Combo (Tactics Advance)

Combos is an action ability in Final Fantasy Tactics Advance that allow party members to initiate or join in on a combo. Combos are usable once the character has at least one Judge Point.
The initial attack has 100% accuracy, ignores reaction abilities, and deals damage equal to a basic attack. Other characters, with a combo set, may join in if they are within the range of their equipped combo ability (some can join in up to six spaces away, others have to be right next to the victim).
Each joining unit has a specific range, accuracy, and percent of damage added, when adding to a combo. Combos with more range or damage added are usually less accurate.
If one or more members successfully add in, then extra Judge Points further increases damage, as so:
Final Multiplier = [Multiplier * (10 + 4 * JP) / 10]
where Multiplier is the sum of all additional attacks that "connect". Only the JP of the initiator is considered for this formula.
While powerful, combos can be difficult to learn. They are learned from Mythril Weapons—which can only be obtained as rewards for defeating another clan or via trading from Nono's shop.
== List of Combo abilities ==
Ability	Equipment 	Effect 	AP 	Range	Power	Hit 	Image
 	Mythril Sword 	Failproof combo ability for soldiers & warriors 	100	1 	10% 	100%	
 	Mythril Brand 	Failproof combo ability for paladins. 	100	1 	10% 	100%	
 	Mythril Blade 	Easily chained combo ability for fighters. 	100	1 	15% 	70% 	
 	Mythril Knife 	Failproof combo ability for thieves. 	100	2 	5% 	70% 	
 	Mythril Epee 	Failproof combo ability for ninjas. 	100	2 	5% 	100%	
 	Mythril Staff 	Ranged combo ability for white mages. 	100	4 	5% 	60% 	
 	Mythril Rod 	Ranged combo ability for black mages. 	100	4 	5% 	60% 	
 	Mythril Rod 	Ranged combo ability for illusionists. 	100	4 	10% 	40% 	
 	Mythril Saber 	Ranged combo ability for blue mages. 	100	4 	10% 	40% 	
 	Mythril Bow 	Long-ranged combo ability for archers. 	100	6 	5% 	40% 	
 	Mythril Shot 	Ranged combo ability for hunters. 	100	4 	8% 	50% 	
 	Mythril Bell 	Failproof combo ability for animists. 	100	1 	12% 	100%	
 	Mythril Blade 	Easily chained combo ability for mog knights. 	100	1 	15% 	70% 	
 	Mythril Gun 	Long-ranged combo ability for gunners. 	100	5 	5% 	40% 	
 	Mythril Knife 	Easily chained combo ability for jugglers. 	100	3 	10% 	70% 	
 	Mythril Claws 	Long-ranged combo ability for gadgeteers. 	100	6 	12% 	30% 	
 	Mythril Rod 	Ranged combo ability for time mages. 	100	4 	5% 	60% 	
 	Mythril Bell 	Failproof combo ability for beastmasters. 	100	1 	12% 	100%	
 	Mythril Soul 	Ranged combo ability for morphers. 	100	2 	10% 	100%	
 	Mythril Mace 	Ranged combo ability for alchemists. 	100	2 	10% 	60% 	
 	Mythril Mace 	Ranged combo ability for sages. 	100	2 	10% 	60% 	
 	Mythril Claws 	Very easy chained combo ability for white monks.	100	2 	12% 	90% 	
 	Mythril Staff 	Ranged combo ability for bishops. 	100	4 	8% 	60% 	
 	Mythril Brand 	Failproof combo ability for templars. 	100	1 	12% 	100%	
 	Mythril Spear 	Failproof combo ability for dragoons 	100	2 	10% 	100%	
 	Mythril Brand 	Easily chained combo ability for defenders. 	100	1 	15% 	70% 	
 	Mythril Blade 	Failproof combo ability for gladiators. 	100	1 	10% 	100%	
 	Mythril Rapier	Failproof combo ability for fencers. 	100	1 	10% 	100%	
 	Mythril Rapier	Well-balanced combo ability for elementalists. 	100	3 	10% 	60% 	
 	Mythril Rapier	Easily chained combo ability for red mages. 	100	2 	10% 	70% 	
 	Mythril Staff 	Ranged combo ability for summoners. 	100	4 	10% 	40% 	
 	Mythril Epee 	Failproof combo ability for assassins. 	100	2 	10% 	100%	
 	Mythril Shot 	Ranged combo ability for snipers. 	100	4 	8% 	50% 	
== Other appearances ==
=== Final Fantasy Record Keeper ===
FFRK Black Combo.png|Black Combo.
FFRK Knight Combo.png|Knight Combo.
== Etymology ==
Category:Combo abilities in Final Fantasy Tactics Advance
Category:Abilities in Final Fantasy Tactics Advance