Combos (Inquisition)

= Basics =

A combo is a two-step process. The first step is a disabling attack and the second is a detonator attack on the same target that sets off the combo. Note that this means that enemies which are immune to disabling attacks are immune to combos based on that immunity. E.g., Gurns are immune to freezing and paralysis, so they are only susceptible to combos based on sleep and stun. Creatures such as dragons and giants, which are immune to all disabling effects are thus also immune to all combos.

= Types of Disablers =


 * Freeze
 * Flask of Frost, Winter's Grasp
 * Paralyze
 * Lightning
 * Sleep
 * Knockout Powder, Stunning Shot
 * Stun
 * Pommel Strike

= Types of Detonators =

Note that there seems to be a lot more detonators than disablers and there is no ability which is both.


 * Eldritch
 * Dispel, Energy Barrage, Immolate, Mind Blast, Spirit Blade, Stonefist
 * Impact
 * Lunge and Slash, Might Blow, Shield Bash, Spell Purge
 * Precision
 * Death Blow, Long Shot, Shadow Strike, Twin Fangs

= Types of Combo Effects =

Note that unlike Dragon Age II, these do not need to be cross-class, but the same class ones are weaker than the cross-class ones. Note also that many of the damage bonuses are keyed to elements which may or may not be related to the abilities that triggered them.


 * Basic
 * Damage bonus, no other effects
 * Discharge
 * Large electricity damage bonus, area of effect
 * Nightmare
 * Large spirit damage bonus, inflicts Panic
 * Rupture
 * Large damage bonus with a duration
 * Shatter
 * Large cold damage bonus
 * Weakness
 * Large damage bonus, inflicts weakness

= What Does What =

Given a disabler and a detonator, the resulting combo is determined by the following table: