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Combo Boost: Difference between revisions

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{{game|KH2|FM2|358|KH3}}
{{game|KH2|FM2|358|KH3|3RM}}
{{Youmay|the ability that strengthens combos introduced in ''Kingdom Hearts II''|[[Combo Boost (KHRECOM)|the ability that appears in ''Kingdom Hearts Re:Chain of Memories'']] or [[Combination Boost|the ability that extends Limits in ''Kingdom Hearts II'']]}}
{{Youmay|the ability that strengthens combos introduced in ''Kingdom Hearts II''|[[Combo Boost (KHRECOM)|the ability that appears in ''Kingdom Hearts Re:Chain of Memories'']] or [[Combination Boost|the ability that extends Limits in ''Kingdom Hearts II'']]}}
{{nihongo|'''Combo Boost'''|コンボアップ|Konbo Appu|lit. "Combo Up"}} is an ability introduced in ''[[Kingdom Hearts II]]''. It allows the user to deal greater damage with increasingly longer [[attack]] combos.
{{nihongo|'''Combo Boost'''|コンボアップ|Konbo Appu|lit. "Combo Up"}} is an ability introduced in ''[[Kingdom Hearts II]]''. It allows the user to deal greater damage with increasingly longer [[attack]] combos.


==Mechanics==
==Mechanics==
In ''Kingdom Hearts II'', Combo Boost is a {{c|support ability|KH2}} that increases the damage of a finishing move on the ground relative to the number of hits in the preceding combo. It costs 3 {{AP}} to equip, 5 AP in ''[[Kingdom Hearts II Final Mix]]''.
In ''Kingdom Hearts II'', Combo Boost is a {{c|support ability|KH2}} that costs 3 {{AP}} to equip, 5 AP in ''[[Kingdom Hearts II Final Mix]]''. It increases the damage dealt by ground combo finishers 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 {{c|equipment ability|358}} that increases the damage inflicted by each hit as the combo continues.
In ''Kingdom Hearts 358/2 Days'', Combo Boost is an {{c|equipment ability|358}} that increases the damage dealt with attacks by 1 + (number of hits - 1) x 0.02.  


In ''Kingdom Hearts III'', Combo Boost is a {{c|support ability|kh3}} that costs 5 AP to equip. It increases the damage of each hit in a ground combo by (number of hits) x 5%.
In ''Kingdom Hearts III'', Combo Boost is a {{c|support ability|kh3}} 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 increases 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==
==Learning Combo Boost==
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*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.
*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.
*The [[Ultima Weapon]] has Combo Boost as its equipment ability.
==See also==
*[[Air Combo Boost]]


[[de:Kombo-Boost]]
[[de:Kombo-Boost]]

Latest revision as of 22:33, 2 February 2024

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.

Combo Boost (コンボアップ Konbo Appu?, lit. "Combo Up") is an ability introduced in Kingdom Hearts II. It allows the user to deal greater damage with increasingly longer attack combos.

MechanicsEdit

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 finishers 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 increases 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 BoostEdit

Kingdom Hearts IIEdit

Kingdom Hearts 358/2 DaysEdit

Weapons with Combo BoostEdit

                                     

  Skill Gear+ 1   1   1   1  
  Technical Gear 1   1   2   2   1   1  
  Duel Gear 2  
  Duel Gear+ 1   1   2   1   1  
  Duel Gear++ 1   1   1   1   1  
  Loaded Gear+ 1   1   1   1  
  Chrono Gear 1   1   1   1  
  Chrono Gear+ 1  
  Phantom Gear 1   1   1   1  
  Phantom Gear+ 1   1  
  Phantom Gear++ 1   1  
  Lift Gear 1   1   2   1   1  
  Lift Gear+ 1   1  
  Nimble Gear 1  
  Nimble Gear+ 1   1   1   1   1   1  
  Wild Gear 1   1   1   1   1   2  
  Ominous Gear+ 1   1   2   1   1   1   2  
  Fearless Gear 2  
  Fearless Gear+ 1  
  Prestige Gear 1  
  Prestige Gear+ 3   2  
  Crisis Gear 1   1   2   3  
  Omega Gear 1  
  Omega Gear+ 1   1   2   1  
  Hazard Gear 1   1  
  Hazard Gear+ 2   1   1  
  Rage Gear 1  
  Rage Gear+ 1   2   1   1   1   1   1   1  
  Champion Gear 1   1   1  
  Ultimate Gear+ 1   1   1  
  Pandora's Gear 1   1  
  Pandora's Gear+ 1   1  
  Zero Gear 1   1   1   1  

Rings with Combo BoostEdit

Kingdom Hearts IIIEdit

  • 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.

See alsoEdit