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[[Category:Champion skills]][[Category:Active skills]]
<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">Chain Crush Combo</caption>
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Chain Crush Combo</caption>
<tr><th style="text-align:left">Aegis name</th><td><code>CH_CHAINCRUSH</code></td></tr>
<tr><th style="text-align:left">Job</th><td>Champion</td></tr>
<tr><th style="text-align:left">Job</th><td>Champion</td></tr>
<tr><th style="text-align:left">Type</th><td>Active — Offensive</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (offensive)</td></tr>
<tr><th style="text-align:left">Target</th><td>Single enemy</td></tr>
<tr><th style="text-align:left">Target</th><td>Single enemy</td></tr>
<tr><th style="text-align:left">Element</th><td>Weapon</td></tr>
<tr><th style="text-align:left">Element</th><td>Weapon</td></tr>
<tr><th style="text-align:left">Max level</th><td>10</td></tr>
<tr><th style="text-align:left">Max level</th><td>10</td></tr>
<tr><th style="text-align:left">SP cost</th><td>4 → 22 (Lv 1–10)</td></tr>
<tr><th style="text-align:left">SP cost</th><td>4 &rarr; 22</td></tr>
<tr><th style="text-align:left">Spirit Spheres</th><td>2</td></tr>
<tr><th style="text-align:left">Spirit Spheres</th><td>2</td></tr>
<tr><th style="text-align:left">Range</th><td>Melee (touch)</td></tr>
<tr><th style="text-align:left">Range</th><td>2 cells</td></tr>
<tr><th style="text-align:left">Cast delay</th><td>ASPD-based</td></tr>
<tr><th style="text-align:left">Cast time</th><td>0.7 s (uninterruptible), instant in a combo</td></tr>
<tr><th style="text-align:left">Cooldown</th><td>0.7 s</td></tr>
<tr><th style="text-align:left">Requires</th><td>Tiger Fist Lv 2</td></tr>
</table>
</table>
= Chain Crush Combo =


== Overview ==
== Overview ==
Chain Crush Combo is the Champion's premier multi-hit combo finisher. It is usable after [[Raging Quadruple Blow]], [[Raging Thrust]], or [[Tiger Fist]], and can itself chain into [[Asura Strike]] without an additional cast time. Each level adds more hits and damage, and after the attack the Champion instantly recovers one Spirit Sphere and gains the '''Zenith''' buff, boosting ATK for 10 seconds.
 
Chain Crush Combo unloads a flurry of rapid blows on a single target. It is the Champion's longest burst of hits and the point where the combo chain pays for itself: used as a follow-up it hits for more, gives back a spirit sphere and leaves the Champion in '''Zenith''', a short surge of attack power.


== Mechanics ==
== Mechanics ==


=== Damage ===
'''Damage formula (normal cast):''' 400 + 80 &times; SkillLv (% of ATK), split over several hits.
Chain Crush Combo divides its total damage across multiple hits. The per-hit formula is:


: '''Total Modifier = (400 + 100 × SkillLv) % ATK'''
'''Damage formula (as a combo):''' 400 + 80 &times; SkillLv + 6 &times; AGI (% of ATK).


The total is spread evenly across the number of hits for that level. All hits can land as critical strikes.
The number of hits rises every two levels, from two hits at level 1 up to six at level 10. The total damage is unchanged by the hit count, so the extra hits matter for how the damage is delivered rather than for how much of it there is.


{| class="wikitable" style="text-align:center"
'''As part of a combo''' the skill also restores '''1 spirit sphere''' and grants '''Zenith''' for '''10 seconds''', which raises attack power by '''10%'''.
! Level !! Total ATK Modifier !! Hits
|-
| 1 || 500% || 1
|-
| 2 || 600% || 1
|-
| 3 || 700% || 2
|-
| 4 || 800% || 2
|-
| 5 || 900% || 3
|-
| 6 || 1000% || 3
|-
| 7 || 1100% || 4
|-
| 8 || 1200% || 4
|-
| 9 || 1300% || 5
|-
| 10 || 1400% || 5
|}
 
=== Spirit Sphere Restoration ===
Immediately after the attack, the caster regains '''1 Spirit Sphere'''. The sphere is added using the same timer as [[Summon Spirit Sphere]] (Lv 1 duration) and caps at the normal maximum of 5.


