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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

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

Other appearances

Final Fantasy Record Keeper

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Etymology

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.

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