Disco Combos

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This article is about the defunct Disco Bandit combos that were removed from the game on October 21, 2013. It is archived here for historical purposes. See Rave combos for the current game mechanic.

Disco Bandits can "chain" their disco dance skills to add additional effects. This is done by using the skills in the specific orders given on successive combat rounds.

Combo Steps MP Cost Effect
Combos which buff the player
Disco Concentration
  1. Disco Eye-Poke
  2. Disco Dance of Doom
  3. Disco Dance II: Electric Boogaloo
15 +20% Item Drops from Monsters
Disco Nirvana
  1. Disco Dance of Doom
  2. Disco Dance II: Electric Boogaloo
12 +30% Meat from Monsters
Disco Inferno
  1. Disco Eye-Poke
  2. Disco Dance II: Electric Boogaloo
10 +5 Moxie, +3 Hot Damage
Combos which injure monsters
Disco Bleeding
  1. Disco Dance of Doom or Disco Dance II: Electric Boogaloo or Disco Dance II: Electric Boogaloo + Disco Dance of Doom
  2. Disco Face Stab
varies Monster takes recurring damage, or bonus substats if final blow kills.
Disco Blindness
  1. Disco Dance of Doom or Disco Dance II: Electric Boogaloo
  2. Disco Eye-Poke
varies Stuns monster
Rave Combos (randomized per player per ascension)
Rave Knockout 6 Three-round stun + physical damage while stunned
Rave Bleeding 6 Extra physical damage for 2 rounds after the combo is completed.
Rave Concentration 6 +30% Item Drops from Monsters
Rave Steal 6 Special loot from combats at Outside the Club, once per combat
  • Can also act as a form of Pickpocket elsewhere, though it doesn't knock loose Pickpocket-only items and only works if the initial Pickpocket was not successful. If the initial pickpocket was not successful and the combo is called, however, it will always dislodge an unconditional item if the monster has any.
Rave Nirvana 6 +50% Meat from Monsters
Rave Stats 6 Gain immediately 2-4 substats.

Notes

  • Performing a non-action (such as twiddling your thumbs, or using the "Use Item" or "Use Skill" button without selecting a skill) will break up a combo.
  • Combos won't overlap. For example, if you use Disco Eye-Poke as the last move of a combo, you must use it again to start the Disco Inferno combo.
  • Using a Disco Combo multiple times in a battle will not increase its duration.
  • Each type of Rave Combo may be used only once per combat. If you try to use the same Combo twice in one combat, its corresponding effect will not occur, and the combo completion text on the third skill will not display.
  • The order of the skills in the Rave Combos is randomized per ascension.
  • Unlike Disco Bleeding, Rave Bleeding cannot cause you to gain extra stats if it is the finishing move.
  • Using each of these (except Disco Bleeding) in a single combat will earn you the Dancing With the Stars trophy.
  • Prior to completion of the Nemesis quest, you cannot use the Rave Combo skills anywhere but the island. Trying to do so gives the message:
You begin to use one of your new rave attacks, and that reminds you that, oh yeah, there was that whole Nemesis thing you were meant to be dealing with, instead of screwing around elsewhere. You decide that you'd prefer not to be reminded of that, and hence decide not to use that attack.
  • After the Nemesis quest is completed you may use rave steal only 30 times a day. Trying after the 30th time gives the message:
You're getting tired of this same old song and dance.

History

  • The ability to chain combos was added to the game as a Tuesday update on February 13, 2007.
  • The 30 times per day limit on the "Rave Steal" combo was introduced in an unannounced change on March 13, 2013. Jick explains why.
  • Disco Combos were removed during the Disco Bandit class revamp of October 21, 2013.

See Also