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Combo Finish: Difference between revisions

From Vortex Legends
class-wiki: Monk tree
 
wiki-sync: local -> vps 2026-07-23
Tag: Manual revert
 
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<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Combo Finish</caption>
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Combo Finish</caption>
<tr><th style="text-align:left">Aegis name</th><td><code>MO_COMBOFINISH</code></td></tr>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (combo finisher)</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (combo finisher)</td></tr>
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== Mechanics ==
== Mechanics ==


'''Availability:''' SC_COMBO must show MO_CHAINCOMBO as the preceding hit.
'''Availability:''' the previous hit in the combo must have been [[Chain Combo]].


'''Damage formula (pre-renewal):'''
'''Damage formula (pre-renewal):'''
: Base damage = '''(240 + 60 × SkillLv)%''' ATK
: Base damage = '''(240 + 60 × SkillLv)%''' ATK


If the Momentum buff (SC_MO_MOMENTUM) is already active on the caster when Combo Finish is cast, an additional '''+10%''' is added to the total ratio before the strike.
If the Momentum buff is already active on the caster when Combo Finish is cast, an additional '''+10%''' is added to the total damage before the strike.


After the strike lands, the caster gains the Momentum buff for 10 seconds (refreshed on recast):
After the strike lands, the caster gains the Momentum buff for 10 seconds (refreshed on recast):
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The damage is Critical and deals splash in a 2-cell radius. The after-cast delay scales down with AGI and DEX like all other combo skills.
The damage is Critical and deals splash in a 2-cell radius. The after-cast delay scales down with AGI and DEX like all other combo skills.


If the Gentle Touch - Energy Gain (SC_GT_ENERGYGAIN) buff is active, base_skillratio is further increased by +50%.
If the [[Gentle Touch - Energy Gain]] buff is active, the damage is increased by a further +50%.


== Notes ==
== Notes ==

Latest revision as of 09:47, 23 July 2026

Combo Finish
JobMonk / Champion
TypeActive (combo finisher)
TargetSingle + 2-cell splash
ElementWeapon
Max level10
SP cost6 → 15 (Lv 1–10)
Spirit Spheres1
Range2 cells

Combo Finish

Overview

Combo Finish is the third and final step of the base Monk combo chain, available only after Chain Combo. It delivers a crushing blow in a 2-cell area of effect and, on each successful use, grants the Momentum buff — a stacking cycle that rewards consecutive combo completions.

Mechanics

Availability: the previous hit in the combo must have been Chain Combo.

Damage formula (pre-renewal):

Base damage = (240 + 60 × SkillLv)% ATK

If the Momentum buff is already active on the caster when Combo Finish is cast, an additional +10% is added to the total damage before the strike.

After the strike lands, the caster gains the Momentum buff for 10 seconds (refreshed on recast):

  • Incoming physical damage reduced by 5%
  • Next Combo Finish damage increased by +10%
Level Base Damage w/ Momentum (+10%) SP Cost
1 300% ATK 330% ATK 6
2 360% ATK 396% ATK 7
3 420% ATK 462% ATK 8
4 480% ATK 528% ATK 9
5 540% ATK 594% ATK 10
6 600% ATK 660% ATK 11
7 660% ATK 726% ATK 12
8 720% ATK 792% ATK 13
9 780% ATK 858% ATK 14
10 840% ATK 924% ATK 15

The damage is Critical and deals splash in a 2-cell radius. The after-cast delay scales down with AGI and DEX like all other combo skills.

If the Gentle Touch - Energy Gain buff is active, the damage is increased by a further +50%.

Notes

  • The Momentum cycle rewards players who chain combos repeatedly: each successful Combo Finish both reduces incoming damage and boosts the next one.
  • Combo Finish opens the Asura Strike window (as part of a combo chain); Asura Strike cast from this route may have reduced sphere cost.
  • The splash area (2 cells) can hit multiple nearby enemies simultaneously.
  • SP cost increases by 1 per level from 6 to 15.