|If the enemy’s Chain Gauge is empty when the Commando’s attack lands, Powerchain strengthens the blow, granting significantly greater damage.
|Recharges one ATB gauge segment after slaying a target.
|Slightly charges the ATB gauge when a character attacks a target suffering from status ailments.
|Automatically launch a enemy in the air with Attack command selected against a Staggered enemy.
|A staple of Chain-building, used to enable Ravagers to blast the Chain Gauge high and Commandos to reduce the rate of a gauge depletion.
|Enhances a Commando’s standard Attack command when an enemy is poised to recover from a Stagger.
|Enhances normal attacks when a non-Staggered adversary is not targeting a party member who has this skill.
|Enhances a Commando’s normal Attack when an enemy is about to recover from a Stagger.
|Boosts the amount by which an attack raises a Staggered enemy’s Chain Bonus, increasing the damage of all subsequent hits while it remains Staggered.
|Instantly slays a target with low HP.
|Boosts Strength and Magic when HP is high.
|The basic assault move of a Commando.
|Inflicts damage on all adversaries in range, best used against targets at or near the center of tightly packed groups of enemies.
|Inflicts non-elemental magic damage on a single target. Effective when enemies are resistant to physical assaults or vulnerable to magic. It’s also efficient against distant, airborne or fast-moving opponents.
|Same effects as Ruin, but acts as a more powerful area-effect upgrade. Ruinga can interrupt enemy actions.
|Unique to Fang. Releases a catastrophic blast with damage determined by the current Chain Bonus. The higher the percentage, the more effective it will be. However, it then resets your chaining progress.
|Same as Highwind, but unique to Snow.