Combo kill: Difference between revisions
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A combo kill, often abbreviated as '''CK''', is a sequence of [[Attack|attacks]] that kills the target in a single combo. | A combo kill, often abbreviated as '''CK''', is a sequence of [[Attack|attacks]] that kills the target in a single combo. A combo is defined as the three-hit attack sequence, which almost all [[weapons]] can use. For weapons that cannot, see [[List of weapons which cannot combo]]. | ||
===Attack types=== | ===Attack types=== | ||
There are three different types of attacks: ''Normal'', ''Heavy'' and ''Special'', often abbreviated '''N''', '''H''', and '''S'''. While ''Heavy'' attacks deal more damage than ''Normal'' attacks, the damage from ''Special'' attacks is governed by the [[Weapons| | There are three different types of [[attack|attacks]]: ''Normal'', ''Heavy'' and ''Special'', often abbreviated '''N''', '''H''', and '''S'''. While ''Heavy'' attacks deal more damage than ''Normal'' attacks, the damage from ''Special'' attacks is governed by the [[Weapons|weapon's]] [[Special|special attack]]. | ||
A CK is a guaranteed kill within the three-hit combo. E.g. when the target can be killed with a ''Normal'', ''Heavy'', ''Special'' combo, it is denoted as ''NHS''. There can be any other combination and sequence of attacks, as long as the given combo kills the target. Sometimes a two-hit combo is sufficient, too. | A CK is a guaranteed kill within the three-hit combo. E.g. when the target can be killed with a ''Normal'', ''Heavy'', ''Special'' combo, it is denoted as ''NHS''. There can be any other combination and sequence of attacks, as long as the given combo kills the target. Sometimes a two-hit combo is sufficient, too. | ||
===Combo Kill factors=== | ===Combo Kill factors=== | ||
Whether a CK can be performed depends on a multitude of factors: [[Class]], [[level]], equipment ([[weapons]], [[frames]], [[barriers]], [[Mag| | Whether a CK can be performed depends on a multitude of factors: [[Class]], [[level]], equipment ([[weapons]], [[frames]], [[barriers]], [[Mag|mags]], [[units]]), [[monster]] [[stats]], and status effects and buffs like {{Paralysis}}, {{Freeze}}, {{Shifta}} or {{Zalure}}. A CK is often of interest when trying to figure out what [[attributes]] on a given weapon are needed to guarantee a kill. A certain amount of [[hit]] is often critical for the weapon, in order to have enough [[accuracy]], preventing misses. Monster attributes on the weapon can be important too, as they increase the weapons damage output, but can be increased by [[Photon Sphere|sphering]]. | ||
===Combo Kill resources=== | ===Combo Kill resources=== | ||
To figure out the CK potential on certain weapons, resources like tables and spreadsheets have been created providing an overview of what stats are needed to kill within a single combo. On most of these resources, the following assumptions are made: | To figure out the CK potential on certain weapons, resources like tables and spreadsheets have been created providing an overview of what stats are needed to kill within a single combo. On most of these resources, the following assumptions are made: | ||
*Max level (200) | * Max level (200) | ||
*Max stats ([[ATP]], [[ATA]]) | * Max stats ([[ATP]], [[ATA]]) | ||
*[[Barriers|Barrier]]: {{Shield|rare|Red Ring}} for an additional +20 ATP and ATA | * [[Barriers|Barrier]]: {{Shield|rare|Red Ring}} for an additional +20 ATP and ATA | ||
*[[Frames|Frame]] on [[Androids]]: {{Frame|rare|D-Parts ver1.01}} for an additional +35 ATP | * [[Frames|Frame]] on [[Androids]]: {{Frame|rare|D-Parts ver1.01}} for an additional +35 ATP | ||
*Fully [[Photon Sphere|sphered]] weapons: 100% in a monster [[attribute]] | ** For the weapon {{Sword|rare|Diska of Braveman}}, the rare frame {{Frame|rare|Thirteen}} is assumed for its [[List of set effects#Slicers|set effect]] | ||
*Lowest [[Game_mechanics#Physical_damage|ATP variance]]: many weapons can | * Fully [[Photon Sphere|sphered]] weapons: 100% in a monster [[attribute]] | ||
