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Talents with the most combo potential: Risky Behavior (combos with anything where you can spend an Opportunity), Gather Evidence (combos with anything that has a focus cost).

I soon realized that Gather Evidence works amazingly well with talents that have a focus cost of 1. For example, a Focused diplomat can use Steadfast Challenge immediately followed by pacifying that enemy, all for a focus cost of 0. And, since those talents use Discipline, which is a cognitive skill, it will re-trigger Gather Evidence, maintaining your Focused state. The main downside is you'd need to take 4 levels of Investigator.

This got me thinking about other cool combos, and then the completionist in me decided to look at lots of cool combos. Some of them are much more powerful than others, and some of them are not very feasible to get (3 or 4 paths).

Triggering Gather Evidence

The most common way to trigger Gather Evidence is Gain Advantage with a Cognitive skill (which itself can improve with Practical Demonstration or Strategize) or with Get 'Em Talking. Attacking with a Disruptor fabrial can also do it, as can Unleash Lightning (stormform). 

Where things get interesting and combo-worthy are the Cognitive Surges, but in order to trigger Gather Evidence, you have to succeed on a Cognitive test against a target. Here are the ones that can do it.

  • Division: basic Division attack, Gout of Flame
  • Cohesion: Stone Spear, Sinkhole
  • Transformation: Living Soulcasting, Flamecasting, Soulcast Defense/Parry
  • Transportation: Cognitive Vision, Realmic Evasion

Risky Behavior combos

As noted with the various combos for Risky Behavior, because Opportunist is a prerequisite, you will get two chances to roll an Opportunity. As noted in the section for Enlightened Truthwatcher, you can add Glimpse the Future to those combos to get a third chance.

The coolest custom fabrial combo = unlimited Stormlight

Early on, I figured out that the main advantage of the combo painrial (amplifying+numbing) over the basic painrials is it regains charges when absorbing damage for you. You can use those charges in other fabrials or as a Radiant (but you have to drain the painrial with a basic drainer, from which a Radiant can breathe Stormlight or a non-Radiant can use a tuning fork to put the charges into another fabrial).

If you combine all that with a low-Strength ally hitting you with an unarmed strike, your fabrial will regain many charges and you won't take any damage. Perfect for Shadesmar, the Weeping, or any scenario where Stormlight is scarce. Also perfect for making your GM hate you. But note that this fabrial requires a tier 2 gem, a reward equivalent to a Shardblade, which is a steep price to pay.

 

Heroic-only combos

If one heroic path is clearly the primary and you are taking a short dip into another path, I will classify the combo under the primary path, and will follow this convention for combos involving a custom fabrial, though most of them ended up under Scholar. If a talent can come from multiple paths (e.g. Mighty), I won't classify the combo under any of the paths. 

Gather Evidence + Swift Strikes or offhand weapon
When Focused, you won't have to spend a focus to strike a second time with your main weapon or strike with your offhand weapon.

Mighty + 2-action attacks (Wit's End, Meteoric Leap, Devastating Blow, Fatal Thrust, Subtle Takedown) or 3-action attacks (Tagging Shot)
Mighty deals more damage the more actions you used for your attack, and each of those other talents use multiple actions.

Baleful + Keen Insight
Force a target to resist your influence after you Gain Advantage, depleting their focus.

Risky Behavior + a Deadly weapon (Shardblade, greatsword, crossbow)
The former gives you an easy way to raise the stakes (with two chances to get an Opportunity), inflicting an injury with your weapon.

relayform + Cumbersome weapon or armor
Relayform ignores Slowed, which is one of the two penalties for Cumbersome. This is better for Cumbersome armor instead of weapons because Cumbersome weapons have disadvantage.

 

Primarily Agent

Quick Analysis + Get 'Em Talking or Close the Case
These are the Cognitive Agent talents you can use with the former talent.

Subtle Takedown + Risky Behavior
Get an easy way to raise the stakes, which makes it easier to get an Opportunity (you get two chances) and thus grapple your opponent for free.

Subtle Takedown + Ironstance
Your stance grants advantage on Insight, which helps Subtle Takedown succeed.

Cheap Shot + Anatomical Insight
Do normal Cheap Shot and make the target Exhausted.

Fast Talker + Subtle Takedown
This is the only Spiritual Agent talent you can use with the former talent.

Trickster's Hand + Cheap Shot or Shadow Step
These are the Physical Agent talents you can use with the former talent.

Gather Evidence + Quick Analysis or Fast Talker or Trickster's Hand or Sure Outcome or Plausible Excuse or High Society Contacts or Underworld Contacts or Close the Case
Once you are Focused, any of the talents now have a focus cost of 1 instead of 2 (or for Close the Case, a cost of 2 instead of 3).

envoyform + Get 'Em Talking
Gain advantage on your cognitive test to determine motive.

 

Primarily Envoy

Withering Retort + Foresight
Use Withering Retort twice per turn.

Gather Evidence + Withering Retort + Foresight
Use Withering Retort twice per turn and now it costs 0 focus. And, since Discipline is a cognitive skill, Steadfast Challenge itself re-triggers Gather Evidence.

Withering Retort or Steadfast Challenge + Imposing Posture
If your foe does not resist your Challenge, they become Disoriented. Now, if they do resist it, they also become Disoriented.

Gather Evidence + Steadfast Challenge + Calm Appeal
Once Focused, you can challenge and pacify an enemy for 0 focus or do it as a reaction. And, since Discipline is a cognitive skill, Steadfast Challenge itself re-triggers Gather Evidence.

Gather Evidence + Steadfast Challenge + Calm Appeal + Practiced Oratory
As above but you'll still have to spend focus to affect additional targets with Steadfast Challenge, though no additional focus to pacify them.

Gather Evidence + Devoted Presence + Stalwart Presence
Once Focused, you can use the latter two talents to boost Rousing Presence for no focus cost.

Gather Evidence + Devoted Presence + Stalwart Presence + Sage Counsel
As above but you can trigger it by using the Aid reaction.

Gather Evidence + Devoted Presence + Stalwart Presence + Sage Counsel + Foresight
As above but you can do it twice per turn.

Applied Motivation + Lessons in Patience
Using Rousing Presence causes them to regain 1 focus plus bonus focus (half your ranks in Lore).

Applied Motivation + Lessons in Patience + Practical Demonstration
Gaining Advantage or hitting with an attack can now trigger the above, for no additional actions.

