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Break and combos

Steady pressure breaks a fighter. A broken fighter can't act for a few seconds, and a nearby ninja runs a combo on them that you set up in advance. Enemy ninja do the same to your pawns.

In short

Steady pressure fills a fighter's break meter. When it fills they are Broken for a few seconds, and the ninja who caused it runs the combo you set in the Combo window, ending in a finisher at 1.25 times damage. Enemies do the same to you.

The break meter

A small bar appears under a fighter's name once they are under pressure. It fills from:

  • melee hits, more for harder hits
  • taijutsu moves, which fill it the most of any single hit
  • stuns and knockbacks, which add a big chunk
  • genjutsu and fear, which fill it without doing damage
  • techniques and ranged weapons, which add only a little

It fills faster when:

  • several of your pawns attack the same target (each extra attacker adds a quarter, up to three extra)
  • you attack from the side or from behind
  • the target is low on chakra or rest

Only hostile attackers count. Fire, weather and friendly hits add nothing.

If the pressure stops for about 3 seconds, the meter drains quickly. A break has to be earned with steady pressure, not one big hit.

How long it takes

Tougher fighters have bigger meters. Rank sets it (a jōnin's meter is half again a genin's, a village leader's twice as big), and big creatures and mechanoids are tougher still.

  • A genin fighting alone breaks after about 12 hits; two ninja flanking need about half that.
  • A jōnin alone takes about 19 hits.
  • A village leader alone is hard to break on purpose.
Broken

When the meter fills, the fighter is Broken: a flash, a dust ring and "Broken!" over their head. For about 3 to 5 seconds (shorter for tough fighters) they can't act or dodge. Afterwards they can't be broken again for 20 seconds, so nobody gets stun-locked.

Combos

The ninja who caused the break (or the one who put on the most pressure) walks in and runs their combo: one action after another, with the last one as the finisher, which hits for 1.25 times its normal damage. Step numbers, "Combo!" and "Finisher!" show over the target.

A combo stops early if the target dies or goes down, the ninja is downed or stunned, the ninja runs out of chakra, the break ends, or you give the ninja a new order.

Setting up a combo

Select a ninja and press the Combo button. The window has the actions the ninja can use on the left and the combo order on the right:

  • click an action to add it; move it up or down or remove it in the order list
  • Automatic fills the slots with a sensible combo
  • Clear empties it

Combos can use melee strikes, taijutsu moves and quick jutsu: attack techniques with a short cast. Summons, heals, buffs, toggles and long casts can't go in a combo. Without a combo set, the ninja uses an automatic one.

Slots by level

LevelCombo slots
below 82
83
134
16, or village leader5

Locked slots show the level that unlocks them.

Settings

On the Combat tab of the mod settings:

  • Break and combos: turns the whole system on or off (on by default).
  • Break speed: from 50% to 200%. Lower means fighters take longer to break.