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Chain Combo: Difference between revisions

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class-wiki: Monk tree
 
class-wiki: removed non-existent cooldown; Champion follow-ups; TW gate 5
 
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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">Chain Combo</caption>
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Chain Combo</caption>
<tr><th style="text-align:left">Aegis name</th><td><code>MO_CHAINCOMBO</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 follow-up)</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (combo follow-up)</td></tr>
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<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>5</td></tr>
<tr><th style="text-align:left">Max level</th><td>5</td></tr>
<tr><th style="text-align:left">SP cost</th><td>6 / 7 / 8 / 9 / 10 (Lv 1–5)</td></tr>
<tr><th style="text-align:left">SP cost</th><td>6 → 10</td></tr>
<tr><th style="text-align:left">Range</th><td>2 cells</td></tr>
<tr><th style="text-align:left">Range</th><td>2 cells</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>Triple Attack Lv 3</td></tr>
</table>
</table>


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== Overview ==
== Overview ==


Chain Combo is the second link in the Monk's combo chain. It is only available immediately after [[Triple Attack]] (passive or [[Active Triple Attack|active]]) or while [[Root|Blade Stop]] is active. Landing Chain Combo opens the [[Combo Finish]] window.
Chain Combo is the second link of the Monk's combo chain: four spinning blows that follow an opening flurry. It can also be thrown out of a [[Blade Stop]] hold, which turns a successful catch into an attack. Connecting with it opens the window for [[Combo Finish]].


== Mechanics ==
== Mechanics ==


'''Availability:'''
* '''Damage:''' 180 + 60 × SkillLv + AGI (% of ATK), split into 4 hits
* The SC_COMBO status must show MO_TRIPLEATTACK or MO_ACT_TRIPLEATTACK as the previous hit, OR
* Each hit can land a critical.
* The caster must be in an active [[Root|Blade Stop]] lock


'''Damage formula (pre-renewal):'''
'''When it can be used:'''
: Damage = '''(200 + 60 × SkillLv)%''' ATK, across 4 Critical hits
* Right after [[Triple Attack]] procs or [[Triple Strike]] is cast.
* While holding an enemy with [[Blade Stop]] at level 4 or higher. Using it ends the hold.
 
'''What it opens:''' [[Combo Finish]] (needs 1 spirit sphere), and on the [[Champion]] line Tiger Fist and Chain Crush Combo.
 
AGI is added directly to the damage, so an agile Monk hits harder as well as faster.
 
== Leveling ==


{| class="wikitable"
{| class="wikitable"
! Level !! Damage (total) !! SP Cost
! Level !! SP cost !! Damage (total, 4 hits)
|-
|-
| 1 || 260% ATK || 6
| 1 || 6 || 240% + AGI% ATK
|-
|-
| 2 || 320% ATK || 7
| 2 || 7 || 300% + AGI% ATK
|-
|-
| 3 || 380% ATK || 8
| 3 || 8 || 360% + AGI% ATK
|-
|-
| 4 || 440% ATK || 9
| 4 || 9 || 420% + AGI% ATK
|-
|-
| 5 || 500% ATK || 10
| 5 || 10 || 480% + AGI% ATK
|}
|}
Each hit is critical. After Chain Combo connects, the [[Combo Finish]] window becomes available.
The after-cast delay for Chain Combo (and all combo skills) is reduced by AGI and DEX, making high-AGI builds chain their combos faster.
Usable under [[Mental Strength|Steel Body]] if [[Tempered Will]] is learned (any level).


== Notes ==
== Notes ==


* Missing or failing to land Chain Combo within the combo window resets the chain — the window expires and the next Triple Attack proc is needed to restart.
* The combo delay between links shortens with AGI and DEX, so the same stats that raise the damage also tighten the chain.
* The 0.7-second cooldown is applied, but the combo window and AGI/DEX delay reduction keep the flow tight.
* Level 3 is the prerequisite for [[Combo Finish]].
* Chain Combo does not consume spirit spheres on its own, but [[Combo Finish]] requires one sphere.
* With [[Tempered Will]] at level 5 or higher, Chain Combo remains usable under [[Steel Body]].


[[Category:Monk skills]]
[[Category:Monk skills]]
[[Category:Attack skills]]
[[Category:Attack skills]]

Latest revision as of 20:41, 8 September 2026

Chain Combo
JobMonk / Champion
TypeActive (combo follow-up)
TargetSingle (melee)
ElementWeapon
Max level5
SP cost6 → 10
Range2 cells
RequiresTriple Attack Lv 3

Chain Combo

Overview

Chain Combo is the second link of the Monk's combo chain: four spinning blows that follow an opening flurry. It can also be thrown out of a Blade Stop hold, which turns a successful catch into an attack. Connecting with it opens the window for Combo Finish.

Mechanics

  • Damage: 180 + 60 × SkillLv + AGI (% of ATK), split into 4 hits
  • Each hit can land a critical.

When it can be used:

What it opens: Combo Finish (needs 1 spirit sphere), and on the Champion line Tiger Fist and Chain Crush Combo.

AGI is added directly to the damage, so an agile Monk hits harder as well as faster.

Leveling

Level SP cost Damage (total, 4 hits)
1 6 240% + AGI% ATK
2 7 300% + AGI% ATK
3 8 360% + AGI% ATK
4 9 420% + AGI% ATK
5 10 480% + AGI% ATK

Notes

  • The combo delay between links shortens with AGI and DEX, so the same stats that raise the damage also tighten the chain.
  • Level 3 is the prerequisite for Combo Finish.
  • With Tempered Will at level 5 or higher, Chain Combo remains usable under Steel Body.