Strategize + Practical Demonstration
Gain Advantage, grant that advantage to an ally, and then use Rousing Presence, all for only one action.

Strategize + Practical Demonstration + Guiding Oration
As above but an ally within 10ft gains advantage, so either the same ally now has two advantages or two different allies have one advantage.

Practical Demonstration + Unrelenting Salvo or Swift Strikes or offhand weapon
The latter talents each let you strike multiple times, and on each hit, the former talent lets you use Rousing Presence for free.

Practical Demonstration + Lessons in Patience + Unrelenting Salvo or Swift Strikes or offhand weapon
As above but your ally also regains 1 focus.

Combo painrial with its upgrade + Foresight
Absorb damage from two attacks per round and regain two charges in your painrial.

Combo painrial with its upgrade + Foresight + Swift Strikes
As above but now you can Strike twice with your weapon, using both charges you regained.

 

Primarily Hunter

Gather Evidence + Backstep
Use a Cognitive test to gain advantage on your attack, then you only need to spend 1 focus for Backstep after.

Gather Evidence + Backstep + Shadow Step
As above but for 1 more focus and no additional actions, you also hide from your foes.

Steady Aim + Emotional Intelligence
Put one of your Erudition points into Perception, boosting how much bonus damage you deal.

Unrelenting Salvo + Mind and Body
Put an Erudition point into Light/Heavy weapons so that each of your attacks deals an extra damage.

Unrelenting Salvo + a grandbow + grandbow expertise
Get up to three attacks and it ignores deflect.

Unrelenting Salvo + Projectile weapon fabrial
Get up to three attacks and it it's the highest-damage of all ranged weapons.

Unrelenting Salvo + Projectile weapon fabrial + Greater Damage upgrade
As above but now for even higher damage.

Demonstrative Command + Startling Blow
Use the former to boost the relevant skill for the latter.

Startling Blow + Anatomical Insight
Do normal Startling Blow and make the target Exhausted in addition to Surprised.

Unleash Lightning (stormform) + Fatal Thrust
Make the target Disoriented until the end of the enemy's next turn if you hit with Unleash Lightning, which means senses are obscured, thus fulfilling the prerequisite for the extra damage from Fatal Thrust.

lightrial + Fatal Thrust
Make the target Disoriented if they run out of focus, which means senses are obscured, thus fulfilling the prerequisite for the extra damage from Fatal Thrust.

Startling Blow + Fatal Thrust
Make the target Surprised, which is a prerequisite for the extra damage from Fatal Thrust.

Startling Blow + Fatal Thrust + Anatomical Insight
Do normal Startling Blow and make the target Exhausted in addition to Surprised, then they take extra damage from Fatal Thrust.

Mercurial Facade + Fatal Thrust
The first person to see through your disguise is Surprised, which is a prerequisite for the extra damage from Fatal Thrust.

Shadow Step + Fatal Thrust
If you successfully hide from your target, you'll get the extra damage from Fatal Thrust.

Startling Blow + Fatal Thrust + Killing Edge
As above but your knives are Deadly.

Killing Edge + Risky Behavior
Now that slings and knives have the Deadly trait, you want an easy way to roll an Opportunity, and Risky Behavior gives you two chances to do so.

Fatal Thrust + Risky Behavior
Get a 2/3 chance of rolling an Opportunity, which allows you a critical hit, which maximizes damage, which adds a penalty to the injury roll because of Fatal Thrust.

Killing Edge + Shadowing
Stay hidden from your quarry but you still get to attack with a Deadly weapon (likely sling).

Killing Edge + Shadowing + Risky Behavior
Stay hidden from your quarry, attack with a Deadly weapon (likely sling), get two chances to roll an Opportunity.

Warhammer + Deadly Traps
Make an impaling trap and use the warhammer to push an opponent into it.

Pack Hunting + Gather Evidence + Emotional Intelligence
Once you're Focused from Gather Evidence, you don't need to spend any focus to grant an ally bonus damage from Pack Hunting, and if you put one of your Erudition points into Survival, it deals one more bonus damage.

Feral Connection + Emotional Intelligence
Put one of your Erudition points into Survival, and now your animal companion's tests get an additional bonus of +1.

 

Primarily Leader

Authority + Decisive Command
You still only spend 1 focus but now can affect 2 allies.

Gather Evidence + Decisive Command
Once you're Focused, Decisive Command costs 0 focus.

Gather Evidence + Decisive Command + Authority
Once you're Focused, Decisive Command costs 0 focus and can affect 2 allies.

Gather Evidence + Decisive Command + Authority + Combat Coordination
Once you're Focused and you Strike, Decisive Command costs 0 focus and no actions and can affect 2 allies.

Imposing Posture + Baleful
Resisting your influence depletes your adversary quickly.

Valiant Intervention + Demonstrative Command
Make it much more likely you'll succeed on your Athletics test for Valiant Intervention, but note the high focus cost (2).

Valiant Intervention + Demonstrative Command + Gather Evidence
Once Focused, the cost for the above is now 0.

Valiant Intervention + Imposing Posture
In addition to the usual effects of Valiant Intervention, if they resist your influence, they are also Disoriented.

Synchronized Assault + Confident Command or Decisive Command or Shrewd Command
Boost the relevant skill for Synchronized Assault.

Synchronized Assault + Authority
On a failure for Synchronized Assault, 2 allies still get one additional Strike.

Synchronized Assault + Gather Evidence
When Focused, Synchronized Assault only costs 1 focus.

Synchronized Assault + Authority + Gather Evidence
When Focused, Synchronized Assault only costs 1 focus, and on failure, 2 allies still get one additional Strike.

Cutthroat Tactics + Watchful Eye
If your ally chooses to raise the stakes instead of using your command die, they get one chance to reroll it as well.

Set At Odds + Gather Evidence
The former talent can have a high focus cost, especially if you want to affect many targets. The latter talent makes it cost 1 less focus.

Shrewd Command + Tactical Ploy or Set At Odds or Grand Deception
Boost the relevant skill for any of the latter 3 talents.

Well Dressed + Tactical Ploy or Set At Odds or Grand Deception
Assuming it's your first such test of the scene, gain advantage on the relevant skill for any of the latter 3 talents.

 

Primarily Scholar

Overcharge + Opportunist
Get two chances instead of one to get an Opportunity for an extra fabrial attack.

Mind and Body + amplifying painrial
Put an Erudition point into Light Weapons so that your painrial gets another bonus damage.

Swift Strikes + a fabrial weapon
Do a second attack with your high-damage fabrial weapon.

