Smash (XC3)

Smash is a in Xenoblade Chronicles 3 and Future Redeemed and forms part of an . It deals very high damage to the afflicted character, but increases the threshold at which they become by 10% of their maximum HP, thus causing it to happen sooner. Smash can only be inflicted upon characters suffering from . Smashing an enemy ends the current Art Combo on that enemy.
Smash's damage can be increased with certain Accessories such as . A playable character can resist Smash by equipping Accessories such as a Bronze Choker.
No enemies resist Smash (though it should be noted that enemies are given additional reaction resistance when the player character is at least 10 levels below, maxing out at 100% at -14), with the sole exception being , which is immune to it.
==Damage calculation==
Smash has a base damage multiplier of 1.5x, which is applied to all hits starting from (but not including) the Smash hit, until the enemy hits the ground.
This damage multiplier is then increased by 3 times the absolute duration left on Launch divided by 100, with the time unit being frames (at 30 frames per second). For example, if the Launch timer had 200 frames left when the Smash hit connected, the damage multiplier would be 1.5 + (200 * 3 / 100) = 7.5x.
The combo duration carries over starting from , which means that quick combos should be preferred to achieve maximum damage. As the calculation only considers the absolute duration of the combo (i.e., not how filled the gauge visibly is), the damage multiplier can also be increased by equipping accessories that extend the duration of Topple and Launch.
Performing a full combo in a will yield maximum damage, as the duration doesn't tick down at all. Assuming no boosts from accessories, the damage multiplier in that case would be 1.5 + (150 (Topple duration) + 150 (Launch duration)) * 3 / 100 = 10.5x.
When the enemy collides with the ground after being inflicted by the reaction, it will receive fixed damage equal to the total damage of the Art up to that point (including Master Art damage in case of Fusion Arts), multiplied by the Smash multiplier; nearby enemies will receive 1/4 of that impact damage, calculated before its potential confinement to the damage cap. Only in this case, equipped accessories that boost Smash damage will be added to the Smash multiplier. For Arts that inflict Smash on multiple enemies, such as Final Lucky Seven, the impact damage will be the same for all enemies, but only damage inflicted to the targeted enemy will be considered for damage calculation.
===Future Redeemed===
In Future Redeemed, damage inflicted from Smash was reduced significantly.
The base multiplier was reduced to 0.5x, and the timer additive is multiplied by 0.25x, instead of 3x. With these new factors, the Chain Attack example with 300 frames left on Launch duration would have a damage multiplier of 0.5 + (300 * 0.25 / 100) = 1.25x.
Additionally, the only access to Smash in Future Redeemed is through Unity Combos, and damage calculation only uses the final hit of the combo.
==List of ways to inflict Smash==
===Enemies===
==Strategy==
In the main game, Smash has a remarkably high damage multiplier which scales strongly with the duration left on Launch. As such, effects which increase Launch duration (and Topple duration, which in turn affects Launch) make Smash significantly more powerful.
Effects which "increase Smash damage", on the other hand, are deceptively weak in comparison, as they are additive to this high multiplier. As an example, a Smash on a Launch with 200 frames left has a 750% multiplier at base. If the legendary (which "boost Smash damage by 110%") are equipped, the multiplier goes from 750% to 860%, a relative increase of only 15%.
==In other languages==
==Gallery==
Smash (XC3) (static).jpg|An enemy is smashed
Category:Status effects (XC3)Category:Status effects (FR)