
What Combo Mode does




Combo Mode is a way of fighting where you fire one attack skill after another, each time pressing at the right point of a timing meter. Done well, it deals damage much faster than casting skills one by one. It is one of the special skills you unlock through the class rank quests, next to the Battle Aura and Battle Modes.
The classic-era community wiki lists these gains while comboing:
- Attacks come out roughly 50% faster.
- Attacks deal about 10% more damage.
- Your attacks never miss.
- You cannot be stunned, which is why it matters so much in PvP.
SP: the fuel for combos
You need SP left on your SP gauge to start a combo; starting one uses a small part of a bar. SP fills up as you use skills, and the Dance social action also charges it (the community wiki says an empty bar takes about 5 minutes of dancing).
How many bars you can hold grows with your class rank: the official guide says each level-up quest adds one bar. The community wiki gives one bar at levels 10 to 19 and up to 5 bars in the classic game, while its rank-up list adds a 6th bar at level 180 and a 7th at level 190. See Experience and Leveling for the rank quests.
Getting and using the combo skill
The combo skill is a reward of the class rank (Rank Up) quests; the community wiki places it after the level 30 rank-up quest. Once you have it:
| Step | What to do |
|---|---|
| 1 | Open the Skill window, go to Special Abilities, and drag the combo skill from the Combo Skill tab onto a quick slot. |
| 2 | Select a monster and press the combo skill. The combo gauge appears under the monster's information window. |
| 3 | Wait until the bar passes the marked zone (the Combo Point), then press an attack skill before the bar fills up. |
| 4 | Repeat for as long as you can. The number of successful hits is shown as your combo count. |
Timing and hit quality
Each press is graded by how close it lands to the target point of the meter. The closer you are, the bigger the bonus (community wiki figures, classic era):
| Result | Effect |
|---|---|
| Excellent | +20% damage |
| Good | +10% damage |
| Bad | Normal damage |
| Miss | No damage, and the combo ends |
- A critical hit gets no Good or Excellent bonus on top.
- After 5 successful hits the lines move closer and the bar speeds up; after 11 it tightens again.
- Cast times are much shorter in a combo (the wiki's example: Storm Grind goes from 3 seconds to 1.3), but cooldowns stay the same.
Switching targets and long chains
A combo breaks if the target dies, if you leave the Combo Point range, or if you die. To carry it over to the next monster, click a new target while your character is still performing the skill that will finish the current one; then keep pressing on time and your character runs to the new enemy. This lets you keep a chain going against monsters stronger than you.
The game option "Combo UI On Top" puts a small combo meter right under the enemy's health bar, so you can watch both at once. Anyone who goes past a 15-hit combo is announced to the whole server.
Combo with Aura and Battle Modes
In the classic game you could not combo inside every mode at first; later class ranks open more combinations (community wiki):
| Level | What opens |
|---|---|
| 90 | Combo during Battle Aura |
| 110 | Combo during Battle Mode 1 |
| 130 | Combo during Battle Aura and Battle Mode 1 together |
Combo Mode cannot be used during Battle Mode 2. Battle Mode 3 has its own skill chain, and the Demon King Patron update (2026) added an automatic combo setting for it.
Sources
- Cabal Wiki (Fandom): Combo
- Cabal Online Europe (archived): Battle System - Combo System
- Cabal Archive Wiki (Fandom): Cabal Online
- Cabal Wiki (Fandom): Level Up quests
- Wikipedia: Cabal Online
- PlayThisGame CABAL: Update Review - Demon King Patron
Game pictures: © ESTsoft / ESTgames · cabal.playthisgame.com

