Break (XC2)

Break is a in Xenoblade Chronicles 2 and Torna ~ The Golden Country. A character inflicted with Break stops their current attack, and their movement is interrupted for a split second.
Break is the first stage of the Driver Combo; only enemies inflicted with it can be inflicted with by the party. This does not always apply to enemies, as many enemy arts can "force" a later combo stage without needing Break. Enemies may also have arts that apply a durationless Break to themselves for the art's duration, which may be the only way to Topple a foe that is otherwise immune to Break.
Break, like the other reactions, is not guaranteed to be inflicted. The chance of a Break occurring is given by the reaction infliction formula.
Break will not be inflicted upon characters with a damage barrier, unless the attack which inflicts it deals enough damage to consume the barrier.
==List of arts that can inflict Break==
===By party members===
====Xenoblade Chronicles 2====
====Torna ~ The Golden Country====
===By enemies===
====Enemy arts that break the target====
====Enemy arts that break the user====
==Strategy==
As the first stage of the Driver Combo, there is little reason to not inflict Break as often as possible. Enemies often have resistance to Break, wich can be mitigated by using a Beta Scope or Master Scope, or if applicable. Speedy Sword uniquely has three hits, each with a chance of inflicting Break, making it the best Art for this purpose.
In almost all cases, once Break is inflicted, it is ideal to continue to immediately (or at least once the enemy can act again after the initial hit), as there is generally no benefit to keeping the enemy broken but not toppled. There is one exception: Fusion Combos. All else being equal, Fusion Combos with Break are weaker than those with other Driver Combo stages because of the lower stage value; however, Break has by far the longest duration (base and maximum). This means that the damage bonus from inflicting a Blade Combo on a Driver Combo will last for much longer than other stages, assuming the Driver Combo is not continued (breaking the Fusion Combo).
This has two main purposes. The first is Fusion-boosted s, which may receive the Fusion Combo damage boost for much longer (and hence many more attacks) on a Break than a Topple or (especially) a Launch. This can easily make up for the lesser damage boost, especially in Chain Attacks with more than 0 orbs.
The second is in Fusion Combo stacking. Having a longer duration means much more time is available to inflict further Blade Combo stages, massively increasing the Fusion Combo damage bonus. It is even feasible (taking advantage of the timer pause from a level and stage 3 Blade Combo) to get a triple-stacked Fusion Combo on a Break, with time to spare for a round or two of Fusion-boosted Chain Attack; something that is essentially impossible for a Topple, and certainly impossible for a Launch or Smash. It is also much more feasible to stack Blade Combo stages on a Break when the aforementioned timer-pausing effects are not an option, especially earlygame when fast Special options are limited.
==In other languages==
==Gallery==
Broken enemy (XC2).jpg|A Feris is inflicted with Break, briefly staggering it