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FFTA Combo Ability Icon
FFTA Combo

Combo in Final Fantasy Tactics Advance.

All allies with combo abilities attack together.
—Description

Combos (コンボアビリティ, Konbo Abiriti?) is an action ability in Final Fantasy Tactics Advance that allow party members to initiate or join in on a combo. Combos are usable once the character has at least one Judge Point.

The initial attack has 100% accuracy and ignores reaction abilities. Other characters, with a combo set, may join in if they are within their range (some can join in up to five spaces away, others have to be right next to the victim).

Each joining unit has a specific range, accuracy, and percent of damage added, when adding to a combo. Combos with more range or damage added are usually less accurate.

If one or more members successfully adds in, then extra Judge Points further increases damage.

While powerful, combos can be difficult to learn. They are learned from Mythril Weapons—which can only be obtained as rewards for defeating another clan or via trading from Nono's shop.

List of Combo abilities Edit

Ability Equipment Effect AP Range Power Hit Image
Combat Combo Mythril Sword Failproof combo ability for soldiers & warriors 100 1 10% 100%
Knight Combo Mythril Brand Failproof combo ability for paladins. 100 1 10% 100%
Fight Combo Mythril Blade Easily chained combo ability for fighters. 100 1 15% 70%
Thief Combo Mythril Knife Failproof combo ability for thieves. 100 2 5% 70%
Ninja Combo Mythril Epee Failproof combo ability for ninjas. 100 2 5% 100%
White Combo Mythril Staff Ranged combo ability for white mages. 100 4 5% 60%
Black Combo Mythril Rod Ranged combo ability for black mages. 100 4 5% 60%
Spell Combo Mythril Rod Ranged combo ability for illusionists. 100 4 10% 40%
Blue Combo Mythril Saber Ranged combo ability for blue mages. 100 4 10% 40%
Bow Combo Mythril Bow Long-ranged combo ability for archers. 100 6 5% 40%
Hunt Combo Mythril Shot Ranged combo ability for hunters. 100 4 8% 50%
Animal Combo Mythril Bell Failproof combo ability for animists. 100 1 12% 100%
Charge Combo Mythril Blade Easily chained combo ability for mog knights. 100 1 15% 70%
Gun Combo Mythril Gun Long-ranged combo ability for gunners. 100 5 5% 40%
Juggle Combo Mythril Knife Easily chained combo ability for jugglers. 100 3 10% 70%
Gadget Combo Mythril Claws Long-ranged combo ability for gadgeteers. 100 6 12% 30%
Time Combo Mythril Rod Ranged combo ability for time mages. 100 4 5% 60%
Beast Combo Mythril Bell Failproof combo ability for beastmasters. 100 1 12% 100%
Morph Combo Mythril Soul Ranged combo ability for morphers. 100 2 10% 100%
Gold Combo Mythril Mace Ranged combo ability for alchemists. 100 2 10% 60%
Wise Combo Mythril Mace Ranged combo ability for sages. 100 2 10% 60%
Monk Combo Mythril Claws Very easy chained combo ability for white monks. 100 2 12% 90%
Pray Combo Mythril Staff Ranged combo ability for bishops. 100 4 8% 60%
Sacred Combo Mythril Brand Failproof combo ability for templars. 100 1 12% 100%
Dragon Combo Mythril Spear Failproof combo ability for dragoons 100 2 10% 100%
Defend Combo Mythril Brand Easily chained combo ability for defenders. 100 1 15% 70%
Sword Combo Mythril Blade Failproof combo ability for gladiators. 100 1 10% 100%
Lunge Combo Mythril Rapier Failproof combo ability for fencers. 100 1 10% 100%
Spirit Combo Mythril Rapier Well-balanced combo ability for elementalists. 100 3 10% 60%
Red Combo Mythril Rapier Easily chained combo ability for red mages. 100 2 10% 70%
Summon Combo Mythril Staff Ranged combo ability for summoners. 100 4 10% 40%
Killer Combo Mythril Epee Failproof combo ability for assassins. 100 2 10% 100%
Sniper Combo Mythril Shot Ranged combo ability for snipers. 100 4 8% 50%

Other appearances Edit

Final Fantasy Record Keeper Edit

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Etymology Edit

A striking combination (generally referred to as a combination or "combo") is a combination of strikes performed in rapid succession, usually from a stand-up position.