Frenzied Combo

Frenzied Combo is a in Xenoblade Chronicles 3. It belongs to the Martial Artist , and becomes a when reaching rank 15 in this class. With this Skill, any hit of a non-Talent Art that is a will recharge that Art by a certain amount.
This Skill affects each Art in a Fusion Art separately.
==Overview==
This Skill is the direct equivalent of the infamous critical hit recharge effects in Xenoblade Chronicles 2, and every bit as overpowered. On the surface it may not look it, as it only recharges Arts by up to 30%, nowhere near full. The key factors are that this value can be affected by recharge-increasing effects, and that it triggers for each critical hit as opposed to a maximum of once per Art.
===How to use===
At rank 20, having 100% recharge up means an Art will recharge 60% with one crit. This is achievable using, for example, a combination of Protector's Pride and a Fraternal Badge. With this level of recharge, it is possible to two single-hit Arts with a recharge of 5 auto-attacks or fewer (e.g. and ) into each other indefinitely (assuming each attack crits); Frenzied Combo recharges 3 auto-attacks' worth (60% of 5), and the cancel into the other Art recharges the remaining two (one for cancelling, and another because of the 100% recharge up). As both of the mentioned Arts provide evasion, doing so can be an easy way to remain invulnerable to all but very few attacks while dealing significant damage.
Cancelling time-recharge Arts into one another indefinitely with this Skill is much more difficult due to the absence of recharge gained from cancelling, but doable. Fully recharging an Art with Frenzied Combo requires 234% recharge up, which is theoretically doable but approaching not-worth-it territory in terms of the setup required.A legendary Fraternal Badge (50%), Protector's Pride (50%), (50%), Fast Recharge with level X Swelling Blessing and Strength Support (37%), and three fields (60% total) is one way to reach the 234% recharge up threshold. One way to ease the steep recharge requirement is to use Arts with long animations, such as Variable Turret, but this defeats the purpose of being able to use Arts more quickly.
Instead, a far more practical method is to exploit the fact that Frenzied Combo can activate multiple times for multi-hit Arts. Cancelling two time-recharge Arts into one another indefinitely only requires 67% recharge up if each crits twice, and even less for Arts with more hits than that. This recharge up value is relatively easy to achieve with huge benefit if the appropriate multi-hit Arts are used. However, it makes the need to consistently crit every hit even more of a concern.
This strategy also works far better for Kevesi classes than Agnian ones, as almost all Master Arts are consolidated into a single hit when used in a Fusion Art. For Agnian classes, Quickdraw and Multi Blast are the only Master Arts which hit multiple times when fused, and so the only options for consistently being fully recharged. Moreover, because they fire projectiles as the Master Art when fused, their hits are delayed and therefore may not hit (and therefore recharge) before the Class Art is cancelled (depending on enemy distance and cancel timing). If this occurs, only the Class Art they are paired with will be used in the next Art execution.
===Ideal builds===
The best use cases for Frenzied Combo are "Arts spam" builds, which attack using many different Arts quickly, as opposed to builds that use a single strong attack to deal heavy damage (although the latter still may greatly benefit from it if part of the setup includes Arts with particularly long cooldowns). It naturally works best on attacking builds rather than those with mostly non-damaging Arts, and a high crit rate (ideally 100%) is a must to use it most effectively; it is best paired with Beaming Edge and sufficient accessories to reach 100% crit rate, or Eye for Weak Points if this cannot be achieved otherwise. Chaotic Memory can be very good for safety even if the enemy's agility/evasion are not high, as ordinarily caps at 97% without it.
The above being said, Frenzied Combo's effect is so useful that almost any build may benefit from it enough to be worth a Master Skill slot. The only case in which it is not worth consideration is when a character has no attacks at all (for example, in builds designed to keep and pass Power Charge).
A particularly effective use is to combine this Skill with Arts that grant evasion during their animation, such as the aforementioned and . This can be made even stronger by using ; the Art animation speed increase corresponds directly to a damage-per-second increase due to no downtime between Arts, and the total evasion means that the negative damage reduction, ordinarily very dangerous, is of no concern. This does however exacerbate any non-100% crit rate by providing more frequent chances for it to fail.
The Skill and builds that use it are somewhat more suited to single-target fights than multiple-target fights, because if an Art kills an enemy, it cannot be cancelled. This is especially important when evasion from these Arts is the primary means of defense, as the gap when switching targets provides a window of vulnerability. It also does not generally require significant party support to function well, besides perhaps a character with Beaming Edge for crit rate and/or to hold on to . These two results in conjunction mean that Frenzied Combo and associated Arts spam builds perform best when fighting bosses, s, and es; they also function acceptably in the Archsage's Gauntlet as long as preparations are made for avoiding damage while switching targets.
==Trivia==
* Prior to Ver. 1.3.0, Art recharge granted by Frenzied Combo was unaffected by recharge-increasing effects. A very specific exception to this were Arts with a cooldown of precisely 3 auto-attacks.
==In other languages==
==Notes==