Repel

repel
Spell Type

Hexes

Requirement

35 Intelligence
27 Faith

icon attunementSlots Used

3 Slot

Spell Uses

15

Type

Self Buff

Repel is a Hex in Dark Souls 2 (DKS2). Repel, a hex that warps local space, rendering the caster impervious to damage for a short duration. To cast a Hex, you must use a staff/chime or Special Weapons that can cast Hex.

 

"A hex that distorts local space.
For a brief moment, no damage can be inflicted.

The hexer Gilleah took no apprentice, and it is unclear how his spells were passed down.
It is possible that hexes originated from another source altogether.

Catalyst: staff"

Dark Souls 2 Repel Acquired From

 

Repel Notes and Tips in Dark Souls 2

  • A stronger version of Twisted Barricade, with the cost of taking three attunement slots and has five less possible casts than Twisted Barricade.
    Gives you complete invulnerability for 1.5 seconds after the initial cast, unaffected by Lingering Dragoncrest Ring
  • This hex is particularly useful in fighting enemies with extremely damaging attacks.
    Does not diminish damage taken from Iron Keep's flaming floors.
    Unlike Twisted Barricade, it is possible to get an infinite amount of duplicates in one playthrough by farming Giant Lord with Bonfire Ascetic.

 

 

Hexes

Affinity  ♦  Climax  ♦  Dark Dance  ♦  Dark Fog  ♦  Dark Greatsword  ♦  Dark Hail  ♦  Dark Orb  ♦  Dark Weapon  ♦  Darkstorm  ♦  Dead Again  ♦  Great Resonant Soul  ♦  Hexes  ♦  Lifedrain Patch  ♦  Profound Still  ♦  Promised Walk of Peace  ♦  Recollection  ♦  Resonant Flesh  ♦  Resonant Soul  ♦  Resonant Weapon  ♦  Scraps of Life  ♦  Twisted Barricade  ♦  Whisper of Despair

 




Tired of anon posting? Register!
    • Anonymous

      relatively useless, sure its a gimmick to dodge an attack as a last ditch effort if you cant dodge it, but the 3 slot cost fully stops you from ever wanting to keep it on as a just incase 3 seconds would be infinitely more useful to just dps rush a boss without caring about taking damage, that or make it take only 1 slot

      • Anonymous

        A lot of people are expecting this to be prolonged invincibility like a stronger version of numbness, but this is just meant to block attacks.

        • Anonymous

          This game has a lot of good ideas that would make a sorcerer build interesting to use, but they're badly applied like this one

          • Anonymous

            1.5 seconds sounds like way too little time. It would be good if it was like 5 or 10 seconds, so you could at least run through some of the bullshi- I mean absolutely amazing enemy placement to activate levers and open doors

            • Anonymous

              1.5 seconds? I get they want to balance but that’s absurd that’s enough time to cast it and then wear off once you can move again. For that short a duration it should NOT take 3 slots. Hell for 3 slots it should be like 10 seconds if they made it only take slot 1.5 seconds would still hardly be worth it bring that up to 3 seconds and maybe you can swing your weapon once

              • Anonymous

                if you spice this down, how does that effect this hex? will it lose the amount of time i frames are active for or something?

                • Anonymous

                  Ive tested multiple times and this hex can be used to protect allies as well such as your summons or the host your trying to help. i have not yet gotten to test it as a bell cov summon but i do know that co-op miracles and buffs work on other bell cov ppl if you are one as well. i would assume this should work too. :3

                  • Anonymous

                    Very good. Although some bosses can still grab you or smack you of your feets, Ex: Sir Alonne grab will not do any initial damage but will buff him and do damage when thrown.

                  Load more
                  ⇈ ⇈