Chain Combo
Appearance
| Job | Monk / Champion |
|---|---|
| Type | Active (combo follow-up) |
| Target | Single (melee) |
| Element | Weapon |
| Max level | 5 |
| SP cost | 6 → 10 |
| Range | 2 cells |
| Requires | Triple 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:
- 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
| 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.