=== Zenith (SC_MO_ZENITH) ===
'''Combo chain.''' Chain Crush Combo follows [[Chain Combo]], [[Combo Finish]] or [[Tiger Fist]]. From it the chain can continue into [[Tiger Fist]] with at least 1 spirit sphere, or into [[Asura Strike]] with [[Explosion Spirits]] active and at least 1 sphere.
After the attack resolves, the caster is granted the '''Zenith''' buff for '''10 seconds''':
* ATK +10% (applies to both base ATK and weapon ATK)


Zenith affects all physical attacks while it is active, not only combo skills. It cannot be stacked; reusing Chain Crush Combo refreshes the duration.
The 0.7-second cast cannot be interrupted, and it disappears entirely when the skill is used as a combo follow-up. Chain Crush Combo can land critical hits.


== Leveling table ==
== Leveling ==


{| class="wikitable" style="text-align:center"
{| class="wikitable" style="text-align:center"
! Level !! SP Cost !! Total ATK Modifier !! Hits
! Level !! SP cost !! Damage (% of ATK) !! Hits
|-
|-
| 1 || 4 || 500% || 1
| 1 || 4 || 480% || 2
|-
|-
| 2 || 6 || 600% || 1
| 2 || 6 || 560% || 2
|-
|-
| 3 || 8 || 700% || 2
| 3 || 8 || 640% || 3
|-
|-
| 4 || 10 || 800% || 2
| 4 || 10 || 720% || 3
|-
|-
| 5 || 12 || 900% || 3
| 5 || 12 || 800% || 4
|-
|-
| 6 || 14 || 1000% || 3
| 6 || 14 || 880% || 4
|-
|-
| 7 || 16 || 1100% || 4
| 7 || 16 || 960% || 5
|-
|-
| 8 || 18 || 1200% || 4
| 8 || 18 || 1040% || 5
|-
|-
| 9 || 20 || 1300% || 5
| 9 || 20 || 1120% || 6
|-
|-
| 10 || 22 || 1400% || 5
| 10 || 22 || 1200% || 6
|}
|}


== Notes ==
== Notes ==
* Costs 2 Spirit Spheres on use.
 
* The cast delay is ASPD-based.
* The refunded sphere partly pays for the two the skill consumes, which is what lets the Tiger Fist loop run for several rotations.
* All hits can critically strike.
* Zenith is short, so it is best spent immediately, either on the next link of the chain or on [[Asura Strike]].
* Zenith is not a combo bonus — it applies to every attack the caster makes while it is active.
* Splitting the same total damage into more hits helps against effects that trigger per hit, and hurts against high flat defence.
* The restored Spirit Sphere is applied after the skill, not before, so it does not count toward the cost of this cast.
 
[[Category:Champion skills]]
[[Category:Offensive skills]]

Latest revision as of 20:41, 8 September 2026

Chain Crush Combo
JobChampion
TypeActive (offensive)
TargetSingle enemy
ElementWeapon
Max level10
SP cost4 → 22
Spirit Spheres2
Range2 cells
Cast time0.7 s (uninterruptible), instant in a combo
Cooldown0.7 s
RequiresTiger Fist Lv 2

Chain Crush Combo

Overview

Chain Crush Combo unloads a flurry of rapid blows on a single target. It is the Champion's longest burst of hits and the point where the combo chain pays for itself: used as a follow-up it hits for more, gives back a spirit sphere and leaves the Champion in Zenith, a short surge of attack power.

Mechanics

Damage formula (normal cast): 400 + 80 × SkillLv (% of ATK), split over several hits.

Damage formula (as a combo): 400 + 80 × SkillLv + 6 × AGI (% of ATK).

The number of hits rises every two levels, from two hits at level 1 up to six at level 10. The total damage is unchanged by the hit count, so the extra hits matter for how the damage is delivered rather than for how much of it there is.

As part of a combo the skill also restores 1 spirit sphere and grants Zenith for 10 seconds, which raises attack power by 10%.

Combo chain. Chain Crush Combo follows Chain Combo, Combo Finish or Tiger Fist. From it the chain can continue into Tiger Fist with at least 1 spirit sphere, or into Asura Strike with Explosion Spirits active and at least 1 sphere.

The 0.7-second cast cannot be interrupted, and it disappears entirely when the skill is used as a combo follow-up. Chain Crush Combo can land critical hits.

Leveling

Level SP cost Damage (% of ATK) Hits
1 4 480% 2
2 6 560% 2
3 8 640% 3
4 10 720% 3
5 12 800% 4
6 14 880% 4
7 16 960% 5
8 18 1040% 5
9 20 1120% 6
10 22 1200% 6

Notes

  • The refunded sphere partly pays for the two the skill consumes, which is what lets the Tiger Fist loop run for several rotations.
  • Zenith is short, so it is best spent immediately, either on the next link of the chain or on Asura Strike.
  • Splitting the same total damage into more hits helps against effects that trigger per hit, and hurts against high flat defence.