|This article is about the ability that strengthens combos introduced in Kingdom Hearts II.|
You may be looking for the ability that appears in Kingdom Hearts Re:Chain of Memories or the ability that extends Limits in Kingdom Hearts II.
In Kingdom Hearts II, Combo Boost is a support ability that costs 3 AP to equip, 5 AP in Kingdom Hearts II Final Mix. It increases the damage dealt by ground combo finish attacks by (maximum combo x 10)%, (maximum combo x 20)% with two copies equipped. It has no effect on Magic.
In Kingdom Hearts 358/2 Days, Combo Boost is an equipment ability that increases the damage dealt with attacks by 1 + (number of hits - 1) x 0.02.
In Kingdom Hearts III, Combo Boost is a support ability that costs 5 AP to equip. From the second hit of a combo on, it increases the damage of each hit in a ground combo by (number of hits) x 5%. The number of hits only goes up when an attack hits. For attacks with multiple hits, the number increases by the amount of hits dealt, even if some miss. Magic inreases the number by 1, even if it hits multiple times, but will also count if it misses. Most attacks during Drill Punch, Twin Yo-Yos, and Clock Drill, and some of the attacks during Agile Claws and Blizzard Claws only increase the number of hits by 1, even if they hit multiple times. Attacks during Berserk Charge, Double Arrowguns, and Hunny Blasters, Magic Launcher and Hunny Launcher's Artillery, Mirage Staff's Avatar Barrage, and Magic during Endless Magic do not increase the number of hits.
Learning Combo Boost
Kingdom Hearts II
- Sora learns Combo Boost at level 7 with the Dream Sword, 9 with the Dream Shield, and 17 with the Dream Rod.
- The Decisive Pumpkin has Combo Boost as its Equipment Ability.
Kingdom Hearts 358/2 Days
Weapons with Combo Boost
Rings with Combo Boost
Kingdom Hearts III
- Sora learns Combo Boost at level 20 with the Power of the Warrior, level 46 with the Power of the Mystic, and level 36 with the Power of the Guardian.
- The Ultima Weapon has Combo Boost as its equipment ability.