* Lowest [[Game_mechanics#Physical_damage|ATP variance]]: many weapons can deal variable damage, but for consistency's sake, the lowest roll (i.e. worst RNG) is assumed | |||
==== | ====Community resources==== | ||
The following weapons have community-made combo kill spreadsheets, linked here: | |||
{|class="wikitable" "style=text-align:center" | |||
!colspan=2 | Melee weapons | |||
|- | |||
|style="text-align:left" | {{Sword|rare|Dark Flow}} || [https://docs.google.com/spreadsheets/d/1bxC1AehMCn1wLmG27sAp_A2BaqwWp8w4jaxlVnU09FI/edit?gid=10089889#gid=10089889 Link] | |||
|- | |||
|style="text-align:left" | {{Sword|rare|Diska of Braveman}} || [https://docs.google.com/spreadsheets/d/1AoRt3rdQW_gAzzrV4kkDJBplIWqWbZG-i6oeDa7rJ0g/edit?gid=10089889#gid=10089889 Link] | |||
|- | |||
|style="text-align:left" | {{Sword|rare|Excalibur}} || [https://docs.google.com/spreadsheets/d/1nEMcljM44pKbJVeuNicm2VoMx5wr442U6V423Cghr8o/edit?gid=0#gid=0 Link] | |||
|- | |||
!colspan=2 | Ranged weapons | |||
|- | |||
|style="text-align:left" | {{Gun|rare|Heaven Striker}} || [https://docs.google.com/spreadsheets/d/1D6f7lZoh8eOyUPc04IJgocwGnqBDPgumm0QTul2qxC0/edit?usp=sharing Link] | |||
|- | |||
|style="text-align:left" | {{Gun|rare|L&K38 Combat}} || [https://docs.google.com/spreadsheets/d/1lJyS8pey-VVRDeFUS68P2UD3pEBEdV0GDERPjFl-nDM/edit?gid=10089889#gid=10089889 Link] | |||
|- | |||
|style="text-align:left" | {{Gun|rare|Last Swan}} || [https://docs.google.com/spreadsheets/d/1AFJM20OKMXmF7vI9A5q7IetDm_rX8i2q/edit?gid=277826019#gid=277826019 Link] | |||
|} | |||
{{Guides}} | {{Guides}} | ||
[[Category:Guides]] | [[Category:Guides]] |
Latest revision as of 21:19, 23 July 2025
A combo kill, often abbreviated as CK, is a sequence of attacks that kills the target in a single combo. A combo is defined as the three-hit attack sequence, which almost all weapons can use. For weapons that cannot, see List of weapons which cannot combo.
Attack types
There are three different types of attacks: Normal, Heavy and Special, often abbreviated N, H, and S. While Heavy attacks deal more damage than Normal attacks, the damage from Special attacks is governed by the weapon's special attack.
A CK is a guaranteed kill within the three-hit combo. E.g. when the target can be killed with a Normal, Heavy, Special combo, it is denoted as NHS. There can be any other combination and sequence of attacks, as long as the given combo kills the target. Sometimes a two-hit combo is sufficient, too.
Combo Kill factors
Whether a CK can be performed depends on a multitude of factors: Class, level, equipment (weapons, frames, barriers, mags, units), monster stats, and status effects and buffs like Paralysis,
Freeze,
Shifta or
Zalure. A CK is often of interest when trying to figure out what attributes on a given weapon are needed to guarantee a kill. A certain amount of hit is often critical for the weapon, in order to have enough accuracy, preventing misses. Monster attributes on the weapon can be important too, as they increase the weapons damage output, but can be increased by sphering.
Combo Kill resources
To figure out the CK potential on certain weapons, resources like tables and spreadsheets have been created providing an overview of what stats are needed to kill within a single combo. On most of these resources, the following assumptions are made:
- Max level (200)
- Max stats (ATP, ATA)
- Barrier:
Red Ring for an additional +20 ATP and ATA
- Frame on Androids:
D-Parts ver1.01 for an additional +35 ATP
- For the weapon
Diska of Braveman, the rare frame
Thirteen is assumed for its set effect
- For the weapon
- Fully sphered weapons: 100% in a monster attribute
- Lowest ATP variance: many weapons can deal variable damage, but for consistency's sake, the lowest roll (i.e. worst RNG) is assumed
Community resources
The following weapons have community-made combo kill spreadsheets, linked here:
Melee weapons | |
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Link |
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Link |
Ranged weapons | |
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Link |
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Link |
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Link |