Also known as: COMBOS · CHAIN · CHAINS · COMBO-CHAIN · COMBOCHAIN
Help: ComboSyntaxcombocombo clearcombo <skill1> [skill2] [skill3]What Combo Doescombo saves a short chain of up to three allowed combat skills. It is
not a permanent automatic attack loop. The chain is used when a
recoverable skill rolls 0 WAIT in combat.
How It Fires
When you use a recoverable combat skill and it rolls 0 WAIT, you get a
Flawless Recovery moment. If you are fighting and have a saved
combo, the first saved combo step can fire immediately.
The second and third saved steps are special follow-up moments. They can
appear as COMBO RUSH and COMBO FINISH messages. Each of those
follow-up steps has a separate chance to fire instead of being guaranteed.
Each step still checks whether you can use the skill, whether there is a
valid target, whether you have enough mana or other resources, and
whether the skill passes its normal combat rules.
Limits- Maximum saved chain length is 3.
- Only whitelisted combat skills can be saved.
- You must know and be able to use each skill.
- A combo chain has a small burst budget.
- Nesting is guarded so combos cannot recurse forever.
- Failures, invalid targets, costs, or WAIT can stop the chain.
Spells In Combos
Some spells can be combo steps. Harmful spells use your current enemy.
Helpful spells try your followed leader in the room first, then yourself.
Mana and focus mana costs still apply.
Examplescombo circle bashcombo voidpunch psiblast circlecombo heal bash circlecombo clearSee Also: combat, wait, fightspeed,
flawless-recovery, recoverable-skills