Editing Combo Boost

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{{game|KH2|FM2|358|KH3|3RM}}
{{game|KH2|FM2|358}}
{{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 which appears in ''[[Kingdom Hearts II]]'', ''[[Kingdom Hearts II Final Mix]]'', and ''[[Kingdom Hearts 358/2 Days]]''. In ''Kingdom Hearts II'' and ''Kingdom Hearts II Final Mix'', it increases the damage of the ground finishing move based on the number of hits in the preceding combo, while in ''Kingdom Hearts 358/2 Days'', it increases the damage inflicted by each hit as the combo continues. In ''Kingdom Hearts II'', Combo Boost requires 3 AP to equip.
{{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==
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]] finishers, but Magic can be used to have the physical combo finisher benefit from Combo Boost.
 
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. 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==
===''Kingdom Hearts II''===
===''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]].
*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 II Final Mix''===
*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.
*The [[Decisive Pumpkin]] has Combo Boost as its Equipment Ability.


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====Rings with Combo Boost====
====Rings with Combo Boost====
*[[Soldier Ring]]
*[[Soldier Ring]]
===''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.
==See also==
*[[Air Combo Boost]]
[[de:Kombo-Boost]]
[[Category:Kingdom Hearts II abilities]]
[[Category:Kingdom Hearts II abilities]]
[[Category:Kingdom Hearts 358/2 Days abilities]]
[[Category:Kingdom Hearts 358/2 Days abilities]]
[[Category:Kingdom Hearts III abilities]]

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