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autocombo autoc

Usageautocombo [on|off|toggle|status|set <combo name>|manual ...]
Automatically run a normal combo or your saved manual command sequence. Available to all player characters, including mortals. Syntax: autocombo [on|off|toggle|status|set <combo name>] autocombo manual [status|on|off|set|remove|clear] Description AutoCombo attempts its next step at the start of each combat round when your command queue and wait state are clear. If it cannot act then, it acts on the first game pulse that it can, such as when a cooldown, daze or stasis ends. Quick recovery continues on the next game pulse. Normal command, skill, resource, weapon and combat rules apply. Normal combos autocombo set <combo name> - Select a normal combo autocombo on / off - Start or stop automatic execution autocombo toggle - Toggle automatic execution autocombo status - Show mode, selection and next step - Use combos for available names. Know every attack and meet the combo's race requirement. Full names or unique abbreviations work. Normal mode attacks your current NPC opponent without choosing another. Manual commands autocombo manual set <1-10> <command> - Add or replace a step autocombo manual remove <1-10> - Remove a step autocombo manual clear - Clear the saved sequence autocombo manual status - Show the saved commands autocombo manual on - Select manual mode autocombo manual off - Return to normal mode - One manual sequence is saved, with up to ten command steps. Add steps in order, starting at one. Each step allows 240 bytes. Commands are stored as entered, without checking names or skills. Typos and refused commands show their normal errors and advance. - Manual on/off selects the mode; autocombo on/off controls running. Switching modes keeps your saved manual steps and normal combo choice. Stop automation using the sequence before editing its commands. Details: Examples autocombo set pummel - Choose a normal combo autocombo manual set 1 harness surge - First manual command autocombo manual set 2 punch - Next manual command autocombo manual set 3 kick - Next manual command autocombo manual on - Select the saved manual sequence autocombo on - Start automatic execution autocombo off - Stop it autocombo manual off - Select normal mode again Notes - Manual steps run in order and repeat after the final step. Completing or breaking a real combo restarts at step one immediately. Utilities such as Harness advance the manual step without adding attack history. Put utilities before a finishing attack if they should run that cycle. - Quick recovery advances manual sequences too. A zero-wait utility does not create quick recovery. Normal waits and queued input take priority. - Execution waits for current NPC combat, outside the arena. Manual commands run as written, including any targets or movement you specify. They receive no extra permissions, resources or combo bonuses. - A bare autocombo still toggles. On and off are safe to repeat. Stopping automation does not stop ordinary combat or existing effects. - Settings are saved. Disconnected players pause; the saved preference resumes after login. Combat progress starts fresh. - AutoGauntlet can use the same saved manual sequence independently of standalone AutoCombo's on/off setting or selected mode. Standalone AutoCombo waits while AutoGauntlet controls an active run.

combos

Usagecombos <combo_name>
By performing certain skills in a certain order, a combo move can be performed that can inflict additional damage/effects. How Combos Work: - Perform a specific sequence of skills in the correct order - When the sequence is complete, the combo will automatically trigger - If a skill misses, it WILL reset the move history - Combo moves will never miss when performed - Different combos have different damage multipliers, hit counts, and effects - All combos generate rage when executed Viewing Available Combos: combos - List all combos available to your race combos <name> - View detailed information about a specific combo (supports abbreviated names) Combo Information Includes: - Skill sequence required to trigger the combo - Damage multiplier and number of hits - Stamina and Ki costs (only displayed if applicable) - Armor penetration percentage - Status effects (bleeding, stun, poison, etc.) - Rage buildup Color Coding: - Green skills - You have learned this skill - Gray skills - You have not learned this skill yet Details: Example: combos - Shows all combos you can use combos pummel - Shows details about the Pummel combo combos meteor - Shows details about Meteor Rush (abbreviated) Tip: Some combos are race-specific! Use the combos command to see which combos are available to you. Latent Power: Finishing a combo that belongs to your own race can awaken a burst of autohit damage that lasts 4 combat rounds. Three groups can trigger it: - God ki races while Ultra Instinct is active, 5x, or 3x in True UI - Konatsu holding any sword stance, 1.5x to 2.5x with that stance's mastery, x1.6 more during Crescendo to a 4x ceiling - Saibamen with 7,000+ autohit growth, 2.5x scaling to 5x at 14k. Theirs is untapped potential rather than latent power, the same surge under a different name It will not stack with itself and it fades when combat ends. While it is up the prompt shows [Latent: n], counting the rounds left, if you have the combo prompt display turned on. See help growth, help ultrainstinct and help stances.
See also
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