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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 ground combo finishers relative to the number of hits in the 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 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 {{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 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==
==Learning Combo Boost==

Revision as of 18:35, 7 November 2023

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.

Mechanics

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

Kingdom Hearts 358/2 Days

Weapons with Combo Boost

Xemnas Xigbar Xaldin Vexen Lexaeus Zexion Saïx Axel Demyx Luxord Marluxia Larxene Roxas Xion Sora Riku The King Donald Goofy

Skill Gear+ ② Skill Gear+ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ
Technical Gear ③ Technical Gear 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 2 Ability Unit Ⓛ 2 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ
Duel Gear ④ Duel Gear 2 Ability Unit Ⓛ
Duel Gear+ ④ Duel Gear+ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 2 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ
Duel Gear++ ⑤ Duel Gear++ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ
Loaded Gear+ ② Loaded Gear+ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ
Chrono Gear ③ Chrono Gear 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ
Chrono Gear+ ③ Chrono Gear+ 1 Ability Unit Ⓛ
Phantom Gear ④ Phantom Gear 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ
Phantom Gear+ ④ Phantom Gear+ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ
Phantom Gear++ ⑤ Phantom Gear++ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ
Lift Gear ③ Lift Gear 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 2 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ
Lift Gear+ ③ Lift Gear+ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ
Nimble Gear ④ Nimble Gear 1 Ability Unit Ⓛ
Nimble Gear+ ④ Nimble Gear+ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ
Wild Gear ③ Wild Gear 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 2 Ability Unit Ⓛ
Ominous Gear+ ④ Ominous Gear+ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 2 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 2 Ability Unit Ⓛ
Fearless Gear ③ Fearless Gear 2 Ability Unit Ⓛ
Fearless Gear+ ③ Fearless Gear+ 1 Ability Unit Ⓛ
Prestige Gear ④ Prestige Gear 1 Ability Unit Ⓛ
Prestige Gear+ ④ Prestige Gear+ 3 Ability Unit Ⓛ 2 Ability Unit Ⓛ
Crisis Gear ⑤ Crisis Gear 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 2 Ability Unit Ⓛ 3 Ability Unit Ⓛ
Omega Gear ⑥ Omega Gear 1 Ability Unit Ⓛ
Omega Gear+ ⑥ Omega Gear+ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 2 Ability Unit Ⓛ 1 Ability Unit Ⓛ
Hazard Gear ⑤ Hazard Gear 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ
Hazard Gear+ ⑤ Hazard Gear+ 2 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ
Rage Gear ⑤ Rage Gear 1 Ability Unit Ⓛ
Rage Gear+ ⑤ Rage Gear+ 1 Ability Unit Ⓛ 2 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ
Champion Gear ⑤ Champion Gear 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ
Ultimate Gear+ ⑥ Ultimate Gear+ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ
Pandora's Gear ⑤ Pandora's Gear 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ
Pandora's Gear+ ⑤ Pandora's Gear+ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ
Zero Gear ⑤ Zero Gear 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ 1 Ability Unit Ⓛ

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.