Swift Healer + Applied Medicine
Heal extra based on your ranks in Medicine and Lore. Even better if you put Erudition points into both those skills.

Liferial more efficiently heals injuries than Wound Regeneration talent (1 charge vs 2 Investiture), and you don't need to take 3 talents from your Spren Bond talent tree

a movement fabrial + Faster upgrade
Get 50% extra movement when moving using the accelerator, ascender, or bindrial (self).

certain fabrials + Wide Area upgrade
Get your fabrial effect to hit every enemy within 5 ft of your target (or heal all allies within 5 ft of you for the Liferial). Works for all the weapon fabrials, Liferial, Lightrial, Bindrial (self) when binding one opponent (if you have that upgrade), Compressor, and custom Drainer (not the basic Drainer). You'll burn through your focus fast, though. If your have the Drainer upgrade where it drains two charges from each target, you'll likely max out your Drainer in one use.

certain fabrials + Wide Area upgrade + Fine-Tuned upgrade + Risky Behavior
As above but pay 1 more focus (total 3) for a 2/3 chance to regain 1d4 focus (expected value 2.5), decreasing the total focus cost.
(to apply one advanced upgrade and one regular upgrade, you'll need Fine Handiwork (one advanced upgrade costs 1 upgrade instead of 2 upgrades) and likely need advantage on your crafting roll, such as from having Navani as a patron or having your ashspren assist you on the Crafting test or being a singer in artform)

certain fabrials + Wide Area upgrade + Fine-Tuned upgrade + Risky Behavior + Gather Evidence
As above but once you're Focused, now Wide Area only costs 1 focus and Risky Behavior costs 0. You'll at least break even on focus, if not regain some. If your fabrial is the Disruptor, it'll re-trigger Gather Evidence but the other fabrials won't.

certain fabrials + Wide Area upgrade + Gather Evidence
An alternative to the above. Each use of Wide Area only costs 1 focus when Focused. You'll still have to re-trigger Gather Evidence, most of these fabrials don't involve Cognitive tests (Disruptor is the only one that does).

Lightrial + Risky Behavior
Gives you a 2/3 chance of dealing vital damage to the target.

a fabrial + Fine-Tuned upgrade + Risky Behavior
Gives you a 2/3 chance of regaining 1d4 focus. You'll at least break even on the focus cost of Risky Behavior and might regain more.

a fabrial + Efficient upgrade + Risky Behavior
Gives you a 2/3 chance of regaining 1 charge on your fabrial.

Combo painrial with its upgrade + basic Drainer + a tuning fork
The main benefit of the amplifying+numbing (combo) painrial over the separate basic painrials is it regains charges when absorbing damage for you. You can use those charges in other fabrials or as a Radiant. Note that within the rules, you can't directly drain charges from most fabrials (including the painrial) with a tuning fork or as a Radiant breathing Stormlight, you can only do it from a drainer. So, drain your painrial with a drainer, then use a tuning fork to move the charges to another fabrial or breathe Stormlight from the drainer. But note that this fabrial requires a tier 2 gem, a reward equivalent to a Shardblade, which is a steep price to pay.

Combo painrial with its upgrade + basic Drainer + a tuning fork + a low-Strength ally hitting you with an unarmed attack
As above but unlimited Stormlight! Great for Shadesmar or during the Weeping when Stormlight is scarce. But note that this fabrial requires a tier 2 gem, a reward equivalent to a Shardblade, which is a steep price to pay.

Amplified + Greater Damage + Wide Area is a killer combo for a weapon fabrial but to apply three upgrades, you'll need Fine Handiwork (one advanced upgrade costs 1 upgrade instead of 2 upgrades) AND need advantage on your crafting roll, such as from having Navani as a patron or having your ashspren assist you on the Crafting test or being a singer in artform AND need to max Intellect, Crafting, and put one Erudition point into Crafting. Advantage makes your median roll a 15 and maxing Intellect/Crafting+Erudition is a +11 on Crafting.

Accelerator fabrial + Bindrial (area)
Get a free move, then bind enemies to the ground.
Note that combining fabrials is more for non-Radiant characters because each requires a custom gem, so that'll be your reward instead of anything else (including Ideals).

Accelerator fabrial + Bindrial (area) + Ascender fabrial
As above but fly away. Your enemies will still get a Reactive Strike against you unless you Disengage.
Note that combining fabrials is more for non-Radiant characters because each requires a custom gem, so that'll be your reward instead of anything else (including Ideals).

Accelerator fabrial + Liferial
Get a free move, then heal someone. If you take a slow turn, you can also Disengage (if there are enemies within striking distance) and move away.
Note that combining fabrials is more for non-Radiant characters because each requires a custom gem, so that'll be your reward instead of anything else (including Ideals).

Accelerator fabrial + weapon fabrial
Get a free move, then attack with your high-damage weapon fabrial.
Note that combining fabrials is more for non-Radiant characters because each requires a custom gem, so that'll be your reward instead of anything else (including Ideals).

 

Primarily Warrior

Meteoric Leap + Windstance
The former lets you get into good position with multiple enemies in range, letting you take full advantage of your stance.

Wit's End + Flamestance
The former lets you get into good position with one enemy in range, letting you take full advantage of your stance.

Cautious Advance + Flamestance or Windstance
The former lets you get into good position to best take advantage of your stance and you get two free actions to Brace and Gain Advantage (in addition to the free action from your stance).

Cautious Advance + Stonestance
The former lets you get into good position to protect more allies with your stance, and you get two free actions to Brace and Gain Advantage. Brace means that even though enemies will prioritize you instead of your allies, they are less likely to hit you.

Cautious Advance + Stonestance + Defensive Position
As above but Brace protects you even more and allies within 10ft can brace behind your shield.

Cautious Advance + Stonestance + Defensive Position + Formation Drills
As above but Brace protects allies even more.

Valiant Intervention + Flamestance or Windstance
If moving 10ft puts you in a better position to take advantage of your stance, the former talent lets you do it.

Valiant Intervention + Stonestance
Both talents cause enemies to prioritize you instead of your allies, protecting them.

Valiant Intervention + Stonestance + a weapon with longer reach (longspear or poleaxe)
As above but Stonestance protects more allies since your melee weapon range is larger.

Demonstrative Command + Vinestance
Use the former to boost the relevant skill for the latter.

Demonstrative Command + Precise Parry
Use the former to boost the relevant skill for the latter.

