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Combo fields and finishers

At a glance

Using an eligible finisher with a combo field creates an additional effect. These combinations can add useful damage, defense, and support to your party.

🤔 What is a combo?

A combo occurs when two skills interact to produce an extra effect. For example, a Ranger’s projectile finisher passing through an Elementalist’s fire field can burn the enemy it hits.

You can finish a field created by another player, or have another player finish yours.

🔵
Combo field
An area effect
+
🔶
Combo finisher
A skill that interacts with the field
=
✨
Combo!
An additional effect
💡

Look for Combo Field or Combo Finisher in the tooltip. Eligible finisher skills have a white highlight when you stand in a combo field.

Priority and stats: one finisher combines with one field. Your own fields take priority; among other players’ fields, the finisher uses the first field it enters. Damage and healing scale with the finisher user’s stats.

⚔️ The four finisher types

The field and finisher type together determine the combo’s effect. To start practicing group support, learn blast combos, which affect an area around the blast.

💥
Blast

Creates an area effect within radius 360 around the blast. Depending on the field, it grants allies boons or healing, or applies conditions to enemies.

🏃
Leap

A leap or movement skill that interacts with a field. It can give you an aura, healing, or stealth, or apply Daze or Weakness to an enemy, depending on the field.

🏹
Projectile

A projectile passing through a field can add an effect against an enemy or support an ally near the impact. Check the finisher chance in its tooltip; some have a 20% chance.

🌪️
Whirl

Sends combo bolts in multiple directions while spinning in a field. These can apply conditions to enemies, grant allies Regeneration, or cleanse conditions. Some whirl skills let you move while using them.

🏆 Four combos to learn first

Start with these four combinations. The important part is choosing a field for the effect you need.

🔥 Fire + 💥 Blast
Area Might: support party damage

A blast in a fire field gives nearby allies three stacks of Might for a base 20 seconds. Use it to supplement the party’s Might. If the group already maintains 25 stacks, you do not need to interrupt your attacks just to perform this combo.

💧 Water + 💥 Blast
Area healing: help the party recover

A blast in a water field immediately heals nearby allies. Healing scales with the finisher user’s Healing Power. Use it to add recovery when the party’s health falls.

✨ Light + 💥 Blast
Area condition cleanse

A blast in a light field removes one condition type from nearby allies, regardless of that condition’s stack count. Other condition types require additional cleansing.

💨 Smoke + 💥 Blast
Area stealth: approach unseen

A blast in a smoke field grants nearby allies a base 3 seconds of Stealth. Use it to approach or move without being seen. Attacking breaks stealth, so coordinate when the party opens the fight.

📚 Complete combo table

Look up the results of combining nine field types with four finisher types.

Field / finisher 💥 Blast
Area effect
🏃 Leap
Self or enemy
🏹 Projectile
Effect on hit
🌪️ Whirl
Scattered bolts
🔥 Firefield
Area Might

Grants three stacks of Might to nearby allies for a base 20 seconds.

Fire Aura

Grants you Fire Aura. When struck, you gain Might and the attacker receives Burning.

Burning

Applies Burning on hit. Some projectile finishers have a 20% trigger chance.

Burning Bolts

Combo bolts travel in several directions and apply Burning to enemies they hit.

💧 Waterfield
Area Heal

Heals allies around the blast. Healing scales with the finisher user’s Healing Power.

Self Heal

Combining a leap finisher with a water field heals you.

Regeneration

Grants Regeneration to one ally near the projectile’s target.

Healing Bolts

Grants Regeneration to allies hit by the bolts, providing healing over time.

⚡ Lightningfield
Area Swiftness

Grants nearby allies Swiftness for a base 10 seconds, increasing movement speed by 33%.

Dazing Strike

Applies Daze to the leap’s enemy target.

Vulnerability

Applies Vulnerability, increasing the strike and condition damage the enemy takes.

Brutal Bolts

Lightning combo bolts apply Vulnerability to enemies they hit.

🧊 Icefield
Area Frost Aura

Grants nearby allies Frost Aura, reducing incoming damage by 10% and chilling attackers.

Frost Aura

Grants you Frost Aura, reducing incoming damage and chilling attackers.

Chilled

Applies Chilled: movement is 66% slower and skill cooldowns recover more slowly.

Chilling Bolts

Ice combo bolts apply Chilled to enemies they hit.

✨ Lightfield
Area Cleanse

Removes one condition type from nearby allies, including all stacks of that condition.

Light Aura

Grants you Light Aura: 10% less incoming condition damage, and Resolution when struck.

Remove Condition

Removes one condition from one ally near the projectile’s target.

Cleansing Bolts

Cleansing bolts remove one condition from allies they hit.

🌑 Darkfield
Area Dark Aura

Grants nearby allies Dark Aura, reducing condition damage taken and tormenting attackers. Torment deals more damage to stationary enemies.

Dark Aura

Grants you Dark Aura, reducing incoming condition damage and tormenting attackers.

Life Steal

Damages the enemy hit and heals you.

Leeching Bolts

Leeching bolts damage enemies and heal you.

☠️ Poisonfield
Area Weakness

Applies Weakness to nearby enemies, slowing endurance regeneration and turning half their hits into weaker glancing blows.

Weakness

Applies Weakness to the leap’s enemy target.

Poison

Applies Poison, dealing damage over time and reducing incoming healing by 33%.

Poison Bolts

Poison combo bolts apply Poison to enemies they hit.

💨 Smokefield
Area Stealth

Grants nearby allies a base 3 seconds of Stealth. Attacking reveals them.

Self Stealth

A leap through a smoke field grants you a base 3 seconds of Stealth.

Blindness

Applies Blinded so the enemy’s next attack misses. Against defiant enemies it contributes breakbar damage instead.

Blinding Bolts

Smoke combo bolts apply Blinded to enemies they hit.

🌌 Etherealfield
Area Chaos Aura

Grants nearby allies Chaos Aura. When struck, the bearer gains Protection, Regeneration, or Swiftness; the attacker receives Weakness, Confusion, or Crippled.

Chaos Aura

Grants you Chaos Aura. When struck, you gain a random boon and the attacker receives a random condition.

Confusion

Applies Confusion, dealing damage over time and extra damage when the enemy uses skills.

Confounding Bolts

Ethereal combo bolts apply Confusion to enemies they hit.

Select an effect name to open its explanation.