This was where I first saw the idea (thought it was on here, but it was reddit) https://www.reddit.com/r/DivinityOriginalSin2/comments/634zez/what_are_your_ideas_for_possible/

Here are some ideas on what combos could be (trying to keep in mind some balance, having pros and cons, etc.), this might be too many or too powerful. I also don't think Tentacle Lash combines well since it's not a consistent buff/transformation, I also think 3 way combos are too complicated to bother with. In general I think any combo skills should be usable once per combination transformation or they'd be too powerful (generating lots of free spells).

**Bull Horns & Spread Wings**
~~Dive Bomb~~
[Overview] Additional spell, Adds height bonus damage, decreases AOE, increases Mobility, 1 use per combo duration, can't be used same turn as Bull Rush, 2-3 AP cost

You fly up into the air, gaining height damage bonus (base +10%), plus any damage bonus from your original position (+/- depending on height), then after flying high up dive down, horns first, and skewer enemies in a small aoe line as you land.

**Bull Horns & Heart of Steel**
~~Gore~~
[Overview] Additional spell, damage + pierce + bleed (if no armor), single target (short range), 1 use per combo, (maybe) disables Bull Rush for this Bull Horns duration (or removes steel skin?), 2-3 AP

You Gore a nearby enemy with your Steel Bull Horns, then throw them to the ground, breaking off the tips of your horns, dealing (medium/high) damage + (low/medium) piercing damage and causing the target to bleed.

**Bull Horns & Chameleon Cloak**
~~Surprise Bull Rush~~
[Overview] Replaces Bull Rush while Chameleon is active, breaks chameleon once used, causes crit based on your weapon, otherwise same as Bull Rush

You Rush your opponents with your horns while invisible, catching them off guard and dealing critical damage

**Heart of Steel & Spread Wings**
~~Concrete Donkey (tribute to Worms)~~
[Overview] Additional spell, circle aoe damage, does (medium/high) damage plus extra to physical armor, (maybe) bonus from height advantage (+/-, no base), 1 use per combo, disables Flight for this turn, shorter range than flight, clears surfaces in the aoe, (maybe disables heart of steel?) (2-3 AP)

You fly high into the air, then using your steel skin drop from the sky like a Concrete Donkey on the enemies below, clearing the surfaces, dealing massive aoe damage to enemies in the aoe doing extra damage to physical armor