Valiant Intervention + Stonestance
Get into slightly better position to protect your allies with Stonestance, and Valiant Intervention further protects them from one enemy.

Customary Garb + Bloodstance
The former mostly counteracts the lowered defenses from the latter, but only when in Presentable armor, not Shardplate.

Feinting Strike + Risky Behavior + Gather Evidence
The latter two talents reduce the total focus cost to 1 (it ordinarily would be 3) and allow for two chances to get an Opportunity, which grants free actions to strike or change stances.

Feinting Strike + Risky Behavior + Gather Evidence + an offhand weapon
As above but if you have a second weapon with the offhand characteristic, you can use both of your free actions to strike (one with each weapon) without having to spend focus because you are already Focused.

Wit's End + Feinting Strike or Vinestance or lightrial or [Keen Insight + Baleful]
Each of the options for the latter drains focus from the opponent, allowing for extra damage from Wit's End.

Precise Parry + Risky Behavior
Whether you're unarmed or wielding a weapon, Risky Behavior gives you two chances to get an Opportunity, either disarming your opponent or destroying their weapon.

Demonstrative Command + Meteoric Leap
Use the former to boost the relevant skill for the latter.

Meteoric Leap + Anatomical Insight
Do normal Meteoric Leap and make the target Exhausted.

Armor augmenter fabrial + Stonestance
+3 deflect. Now a breastplate has equal deflect value to Shardplate base deflect value (but without the option of +10 deflect per charge).

Armor augmenter fabrial + Stonestance + full plate with Adorned upgrade
As above but if you craft your own full plate, you can make it Presentable (with the Adorned upgrade) and thus wear it even in situations where military gear is frowned upon. Now your deflect value is 7.

 

Agent/Scholar

Gather Evidence + Strategize
Gain Advantage with a cognitive Erudition skill, causing you to become Focused, and then you can use the "no reactions" effect of Strategize for only 1 focus.

Gather Evidence + Contingency or Turning Point
Make the latter two talents only cost 1 focus (once Focused).

 

Envoy/Hunter

Fatal Thrust + Steadfast Challenge
Make the target Disoriented, which means senses are obscured, thus fulfilling the prerequisite for the extra damage from Fatal Thrust. And revel in the irony that you made a diplomat/assassin.

Fatal Thrust + Withering Retort
As above but you can trigger Steadfast Challenge as a reaction when an enemy attacks you.

 

Envoy/Leader

Practical Demonstration + Combat Coordination
Hitting with a Strike allows you to use both Decisive Command and Rousing Presence for no actions required (though you still have to spend 1 focus).

 

Envoy/Scholar

Rallying Shout + Swift Healer + Applied Medicine
Put Erudition points into Medicine and Lore and Leadership, so now Rallying Shout revives an unconscious ally and restores health equal to their recovery die + your combined ranks in Leadership, Medicine, and Lore.

 

Hunter/Warrior

Fatal Thrust + Devastating Blow
Deal massive damage with a melee weapon.

Fatal Thrust + Devastating Blow + Mighty
Deal even more massive damage with a melee weapon.

Fatal Thrust + Devastating Blow + Mighty + Risky Behavior
As above but get a 2/3 chance for critical hit, maximizing damage dice.

 

Combos involving Radiant talents

Surge combos not specific to a Radiant Order (e.g. the combo is specific to Gravitation, so both Windrunners or Skybreakers can do it)

Adhesion Surge (Windrunner, Bondsmith squire)

Fast Talker + basic Adhesion Surge use
Fast Talker gives you two actions to use for a Spiritual skill, and Adhesion is a Spiritual skill. Note that this doesn't work for Adhesion talents, just the basic use of Adhesion (i.e. sticking objects together) or any of its always-on upgrades (such as Living Adhesion).

Fast Talker + basic Adhesion Surge use + Gather Evidence
As above but use a Cognitive skill (e.g. Gain Advantage from Deduction) to reduce the focus cost of Fast Talker.

Warhammer + Adhesive Trap + Distant Surgebinding
Make an adhesive trap, then use your warhammer to push them into it.

Vinestance + Adhesive Trap + Distant Surgebinding
Make an adhesive trap, then use Vinestance to push them into it.

Deadly Trap (and it's better with its upgrade talents) + Adhesive Trap
Impaling trap deals ongoing damage and Adhesion ensures they can't move, and thus you basically combine both versions of Deadly Trap into one.

Living Adhesion + a Shardblade
With one opponent stuck in place, they are easier to hit.

 

Gravitation Surge (Windrunner, Skybreaker)

Fast Talker + basic Gravitation Surge use
Fast Talker gives you two actions to use for a Spiritual skill, and Gravitation is a Spiritual skill. Note that this doesn't work for Gravitation talents, just the basic use of Gravitation (i.e. a Basic Lashing) or any of its always-on upgrades (such as Gravitational Slam).

Fast Talker + basic Gravitation Surge use + Gather Evidence
As above but use a Cognitive skill (e.g. Gain Advantage from Lore) to reduce the focus cost of Fast Talker.

Momentum weapon + Flying Ace
For 1 focus, fly and make a melee weapon attack, and as long as you moved 10 ft before attacking, your attack gains advantage.

Stable Flight + Unrelenting Salvo
Position yourself high above the action, then you can let loose two or three ranged attacks per turn.

Stable Flight + Unrelenting Salvo + Master of the Skies
As above but you don't have to keep spending Investiture per turn to stay aloft.

Gravitational Slam + Unrelenting Salvo
If an enemy gets into melee range but you want to hit them with an arrow, use Gravitation to push them away, then hit them from a distance.

Deadly Trap (and it's better with its upgrade talents) + Gravitational Slam
Create an impaling trap and use Gravitational Slam to launch your foe upward diagonally (your GM might require you to roll a Gravitation test to pull this off) so they fall into your trap, taking trap damage in addition to falling damage.

Flying Ace + Flamestance or Windstance
If your flight path puts you next to the required number of foes (according to your stance), not only do you get a weapon attack for 1 focus, you get your stance bonus action too.

Gravitational Slam + Flamestance
Your stance gets better if you're only fighting one enemy, but what if two are in range? Launch one into the air, then get your free action from your stance.

Shard Training + Flying Ace
Instead of just one Strike with your Shardblade as part of your move, you can graze additional targets (up to your ranks in the skill used), and if any of those targets take damage, they suffer a spiritual injury.

Shard Training + Flying Ace + Mind and Body
As above but your max number of additional targets is 6 instead of 5.

