Skillchain Skillchains exist in " Final Fantasy XI " , called Renkei by the Japanese playing community ; and , at their simplest , they basically involve two characters performing a Weapon skill in quick succession . This causes an additional effect which grants extra damage , as well as focusing ( to some extent ) the damaging effects of the second Weapon skill , so even on a very basic level , the advantages to a skillchain become quickly apparent . Once a skillchain is executed , a brief window of opportunity arises for allied players to cast spells with an element in correspondence to the skillchain type ; if cast with proper timing , this spell will gain a ( sometimes very significant ) boost in its power , called a Magic Burst , which returns a unique message in the dialogue box . The type of spell cast is irrelevant — elemental magic will increase in damage , bard songs will have raised potency , even ninjutsu can be affected by Magic Burst . There are three different tiers of skillchain . Level 1 skillchains involve only one elemental type , and produce the weakest bonus damage on element . Level 2 skillchains involve two different elements working in tandem , and produce a stronger damage bonus than Level 1 skillchains . Level 3 skillchains involve four elements , and are used widely by the endgame community in the vanquishing of powerful foes where spiked damage is favored over copious , stable damage - over - time . For example , the Lightning element , for whatever reason , is the strongest elemental type in " Final Fantasy XI " ; it is customary to instigate a Level 3 " Light " skillchain on an enemy , and for a battalion of Black Mages to simultaneously send a volley of Burst II spells ( the strongest Lightning - elemental offensive magic spell available to players in the game ) to take advantage of the Magic Burst . Possible skillchains are listed below : Though the vast majority of skillchains are created with the use of only two Weapon Skills , multiple Weapon Skills can be used in succession to create stronger skillchains . In fact , it is theoretically possible to continue Level 1 and Level 2 skillchains indefinitely by further executing Weapon Skills of the proper type . Under normal circumstances , the appearance of a Level 3 skillchain will end the " chain " of Weapon " Skills " , and spellcasting allies will be forced to attempt their Magic Burst at such a time . However , with the inclusion of special Weapon Skills available only to wielders of Relic Weapons ( generally each job ' s strongest weapon ) , it is possible to extend the sequence by one additional Level 3 skillchain . The damage of the a skillchain is often affected " directly " by the amount of damage inflicted by the " second " player ' s Weapon Skill as well as the recipient foe ' s capabilities to resist the type of elemental damage in question . Level 1 and 2 skillchains , unresisted , will result in skillchain damage equaling exactly half the damage of the second Weapon Skill in the sequence . For example : The resulting Fragmentation damage was exactly half of the damage inflicted by Player 2 ' s Raging Rush , because the foe showed weak elemental resistance to the Wind or Lightning elements . Level 3 skillchains , though , have the possibility to " match " the damage dealt by the second Weapon Skill : In most cases , though , strong monsters ( in excess of Level 80 ) will resist skillchain damage in some respect , especially considering that the Level 3 skillchains ( used more often than the rest ) have a possibility of resisting four different elements , and therefore a full damage return from skillchain damage alone is rather uncommon , often prompting players to point out an unresisted skillchain to companions . Skillchain fundamentals such as these are taught to players early on in their adventuring careers , generally as soon as they have their first foray into an experience points party as early as Level 10 . Inability to properly execute skillchains and Magic Bursts is heavily frowned upon in the community , and shows a great lack of understanding of general combat principles . It should be noted that Blue Mages have the ability to skillchain alone , as well as create a Magic Burst , by using the abilities Chain Affinity and Burst Affinity , respectively . Chain Affinity allows the Blue Mage to enchant their next " physical " Blue Magic spell to have skillchain properties , and Burst Affinity allows the next " magical " Blue Magic spell the Blue Mage casts to have magic burst properties . Previously , only level 2 skillchains were able to be created by the Blue Mage alone . However , with the advent of the level cap increase , new spells have been released that carry the " Light " and " Darkness " skillchain properties , allowing the Blue Mage to create level 3 skillchains alone . Previously , only Samurai and Blue Mages were capable of creating skillchains alone without the help of an item like an Icarus Wing . However , with the level cap increase , anyone with a Samurai Support Job can create skillchains on their own . Other appearances . " Dissidia Final Fantasy " . " Skillchain : Fusion " appears in " Dissidia " as Shantotto ' s EX Burst . She uses the Full Swing and Howling Fist Weapon Skills , initiating a Magic Burst in which she casts Flare , Flood , Burst , Quake , Tornado and Freeze in succession . " Dissidia 012 Final Fantasy " . Alongside Shantotto ' s EX Burst , Prishe can use Skillchains as Bravery Attack combo finishers by equipping specific attack combo sets to perform one of eight Skillchains ( Liquefaction , Detonation , Reverberation , Impaction , Compression , Transfixion , Fusion , or Gravitation ) for bonus damage . Like " Final Fantasy XI " , the bonus effects in a given Skillchain are determined by the second attack .