Combos for all classes
A combo is three consecutive skills that produce one enhanced hit. This guide provides rules and ready-to-use sequences for all five classes.
MUVZEN guideThree steps to a combo
Opening skill → follow-up → finishing strike

Illustration from the game client resources.
Overview
- A combo is a sequence of three skills where the third hit deals increased damage. Each of the five classes has its own sequence.
- Combos unlock after third class advancement: Grand Master, Blade Master, High Elf, Duel Master, Lord Emperor. First and second class advancements do not unlock combos.
- Learned skills and mana are required. No special items or quests are needed beyond class advancement.
How to perform a combo
Step 1Opening skillUnique to each class. Starts the 6-second timer.
up to 6 sec
Step 2Second skillFrom your class list. The sequence starts again.
up to 6 sec
Step 3Finishing skillMust differ from step 2. This hit becomes the combo.
- The time between consecutive skills must be no more than 6 seconds. A longer pause restarts the sequence.
- The third skill must differ from the second.
- Using a skill outside your list resets the sequence. If it is an opening skill, it becomes step 1.
- The counter resets after a combo: begin the next sequence with the opening skill.
Combos by class
Dark Wizard · Grand Master
Step 1
PoisonLightningIce
Step 2
InfernoTeleport
Step 3
Aqua Beam
- Lightning → Inferno → Aqua Beam
- Ice → Teleport → Aqua Beam
Combo damage depends on energy, mana and agility.
Dark Knight · Blade Master
Step 1
Falling SlashLungeUppercutCycloneSlash
Steps 2 and 3 (two different skills)
Twisting SlashRageful BlowDeath StabFrozen Stab
- Falling Slash → Twisting Slash → Death Stab
- Slash → Rageful Blow → Frozen Stab
Combo damage depends on strength, energy and HP.
Fairy Elf · High Elf
Step 1
Triple ShotFive Shot
Steps 2 and 3 (different)
StarfallIce Arrow
- Triple Shot → Starfall → Ice Arrow
- Five Shot → Ice Arrow → Starfall
Combo damage depends on strength, agility, energy and defense.
Magic Gladiator · Duel Master — two branches
Magic branch, step 1
PoisonLightningIce
Step 2
InfernoLightning Storm
Step 3
Aqua Beam
Combat branch, step 1
Falling SlashLungeUppercutCycloneSlashSpiral Slash
Step 2
Twisting SlashPower SlashSword SlashFire SlashLightning Storm
Step 3 (different, except Lightning Storm)
Twisting SlashPower SlashSword SlashFire Slash
- Lightning → Inferno → Aqua Beam
- Cyclone → Twisting Slash → Fire Slash
Combo damage depends on strength, energy, HP and mana.
Dark Lord · Lord Emperor
Step 1
Fire Blast
Step 2
Fire Burst
Step 3
Electric SparkEarthquake
- Fire Blast → Fire Burst → Electric Spark
- Fire Blast → Fire Burst → Earthquake
Combo damage depends on strength, energy, command and agility.
Combo damage
- Damage uses the class stats listed above and does not depend on the damage of a regular hit.
- Отдельный эффект после успешного комбо повышает следующий комбо-удар на 3%. Комбо по той же цели до окончания 4 секунд добавляет ещё 3 процентных пункта; обычные дебаффы не входят в этот счётчик.
Комбо в PvP
- Успешное комбо по игроку запускает отдельный накапливаемый эффект: следующий комбо-удар получает +3%, повторные комбо добавляют ещё +3%. Эффект обновляется каждым попаданием и длится 4 секунды.
- Flame Strike Magic Gladiator работает с двумя мечами.
- В PvP действуют классовые множители исходящего урона: Dark Lord — 80%, Dark Knight — 40%, Magic Gladiator — 40%, Dark Wizard — 40%, Fairy Elf — 60%.
Tips
- Assign the three skills to adjacent hotkeys: 6 seconds is enough if you do not have to search for a button.
- Magic Gladiator's opening skill selects the branch: magic (Poison, Lightning, Ice) leads to Aqua Beam; weapon skills lead to sword strikes.
- Watch your mana: Inferno costs 200, Aqua Beam costs 140.