Shard Training + Flying Ace + Mind and Body + a weapon with longer reach
As above but with longer reach, you have more potential targets to graze.

Any of the above three combos + Swift Strikes
Now you can make a second Strike with the same weapon, grazing many additional targets.

 

Division Surge (Skybreaker, Dustbringer)

Quick Analysis + basic Division Surge use
Quick Analysis gives you two actions to use for a Cognitive skill, and Division is a Cognitive skill. Note that this doesn't work for Division talents, just the basic use of Division (i.e. a Division attack against one enemy) or any of its always-on upgrades (such as Spark Sending).

Quick Analysis + basic Division Surge use + Gather Evidence + a Division attack (basic or Gout of Flame)
As above but you can reduce the focus cost of Quick Analysis by using a basic Division attack or Gout of Flame to trigger Gather Evidence. Note you can't use the bonus actions from Quick Analysis to use Gout of Flame.

Bodily Decay + Risky Behavior
You get an easy way to raise the stakes, allowing you to get an Opportunity and thus inflict an injury. And, since Opportunist is a prerequisite, you can reroll the plot die once.

Sleuth's Instincts + any Division attack
If you know your target's motivation, you have advantage on cognitive skill tests (which include Surge attacks).

 

Abrasion Surge (Dustbringer, Edgedancer)

Trickster's Hand + basic Abrasion Surge use
Trickster's Hand gives you two actions to use for a Physical skill, and Abrasion is a Physical skill. Note that this doesn't work for Abrasion talents, just the basic use of Abrasion (e.g. slicking yourself or skating) or any of its always-on upgrades (such as Smooth Operator).

Trickster's Hand + basic Abrasion Surge use + Gather Evidence
As above but use a Cognitive skill (e.g. Gain Advantage from Crafting) to reduce the focus cost of Trickster's Hand.

Momentum weapon + Slick Combatant
For 2 focus (or only 1 if you have Smooth Operator) you can move as a free action, make a melee weapon attack with bonus damage, and as long as you moved 10 ft before attacking, your attack gains advantage.

Smooth Operator + Unrelenting Salvo
You get a free move to be in perfect position to let loose two or three ranged attacks.

Slick Combatant + Combat Coordination
You get a free move (no actions required), use one action to make a Strike, and then get to use Decisive Command for no additional actions. If your attack hits, it deals extra damage, and if it misses, you don't have to spend focus for Decisive Command.

Slick Combatant + Combat Coordination + Gather Evidence
As above but total cost is 0 focus once you're Focused.

Smooth Operator + Stonestance
You get a free move to be right where you want to protect the maximum number of allies.

Smooth Operator + Windstance or Flamestance
Those two stances require a certain number of enemies within reach, and the former talent allows an easy way to do that for only 1 focus.

Smooth Operator + Slick Combatant + Windstance or Flamestance
As above but with an attack along the way with bonus damage (especially great if you can get the right number of enemies within range (for your stance) along the way).

Shard Training + Slick Combatant
Instead of just one Strike with your Shardblade as part of your move, you can graze additional targets (up to your ranks in the skill used), and if any of those targets take damage, they suffer a spiritual injury.

Shard Training + Slick Combatant + Mind and Body
As above but your max number of additional targets is 6 instead of 5.

Shard Training + Slick Combatant + Mind and Body + a weapon with longer reach
As above but with longer reach, you have more potential targets to graze.

Any of the above three combos + Swift Strikes
Now you can make a second Strike with the same weapon, grazing many additional targets.

 

Progression Surge (Edgedancer, Truthwatcher)

Fast Talker + basic Progression Surge use
Fast Talker gives you two actions to use for a Spiritual skill, and Progression is a Spiritual skill. Note that this doesn't work for Progression talents, just the basic use of Progression (e.g. regrowth).

Fast Talker + basic Progression Surge use + Gather Evidence
As above but use a Cognitive skill (e.g. Gain Advantage from Medicine) to reduce the focus cost of Fast Talker.

Explosive Growth + Risky Behavior
You get an easy way to raise the stakes, allowing you to get an Opportunity and thus entangle some targets. And, since Opportunist is a prerequisite, you can reroll the plot die once.

basic regrowth + Swift Healer + Applied Medicine
Heal extra based on your ranks in Medicine and Lore. Even better if you put Erudition points into both those skills.

 

Illumination Surge (Truthwatcher, Lightweaver)

Fast Talker + basic Illumination Surge use
Fast Talker gives you two actions to use for a Spiritual skill, and Illumination is a Spiritual skill. Note that this doesn't work for Illumination talents, just the basic use of Illumination (e.g. making an illusion) or any of its always-on upgrades (such as Multiplicative Lightweaving).

Fast Talker + basic Illumination Surge use + Gather Evidence
As above but use a Cognitive skill (e.g. Gain Advantage from Intimidation) to reduce the focus cost of Fast Talker.

Distracting Illusion + Multiplicative Lightweaving
For no additional actions or Investiture, you can create distracting illusions for allies (# up to your ranks in Illumination), which last until an attack misses you/them.

basic Illumination + Shadow Step
Create your own obscured area with Illumination, then step into it with Shadow Step.

basic Illumination + Backstep
Create your own obscured area with Illumination, then step into it with Backstep.

basic Illumination self-disguise + Fatal Thrust
If that target doesn't see you as a threat due to a disguise, you can the bonus damage from Fatal Thrust.

Disorienting Flash + Fatal Thrust
Make the target Disoriented, which means senses are obscured, thus fulfilling a prerequisite for the extra damage from Fatal Thrust.

Ironstance + Distracting Illusion
The latter makes it more likely your opponent misses, allowing you to make a reactive strike right away.

 

Transformation Surge (Lightweaver, Elsecaller)

Quick Analysis + basic Transformation Surge use
Quick Analysis gives you two actions to use for a Cognitive skill, and Transformation is a Cognitive skill. Note that this doesn't work for Transformation talents, just the basic use of Transformation (i.e. transforming a non-living substance) or any of its always-on upgrades (such as Flamecasting or Persistent Transmuter).

Quick Analysis + basic Transformation Surge use + Gather Evidence + Transformation vs. another character
As above but any Transformation vs another character (i.e. Soulcast Defense/Parry, Living Soulcasting, Flamecasting) triggers Gather Evidence, reducing the focus cost of Quick Analysis.

Quick Analysis + basic Transformation Surge use + Gather Evidence + Transformation vs. another character + Flamecasting
As above but Flamecasting can be the recipient of the bonus actions from Quick Analysis.

