Chain Crush Combo: Difference between revisions
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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 Crush Combo</caption> | <caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Chain Crush Combo</caption> | ||
<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 | <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 | <tr><th style="text-align:left">SP cost</th><td>4 → 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> | <tr><th style="text-align:left">Range</th><td>2 cells</td></tr> | ||
<tr><th style="text-align:left"> | <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 | |||
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 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 | 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 | == Leveling == | ||
{| class="wikitable" style="text-align:center" | {| class="wikitable" style="text-align:center" | ||
! Level !! SP | ! Level !! SP cost !! Damage (% of ATK) !! Hits | ||
|- | |- | ||
| 1 || 4 || | | 1 || 4 || 480% || 2 | ||
|- | |- | ||
| 2 || 6 || | | 2 || 6 || 560% || 2 | ||
|- | |- | ||
| 3 || 8 || | | 3 || 8 || 640% || 3 | ||
|- | |- | ||
| 4 || 10 || | | 4 || 10 || 720% || 3 | ||
|- | |- | ||
| 5 || 12 || | | 5 || 12 || 800% || 4 | ||
|- | |- | ||
| 6 || 14 || | | 6 || 14 || 880% || 4 | ||
|- | |- | ||
| 7 || 16 || | | 7 || 16 || 960% || 5 | ||
|- | |- | ||
| 8 || 18 || | | 8 || 18 || 1040% || 5 | ||
|- | |- | ||
| 9 || 20 || | | 9 || 20 || 1120% || 6 | ||
|- | |- | ||
| 10 || 22 || | | 10 || 22 || 1200% || 6 | ||
|} | |} | ||
== Notes == | == Notes == | ||
* The | * 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]]. | |||
* Zenith is | * Splitting the same total damage into more hits helps against effects that trigger per hit, and hurts against high flat defence. | ||
* | |||
[[Category:Champion skills]] | |||
[[Category:Offensive skills]] | |||
Latest revision as of 20:41, 8 September 2026
| Job | Champion |
|---|---|
| Type | Active (offensive) |
| Target | Single enemy |
| Element | Weapon |
| Max level | 10 |
| SP cost | 4 → 22 |
| Spirit Spheres | 2 |
| Range | 2 cells |
| Cast time | 0.7 s (uninterruptible), instant in a combo |
| Cooldown | 0.7 s |
| Requires | Tiger 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.