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Effect-Inducing Tactics
Effect-Inducing Tactics
Battle extends beyond merely dealing damage to an enemy, to tactics that, when executed correctly, yield specific additional effects. Making use of these tactics can greatly enhance the combat experience.

Individual Combos
Most weaponskills and spells grant a bonus effect if certain conditions are met. Further bonuses can be received by performing combos. Weaponskills used to complete a combo do not incur a cost in TP.
The conditions for executing a combo are indicated in the help text of an action. For details, please refer to Actions, Traits, and Abilities.
For a combo to be valid, the weaponskill in question must be used with the class or job to which it belongs.

Conditions
Performing a combo requires that you fulfill all the conditions specified in an action’s help text, and perform that action within the allotted window of time. For instance, if a weaponskill is listed as a condition, you must fulfill all of that weaponskill’s conditions for it to be considered valid in a combo.
When the conditions for a combo have been fulfilled, an icon and a timer will appear in the upper middle portion of the screen. Furthermore, those actions that can be used to complete the combo will become highlighted in the action bar.
Ex.)
In the case of the polearm weaponskills to the right, in order for the second weaponskill and beyond to complete a combo, the following must be performed in quick succession:

1. Land Vorpal Thrust from the enemy’s rear.

2. Land Impulse Drive from the enemy’s flank.

3. Land Chaos Thrust.
Damage to Body Parts
Among the enemies found throughout Eorzea, there are those with body parts susceptible to damage. Sustaining a certain amount of damage will result in those body parts becoming incapacitated. For example, an aldgoat’s horns may be broken, or a diremite’s stinger lopped off. This is achieved through the use of specific weaponskills that automatically target these body parts whenever they are present. When the body part of an enemy is incapacitated, it will suffer the following effects:

- Weaken the enemy
- Prevent the enemy from using its special attacks
- Influence the type of loot dropped

The Art of Incapacitation
This portion will introduce some of the weaponskills capable of causing incapacitation, as well as the body parts those weaponskills target. Beyond those listed below, there are additional enemies with body parts capable of being incapacitated.

Incapacitating Weaponskills
  Head Limbs
(Right)
Limbs
(Left)
Limbs
(Lower)
Other
(Right)
Other
(Left)
Other
(Outer)
Sword Spirits Within (*1) Savage Blade -- -- Flat Blade -- --
Hand-to-Hand Concussive Blow -- -- Demolish -- -- Dragon Kick (*2)
Axe Skull Sunder Path of the Storm -- -- Godsbane -- Maim
Polearm -- -- Heavy Thrust -- -- Impulse Drive --
Archery Bloodletter -- -- Leaden Arrow -- Gloom Arrow --
*1. Exclusive to paladin.
*2. Exclusive to monk.

Body Parts by Genus
  Head Limbs
(Right)
Limbs
(Left)
Limbs
(Lower)
Other
(Right)
Other
(Left)
Other
(Outer)
Hippogryph Head -- -- -- -- -- --
Opo-opo Head -- -- Legs -- -- --
Gnat Head -- -- -- -- -- --
Cactuar -- -- -- Legs -- -- --
Giant crab -- -- -- -- -- -- Shell
Salamander -- -- -- -- Right Wart Cluster Left Wart Cluster --
Wolf Head -- -- -- -- -- --
Boar Head -- -- -- -- -- --
Ahriman Eye -- -- -- -- -- Tail
Wight Skull -- -- -- -- -- --
Dodo Head -- -- Legs -- -- --
Coblyn -- -- -- -- -- -- Ore Cluster
Aldgoat Horns -- -- -- -- -- --
Imp Head -- -- -- -- -- --
Flytrap Maw -- -- -- -- -- --
Antling Mandibles -- -- -- -- -- --