Flamecasting + Expansive Transmuter + Distant Surgebinding
Turn the floor into fire, attacking all enemies above it and they fall into a pit as well, and since you're not 5ft away, you don't get hit by this.

Sleuth's Instincts + any Transformation attack/reaction
If you know your target's motivation, you have advantage on cognitive skill tests (which include Surge attacks/reactions).

Ironstance + Soulcast Defense
As long as you succeed on your skill test from the latter, you guarantee the enemy's attack misses or grazes, allowing you to make a reactive strike right away.

 

Transportation Surge (Elsecaller, Willshaper)

Quick Analysis + basic Transportation Surge use
Quick Analysis gives you two actions to use for a Cognitive skill, and Transportation is a Cognitive skill. Note that this doesn't work for Transportation talents, just the basic use of Transportation (i.e. peering into the Cognitive Realm) or any of its always-on upgrades (such as Cognitive Vision).

Quick Analysis + basic Transportation Surge use + Gather Evidence + Transportation vs. another character
As above but any Transportation vs another character (i.e. Realmic Evasion, basic peering between realms, Cognitive Vision) triggers Gather Evidence, reducing the focus cost of Quick Analysis.

Quick Analysis + basic Transportation Surge use + Gather Evidence + Transportation vs. another character + Realmwalker
As above but guarantee you'll succeed on the Transportation test vs another character to trigger Gather Evidence.

basic Transportation test to determine motive + Get 'Em Talking
Spend 1 Investiture instead of 1 focus and test Transportation instead of Deduction. It doesn't matter how you learned your target's motivation, you can raise the stakes on any test to leverage it.

basic Transportation test to determine motive + envoyform
Gain advantage on the Transportation test, provided it's about discovering the target's intent.

basic Transportation test to determine motive + Get 'Em Talking + envoyform
Spend 1 Investiture instead of 1 focus and test Transportation instead of Deduction, and you have advantage on it. It doesn't matter how you learned your target's motivation, you can raise the stakes on any test to leverage it.

Sleuth's Instincts + any Transportation attack/reaction
If you know your target's motivation, you have advantage on cognitive skill tests (which include Surge attacks/reactions).

Realmic Step + Unrelenting Salvo
If enemies are too close for your now, teleport away and then fire a few shots.

Realmic Step + Depended Bond + Unrelenting Salvo
As above but teleport far enough so enemies can't close the distance.

Realmic Step + Fatal Thrust
If your enemy doesn't see you (for example, you're looking through a crack in the door), teleport right next to them, and since they're unsuspecting, you get bonus damage from Fatal Thrust.

Realmic Step + Windstance or Flamestance
Those two stances require a certain number of enemies within reach, and the former talent allows you to teleport to that location.

Realmic Step + Stonestance
You get a free move to be right where you want to protect the maximum number of allies, and the former talent allows you to teleport to that location.

Any Realmic Step combo + Realmwalker
Guarantees you succeed on your Transportation test to teleport.

Cognitive Vision + Ironstance
The former allows you to figure out enemy intent and thus they have disadvantage on their next test against you, which then means the latter is likely to trigger, giving you a reactive strike.

Ironstance + Realmic Evasion
As long as you succeed on your skill test from the latter, you guarantee the enemy's attack misses or grazes, allowing you to make a reactive strike right away.

Ironstance + Realmic Evasion + Realmwalker
Guarantees the enemy's attack misses or grazes, allowing you to make a reactive strike right away.

 

Cohesion Surge (Willshaper, Stoneward)

Quick Analysis + basic Cohesion Surge use
Quick Analysis gives you two actions to use for a Cognitive skill, and Cohesion is a Cognitive skill. Note that this doesn't work for Cohesion talents, just the basic use of Cohesion to shape stone or any of its always-on upgrades (such as Unbound Cohesion).

Quick Analysis + basic Cohesion Surge use + Gather Evidence + Cohesion vs. another character
As above but any Cohesion test vs another character (i.e. Stone Spear, Sinkhole) triggers Gather Evidence, reducing the focus cost of Quick Analysis. Note that you can't use either of those talents with the bonus actions from Gather Evidence.

Sleuth's Instincts + any Cohesion attack
If you know your target's motivation, you have advantage on cognitive skill tests (which include Surge attacks).

Stone Spear + Risky Behavior
You get an easy way to raise the stakes, allowing you to get an Opportunity and thus knock your target prone. And, since Opportunist is a prerequisite, you can reroll the plot die once.

Stone Spear + Risky Behavior + Gather Evidence
As above but there's no focus cost to Risky Behavior once Focused. And, since Cohesion is a Cognitive skill, successfully hitting with it triggers Gather Evidence, keeping you Focused for another round.

Momentum weapon + Flowing Earth
Requires you to use Cohesion, then you get a free move (no focus or action cost) and then have to make a Strike action after, which you have advantage on.

Flowing Earth + Windstance or Flamestance
Those two stances require a certain number of enemies within reach, and the former talent allows an easier way to do that as long as you use Cohesion.

Flowing Earth + Stonestance
You get a free move to be right where you want to protect the maximum number of allies, assuming you use a Cohesion attack.

 

Tension Surge (Stoneward, Bondsmith squire)

Trickster's Hand + basic Tension Surge use
Trickster's Hand gives you two actions to use for a Physical skill, and Tension is a Physical skill. Note that this doesn't work for Tension talents, just the basic use of Tension (e.g. Hardened Defense or slowing down an enemy) or any of its always-on upgrades (such as Clothsmith).

Trickster's Hand + basic Tension Surge use + Gather Evidence
As above but use a Cognitive skill (e.g. Gain Advantage from Discipline) to reduce the focus cost of Trickster's Hand.

Rigged Weaponry + Risky Behavior
You get an easy way to raise the stakes, allowing you to get an Opportunity and thus use Tension without having to pay focus. And, since Opportunist is a prerequisite, you can reroll the plot die once.

Stonestance + Rigged Weaponry
Increase your weapon's reach by +10ft, which means even more allies are protected by Stonestance.

Rigged Weaponry + Windstance
Increase your weapon's reach by +10ft, which means it's very likely you can reach multiple enemies and thus Windstance kicks in.

 

Surge combos specific to a Radiant Order

Windrunner

Gravitational Slam + Adhesive Trap + Distant Surgebinding
Fling an enemy to the wall or ceiling, where they stay Restrained.

