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Chain Combo

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Chain Combo
JobMonk / Champion
TypeActive (combo follow-up)
TargetSingle (melee)
ElementWeapon
Max level5
SP cost6 / 7 / 8 / 9 / 10 (Lv 1–5)
Range2 cells
Cooldown0.7 s

Chain Combo

Overview

Chain Combo is the second link in the Monk's combo chain. It is only available immediately after Triple Attack (passive or active) or while Blade Stop is active. Landing Chain Combo opens the Combo Finish window.

Mechanics

Availability:

  • The previous hit in the combo must have been Triple Attack (passive or active), OR
  • The caster must be in an active Blade Stop lock

Damage formula (pre-renewal):

Damage = (200 + 60 × SkillLv)% ATK, across 4 Critical hits
Level Damage (total) SP Cost
1 260% ATK 6
2 320% ATK 7
3 380% ATK 8
4 440% ATK 9
5 500% ATK 10

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 Steel Body if Tempered Will is learned (any level).

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 0.7-second cooldown is applied, but the combo window and AGI/DEX delay reduction keep the flow tight.
  • Chain Combo does not consume spirit spheres on its own, but Combo Finish requires one sphere.