Physical
dragon age the veilguard rogue momentum
Applies Sundered
Toxic Dash
Strike, Projectile
Necrotic
dragon age the veilguard rogue momentum
Applies Sundered
A Thousand Cuts*
Strike, Control
Necrotic
dragon age the veilguard rogue momentum dragon age the veilguard rogue momentum
Fortune’s Turret*
Duration, Tool
Physical
60 Seconds
Storm’s Path*
Area, Projectile
Electricity
dragon age the veilguard rogue momentum
Detonates Overwhelmed
* = Available only within Specialization

In addition to regular Abilities, the Rogue also has access to 4 Ultimate Abilities. One of these Ultimates is available in the Rogue Core, as soon as you make the character, but the other 3 are in each of your Specializations.

Ultimate Name
Section
Damage
Concussive Barrage
Rogue Core
Physical
Murder of Crows
Duelist Specialization
Necrotic
Fortune’s Fury
Saboteur Specialization
Physical
Twin Gifts of Arlathan
Veil Ranger Specialization
Electricity

The Mage Class has 13 Abilities available in total, with 3 of those belonging to Specializations (and therefor being mutually exclusive with the others). The Mage uses Mana — which regenerates naturally over time — as a Cost for certain abilities.

Ability Name
Type
Damage
Cost / Cooldown
Primer / Detonator
Arcane Shot
Projectile, Blast
Fire
dragon age the veilguard mage mana dragon age the veilguard mage mana
Frost Nova
Area, Control
Cold
60 Seconds
Ice Blast
Control, Blast
Cold
dragon age the veilguard mage mana dragon age the veilguard mage mana
Applies Weakened
Dark Squall
Projectile, Control
Cold
60 Seconds
Detonates Sundered
Chain Lightning
Strike, Projectile
Electricity
dragon age the veilguard mage mana dragon age the veilguard mage mana
Applies Overwhelm
Tempest
Strike, Duration
Electricity
dragon age the veilguard mage mana dragon age the veilguard mage mana
Storm Surge
Area, Strike
Electricity
dragon age the veilguard mage mana dragon age the veilguard mage mana
Applies Overwhelm
Wall of Fire
Duration, Control
Fire
60 Seconds
Meteor
Area, Blast
Fire
dragon age the veilguard mage mana dragon age the veilguard mage mana
Detonates Sundered
Corrupted Ground
Area, Duration
Necrotic
dragon age the veilguard mage mana dragon age the veilguard mage mana
Applies Weakened
Spirit Bomb*
Duration, Blast
Necrotic
dragon age the veilguard mage mana dragon age the veilguard mage mana
Detonates Sundered
Entropic Sphere*
Area, Projecile
Cold
dragon age the veilguard mage mana dragon age the veilguard mage mana
Detonates Sundered
Void Blade*
Strike, Blast
Electricity
dragon age the veilguard mage mana dragon age the veilguard mage mana
Detonates Sundered
* = Available only within Specialization

In addition to regular Abilities, the Mage also has access to 4 Ultimate Abilities. One of these Ultimates is available in the Mage Core, as soon as you make the character, but the other 3 are in each of your Specializations.

Ultimate Name
Section
Damage
Destructive Light
Mage Core
Fire
The Crypt’s Herald
Death Caller Specialization
Necrotic
Vortex of Shadow
Evoker Specialization
Cold
Thunderous End
Spellblade Specialization
Electricity

You aren’t the only one with Abilities, of course. Each of your Companions has a selection of 5 Abilities as well, of which they can equip 3 at any given time. Some of these Abilities are Primers or Detonators, providing combo opportunities with Rook and their other Companion.

Bellara is a Mage who is part of the Veil Jumper Faction.

Ability Name
Type
Cooldown
Applies / Detonates
Fade Bolts
Electricity Damage
48 Seconds
Detonates Sundered
Replenish
Healing
36 Seconds
Galvanized Tear
Electricity Damage
36 Seconds
Time Slow
Slow
48 Seconds
Enfeebling Shot
Electricity Damage
36 Seconds
Applies Weakened

Davrin is a Warrior who is a part of the Grey Wardens Faction.

Ability Name
Type
Cooldown
Applies / Detonates
Assan Strike
Fire Damage
24 Seconds
Battle Cry
Taunt
36 Seconds
Death From Above
Fire Damage
48 Seconds
Detonates Weakened
In War, Victory
Buff
36 Seconds
Heroic Strike
Fire Damage
36 Seconds
Applies Overwhelm

Emmrich is a Mage who is a part of the Mourn Watch Faction.

Ability Name
Type
Cooldown
Applies / Detonates
Final Rites
Necrotic Damage
38 Seconds
Detonates Sundered
Replenish
Healing
28 Seconds
The Bell tolls
Necrotic Damage
36 Seconds
Time Slow
Slow
48 Seconds
Entangling Spear
Necrotic Damage
36 Seconds
Applies Weakened

Harding is a Rogue who is a part of the Inquisition Faction.

Ability Name
Type
Cooldown
Applies / Detonates
Seismic Shot
Physical Damage
24 Seconds
Adrenaline Rush
Buff
24 Seconds
Heavy Draw
Physical
28 Seconds
Detonates Overwhelm
Soothing Potion
Healing
38 Seconds
Shred
Physical
36 Seconds
Applies Sundered

Lucanis is a Rogue who is a part of the Antivan Crows Faction.

Ability Name
Type
Cooldown
Applies / Detonates
Abominate
Necrotic Damage
24 Seconds
Adrenaline Rush
Buff
24 Seconds
Eviscerate
Necrotic Damage
40 Seconds
Applies Overwhelmed
Soothing Potion
Healing
48 Seconds
Debilitate
Necrotic Damage
30 Seconds
Detonates Sundered

Neve is a Mage who is a part of the Shadow Dragons Faction.

Ability Name
Type
Cooldown
Applies / Detonates
Icebreaker
Cold Damage
40 Seconds
Detonates Sundered
Replenish
Healing
36 Seconds
Blizzard
Cold Damage
36 Seconds
Time Slow
Slow
48 Seconds
Glacial Pace
Cold Damage
30 Seconds
Applies Weakened

Taash is a Warrior who is a part of the Lords of Fortune Faction.

Ability Name
Type
Cooldown
Applies / Detonates
Fire Breath
Fire Damage
36 Seconds
Dragon’s Roar
Taunt
28 Seconds
Dragonfire Strike
Fire Damage
48 Seconds
Detonates Weakened
Fortune’s Favor
Buff
36 Seconds
Spitfire
Fire Damage
28 Seconds
Applies Overwhelm

In addition to Abilities that come from Rook and their Companions’ Skill Trees, some Abilities also come from gear. Weapons, Armor, and Runes can all have active Abilities and Passives that can add additional functionality or improve your moveset, in addition to dealing Status Effects that can combo with your Detonators. You can see more about the kinds of effects that you can gain from gear on our Gear Guide, when it is ready.


With that, you know everything you need to know about Abilities in Dragon Age: The Veilguard. With your Abilities in check, you are sure to make a lethal team of fighters, ready to bring the fight to your enemies with powerful special moves that synergize with each other. But if you are looking to get that extra edge up and come prepared with a powerful loadout that will help you even more, check out our Builds page.

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Graves

Graves is an avid writer, web designer, and gamer, with more ideas than he could hope to achieve in a lifetime. But, armed with a mug of coffee and an overactive imagination, he'll try. When he isn't working on a creative project, he is painting miniatures, reading cheesy sci-fi novels, or making music.

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