Lashing Shot + Binding Shot
Fling a boulder (or any projectile) with Gravitation and infuse the enemy with Adhesion.

Lashing Shot + Binding Shot + Risky Behavior
As above but you get an easy way to raise the stakes, allowing you to get an Opportunity and thus use Binding Shot without having to pay focus. And, since Opportunist is a prerequisite, you can reroll the plot die once, giving you two chances for an Opportunity.

Flying Ace + Binding Strike
Get a melee attack while flying and then stick your enemy to the ground, but it's a very high focus cost (3).

Flying Ace + Binding Strike + Gather Evidence
Once you're Focused from Gather Evidence, your melee attack from Flying Ace costs 0 focus and Binding Strike costs 1, reducing the total focus cost from 3 down to 1. Nice.

Distant Surgebinding + Gravitation (particularly Gravitational Slam or Lashing Shot)

 

Skybreaker

Flying Ace + Soaring Destruction
Get a melee attack while flying and then get an action to use Division, but it's a high focus cost (2).

Flying Ace + Soaring Destruction + Gather Evidence
Once you're Focused from Gather Evidence, both your melee attack from Flying Ace and Soaring Destruction costs 0 focus. Very nice. And, since Division is a Cognitive skill, successfully hitting with it triggers Gather Evidence, keeping you Focused for another round.

Add Unleashed Entropy to either of the above and now you get to do Division with no action cost.

 

 

Dustbringer

Gather Evidence + Division attack + Trickster's Hand + basic Abrasion Surge use
Hit on a Division attack (basic Division use or Gout of Flame) to trigger Gather Evidence, reducing the focus cost of Trickster's Hand to give you two actions to use for a Physical skill, and Abrasion is a Physical skill. Note that this doesn't work for Abrasion talents, just the basic use of Abrasion (e.g. slicking yourself or skating) or any of its always-on upgrades (such as Smooth Operator). Since you're Focused now, skating costs 1 less focus also.

Gather Evidence + Division attack + Trickster's Hand + basic Abrasion Surge use + Smooth Operator
As above but skating now has a cost of 0 focus when Focused.

Searing Dust Storm + Warhammer
The main problem with Searing Dust Storm is that enemies must enter the affected spaces, but with warhammer, you can push them into it.

Searing Dust Storm + Vinestance
As above but use Vinestance to push them.

Distant Surgebinding + Division
You won't get as much range as the upgrades to Spark Sending, but you don't need a solid surface between you and your target if you do it this way.

Smooth Operator + any Division attack + Gather Evidence
Division is a Cognitive skill, successfully hitting with it triggers Gather Evidence, keeping you Focused for another round, which means skating doesn't cost any focus.

 

Edgedancer

Distant Surgebinding + Progression
Healing at a distance or area attack at a distance. Nice.

Edgedancer's Grace + Ironstance
With your extra reaction, you can dodge without spending focus, making the attack likely to miss, which then allows you to make a reactive strike.

Edgedancer's Grace + numbing painrial
Get one reaction to Dodge/Avoid Danger and one to absorb damage from a different attack.

Edgedancer's Grace + Withering Retort
Get one reaction to Dodge/Avoid Danger and one to use Steadfast Challenge against a different enemy as they attack you.

Edgedancer's Grace + Withering Retort + Foresight
Get three reactions - one to Dodge/Avoid Danger, two to use Steadfast Challenge against different enemies as they attack you.

Edgedancer's Grace + Withering Retort + Foresight + Peaceful Solution
Get three reactions - one to Dodge/Avoid Danger, two to use Steadfast Challenge against different enemies as they attack you and pacify them, ending combat if all enemies are pacified.

Edgedancer's Grace + Withering Retort + Foresight + Peaceful Solution + Gather Evidence
As above but it doesn't cost any focus to pacify enemies or use Withering Retort

Edgedancer's Grace + Withering Retort + Foresight + numbing painrial
Get three reactions - one to Dodge/Avoid Danger, one to use Steadfast Challenge against a different enemy as they attack you, and one to absorb damage from a different attack.

 

Enlightened Truthwatcher

[Any combo with Risky Behavior] + Glimpse the Future
Instead of getting two chances to roll an Opportunity, you can get three.

Glimpse the Future + either Explosive Growth, Disorienting Flash, or Painful Truth
If you roll badly, reroll.

Glimpse the Future + expensive Heroic talents (Close the Case, Synchronized Assault, Grand Deception, Turning Point, Meteoric Leap, Precise Parry)
Get one chance to reroll, ensuring you don't waste the actions and/or focus.

 

Lightweaver

Gather Evidence + Transformation vs. another character + Fast Talker + basic Illumination Surge use
any Transformation vs another character (i.e. Soulcast Defense/Parry, Living Soulcasting, Flamecasting) triggers Gather Evidence, reducing the focus cost of Fast Talker, which gives you two actions to use for a Spiritual skill, and Illumination is a Spiritual skill. Note that this doesn't work for Illumination talents, just the basic use of Illumination (e.g. making an illusion) or any of its always-on upgrades (such as Multiplicative Lightweaving).

Physical Illusion + Multiplicative Lightweavings
Create multiple physical illusions at the same time for no additional Investiture.

Physical Illusion + Endless Illusions
Your physical illusion lasts until it run out of health, not due to running out of infused Investiture.

 

Elsecaller

Elsecaller's Perspicacity + either Soulcast Parry or Realmic Evasion
Advantage on reactions nearly guarantees these attacks will miss.

Elsecaller's Perspicacity + Cognitive Vision
Nearly guarantees your target will have disadvantage on their next test against you.

 

Willshaper

Cognitive Vision + Sinkhole
Use the former to identify the intent of one target, granting them disadvantage on their next roll, then use Sinkhole to immobilize them and possibly other targets (who don't have disadvantage).

 

Stoneward

Gather Evidence + Cohesion vs. another character + Trickster's Hand + basic Tension Surge use
any Cohesion vs another character (i.e. Stone Spear, Sinkhole) triggers Gather Evidence, reducing the focus cost of Trickster's Hand, gives you two actions to use for a Physical skill, and Tension is a Physical skill. Note that this doesn't work for Tension talents, just the basic use of Tension (e.g. Hardened Defense or slowing down an enemy) or any of its always-on upgrades (such as Clothsmith).

Strategize + Practical Demonstration + Cohesive Teamwork
Gain Advantage, grant that advantage to an ally, and the next player to make a test against the enemy also gains an advantage, and then use Rousing Presence, all for only one action.

