Mechanic

Combo

Combo is a counter owned by a specific skill. Strike enemies with the weapon set bound to that Combo skill, then spend the required count to use the skill or improve its result.
0.5.4d
Current data

Catalog version 0.5.4d

No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.

What Combo does

Current rules

Combo is tracked separately for each skill that uses it. A successful melee Strike normally adds one Combo to each eligible skill once per attack, even if the attack hits several enemies. Each skill or Support defines its own requirement, maximum, expiry timer, and spending rule, so there is no universal Combo cap or timeout.

Each Combo skill has its own counter
Combo is not one character-wide resource. A skill that gains or requires Combo tracks its own count. Spending one skill's Combo does not spend the count stored by another Combo skill.
A melee Strike normally grants one Combo per attack
Successfully Striking an enemy builds Combo. Hitting several enemies with the same Strike, an additional Ancestral target, or repeated parts of the same sustained attack does not award one Combo for every target or hit. The eligible skill gains Combo once for that attack.
The bound weapon set matters
By default, a Combo skill builds Combo only while using the weapon set to which that skill is bound. Swapping away from that weapon set removes the skill's stored Combo.
Martial Master removes both default restrictions
Martial Master lets skills build and retain Combo regardless of Weapon Set and lets all Attack Hits build Combo. A projectile or Area Attack can therefore build Combo, but one attack still does not grant separate Combo for every target, chain, or sustained hit.
Martial Adept adds Combo and rewards spending it
Martial Adept grants one additional Combo whenever you gain Combo. When you expend Combo by using a skill, each Combo spent subtracts 0.2 seconds from the current Energy Shield Recharge delay. It changes the current delay at that moment, not the permanent base delay stat.
Finality prevents Combo gain
While Finality is active, skills cannot gain Combo. Finality also makes Strike skills skip to their Final Strike when they have one, but a Final Strike sequence is not itself the Combo counter.
Requirements, caps, and timers belong to the skill
Tempest Bell, Mantra of Destruction, Combo Finisher, Culmination, and Vruun's Inevitability use different numbers. Never apply one skill's maximum or expiry timer to every Combo skill.
Combo-adding Supports do not stack on the same skill
Combo Finisher, Culmination, and Vruun's Inevitability cannot support a skill that already gains Combo. Once one of these Supports gives a skill the Combo behavior, another Support with the same restriction cannot be added to that skill.

Current Combo skills, Supports, passives, and items

10 cases
01
Tempest Bell

Requires 4 Combo and loses its stored Combo after 8 seconds without generating Combo. The skill's separate Bell limit changes with gem level and must be read from its current level row, not treated as a Combo cap.

Related: Tempest Bell
02
Mantra of Destruction

Requires 8 Combo and loses Combo after 8 seconds without generating it. Quality can reduce the requirement by 1, making the full-quality requirement 7.

Related: Mantra of Destruction
03
Combo Finisher I

Makes an eligible self-used Melee Attack require 3 Combo, grants it 25% more Damage, and removes its Combo after 4 seconds without generation.

Related: Combo Finisher I
04
Combo Finisher II

Makes an eligible self-used Melee Attack require 5 Combo, grants it 40% more Damage, and removes its Combo after 4 seconds without generation.

Related: Combo Finisher II
05
Culmination I

Stores up to 10 Combo, expends all Combo on use, and grants 3% more Damage per Combo expended. The maximum payoff is 30% more Damage. Combo expires after 4 seconds without generation.

Related: Culmination I
06
Culmination II

Stores up to 10 Combo, expends all Combo on use, and grants 4% more Damage per Combo expended. The maximum payoff is 40% more Damage. Combo expires after 6 seconds without generation.

Related: Culmination II
07
Vruun's Inevitability

Stores up to 10 Combo and expends all Combo on use. The supported skill gains 6% increased Area of Effect per Combo expended, and its Combo expires after 6 seconds without generation.

Related: Vruun's Inevitability
08
Practiced Combo

Supported Strike skills have a 40% chance to build one additional Combo on Hit.

Related: Practiced Combo
09
Ailith's Chimes

Has a 25% Surpassing chance per Combo expended to grant a Power Charge. Spending 10 Combo gives two guaranteed Power Charges and a 50% chance for a third.

Related: Ailith's Chimes, Power Charge, Surpassing
10
Duality

Grants Finality and Guard for 0.5 seconds per Combo expended. Finality blocks new Combo gain during that duration, so the item creates a deliberate build-and-spend cycle.

Related: Duality, Finality

Limits and exceptions

8 rules
  • Combo is not a character-wide resource. Counters are stored and spent per skill.
  • There is no universal Combo maximum, requirement, or expiry timer.
  • A normal Strike grants Combo once per attack, not once per enemy hit.
  • Swapping away from the bound weapon set removes Combo unless Martial Master applies.
  • Finality prevents skills from gaining Combo.
  • Final Strike and a named attack sequence are not automatically Combo.
  • Combo Finisher, Culmination, and Vruun's Inevitability cannot be combined on one skill when each sees that the skill already gains Combo.
  • Tempest Bell's Bell limit is a separate level-dependent skill value and must not be copied from a single imported level row as a universal value.