Strategize + Practical Demonstration + Guiding Oration + Cohesive Teamwork
As above but an additional ally within 10ft gains advantage.

Stonestance + Rigged Weaponry + Flowing Earth
Assuming you use a Cohesion attack, you get a free move to be right where you want to protect the maximum number of allies (more than normal due to your extra +10ft weapon range).

a Soulcaster + either True Stoneshaping or Cloth Mastery
Make stone or cloth into an intricate shape, then turn it into whatever material you want with the Soulcaster.

Through the Stone + Tension Parry or basic Hardened Defense
Defend an ally within 20ft.

Through the Stone + Fine Control
Get 20ft range from the former and another 25ft for the latter, so now you can melee attacks from 45ft away.

 

Bondsmith squire

Lashing Strike + either Fine Control (25ft range) or Rigged Weaponry (+10ft range beyond your normal melee weapon range)
Strike at longer range and then stick your target to the ground.

Distant Surgebinding + Tension (particularly the basic Tension Surge to slow an enemy or to grant Hardened Defense to an ally, or Tension Parry to do it at a reaction)

 

Atypical Surge combos (requires a Surge fabrial)

Slick Combatant + Adhesion
Slide around as a free move and stick people in place along the way.

Slick Combatant + Living Soulcasting
Slide around as a free move and get a powerful Transformation attack along the way.

Smooth Operator + Flowing Earth
Get a huge amount of movement for no extra actions (just 1 focus and a use of Cohesion).

Regrowth + basic Tension Hardened Defense
Heal your ally and then bolster their physical defenses.

Realmic Step + any area attack (Division, Progression, Transformation)
Get into perfect position without triggering reactive strikes, then blast them with an area attack.

Any area attack + Living Adhesion or Adhesive Trap
With opponents stuck in place, they are easier to hit, so blast them with an area attack.

Any area attack + Sinkhole
Similar to the above but with Immobilized instead of Restrained.

Living Adhesion + Living Soulcasting or basic Division attack
With one opponent stuck in place, they are easier to hit, so blast them with a powerful amount of spirit damage.

Edited by mike.the.monk
more Warrior combos
  • 2 weeks later...
Posted

If my players discover this post and use some of these combos, I will hold you personally accountable for the headaches this will cause me. 😠 

(But in all seriousness: You got some pretty nice combos here!)

Posted
On 12/7/2025 at 11:09 AM, mike.the.monk said:

Progression Surge (Edgedancer, Truthwatcher)

Fast Talker + basic Progression Surge use
Fast Talker gives you two actions to use for a Spiritual skill, and Progression is a Spiritual skill. Note that this doesn't work for Progression talents, just the basic use of Progression (e.g. regrowth).

. . .

basic regrowth + Swift Healer + Emotional Intelligence
Heal extra based on your ranks in Medicine and Lore. Even better if you put Erudition points into both those skills.

I'm still fairly new to this system, so all these combos are great info. Thank you for providing them.

 

If you get Font of Life on top of Fast Talker, can you use basic Regrowth up to 5 times in a round since it now costs only 1 action to use and you effectively have up to five actions for spiritual skills?

Can you use basic Regrowth on a person to heal them multiple times in a single round, or does it have to be 1 heal per round per person (with excess Investiture healing them on the next rounds)? For example, it says that using basic Regrowth on a person infuses them, which causes them to heal your Progression die + your Progression modifier at the start of each of their turns. But if you only infuse them with 1 Investiture with one action, can you make a second action with basic Regrowth to infuse them a second time and heal them a second that same round?

 

Also, isn't it Applied Medicine to add ranks in lore to healing (though you have to get Emotional Intelligence anyway, so the point is largely moot)?

Posted
On 2/17/2026 at 3:15 AM, Trusk'our said:

If you get Font of Life on top of Fast Talker, can you use basic Regrowth up to 5 times in a round since it now costs only 1 action to use and you effectively have up to five actions for spiritual skills?

You can only use an action of the same name once per turn, unless stated otherwise (like with strike, costing two focus for an offhand attack) 

Posted

@Trusk'our Good catch on Applied Medicine vs Emotional Intelligence - I've fixed it in the post.

On whether you can use Regrowth 5 times in a round, I had to look up whether using a basic Surge has an actions-per-round limit on it. It does. Page 303: "each named action can only be used once per turn unless stated otherwise. The same applies to actions from talents or other effects... (such as the Breathe Stormlight action available to Radiants)."

So, that means you can only use Regrowth once per turn, regardless of Fast Talker's bonus actions.

Posted (edited)
45 minutes ago, Erremin said:

You can only use an action of the same name once per turn, unless stated otherwise (like with strike, costing two focus for an offhand attack) 

42 minutes ago, mike.the.monk said:

On whether you can use Regrowth 5 times in a round, I had to look up whether using a basic Surge has an actions-per-round limit on it. It does. Page 303: "each named action can only be used once per turn unless stated otherwise. The same applies to actions from talents or other effects... (such as the Breathe Stormlight action available to Radiants)."

So, that means you can only use Regrowth once per turn, regardless of Fast Talker's bonus actions.

Ah, I see now.

It's kinda disappointing you can't use it at least twice though. 

42 minutes ago, mike.the.monk said:

@Trusk'our Good catch on Applied Medicine vs Emotional Intelligence - I've fixed it in the post.

Nice! I glad that was able to help in some small way.

Thank you for your OG post by the way. It's been very helpful in navigating the game.

Edited by Trusk'our
Posted
On 1/29/2026 at 6:08 AM, Tekiny said:

If my players discover this post and use some of these combos, I will hold you personally accountable for the headaches this will cause me. 😠 

(But in all seriousness: You got some pretty nice combos here!)

The irony is I'm not going to use any of these combos, they don't sound fun for the character I want to play as.

Even though I like DPS as my play style, even though an Investigator/Skybreaker could deal 8d* damage per turn (half of it as AoE and half as un-deflect-able spirit damage to one character) plus striking with a Shardblade and grazing other enemies, doing so didn't sound like fun for me and so I'm not doing it.

I guess I just like finding combos.

  • 3 weeks later...
Posted (edited)
 

Main combos: Risky Behavior = extra Opportunity rolls, Gather Evidence = cheaper Focused talents. Chain abilities to save Focus, trigger extra actions, and regain resources like Stormlight. Use cognitive skills + talents for maximum effect.

 
 
 
 
 
 
Edited by AaronGlover

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