The Ultimate Guide to FFXI Skillchains and Magic Bursts
Final Fantasy XI (FFXI) features one of the most intricate and rewarding combat systems in MMORPG history: the Skillchain (Renkei) system. By coordinating weapon skills (WS) between players or trusts, you can trigger elemental explosions that deal massive additional damage and open a window for Mages to perform a Magic Burst (MB). Mastering this system is essential for endgame content like Odyssey, Sortie, and High-Tier Battlefields. Our FFXI Skillchain Calculator takes the guesswork out of the equation, allowing you to simulate chains instantly.
How to Use This Calculator
Whether you are a Blue Mage building a solo chain or a Samurai setting up a multi-step Light chain, this tool is designed for you.
- Select Opener: Choose the weapon type and specific Weapon Skill for the first attack.
- Select Closer: Choose the follow-up WS. The tool instantly checks compatibility.
- Analyze Result: If a chain is possible, you will see the Skillchain Name (e.g., Distortion), its Level (1, 2, 3, or 4), and the elements available for Magic Bursting.
Understanding Skillchain Levels
Skillchains are categorized by power and complexity.
Level 1 (Basic)
Created by combining two Level 1 properties. Damage is roughly 50% of the closing WS damage.
- Liquefaction (Fire)
- Impaction (Thunder)
- Detonation (Wind)
- Scission (Earth)
- Reverberation (Water)
- Transfixion (Light)
- Compression (Dark)
- Induration (Ice)
Level 2 (Advanced)
Created by specific Level 1 combos or Level 2 props. Damage is roughly 60% of the closing WS.
- Fusion (Fire/Light): Liquefaction + Impaction
- Fragmentation (Wind/Thunder): Induration + Reverberation
- Distortion (Ice/Water): Transfixion + Scission
- Gravitation (Earth/Dark): Detonation + Compression
Level 3 (Ultimate)
The most common goal in endgame. Damage is roughly 100% of the closing WS.
- Light (Fire/Wind/Thunder/Light): Fusion + Fragmentation
- Darkness (Earth/Water/Ice/Dark): Distortion + Gravitation
Level 4 (Radiance & Umbra)
Only possible with specific Relic, Aeonic, or Empyrean Weapon Skills. These deal massive damage and allow for double Magic Bursts.
Example: Light -> Light (Radiance).
Magic Bursting Guide
Once a Skillchain occurs, an elemental window opens for a few seconds. Mages can cast spells of the matching element to deal significantly increased damage (Magic Burst).
- Fusion: Burst with Fire or Light.
- Distortion: Burst with Ice or Water.
- Gravitation: Burst with Earth or Dark.
- Fragmentation: Burst with Wind or Thunder.
- Light/Radiance: Burst with Fire, Wind, Thunder, or Light.
- Darkness/Umbra: Burst with Earth, Water, Ice, or Dark.
Our calculator displays these elements automatically so your Black Mage knows exactly what to cast (e.g., Thunder VI vs. Fire VI).
Popular Job Combinations
Samurai (SAM)
The king of self-skillchaining. With abilities like Meditate and Sekkanoki, a SAM can perform a 4-step chain solo.
Combo: Tachi: Yukikaze -> Tachi: Gekko (Distortion) -> Tachi: Kasha (Fusion) -> Tachi: Shoha (Light).
Blue Mage (BLU)
BLU spells have WS properties. They can chain spells into physical WS or vice versa.
Combo: Chant du Cygne -> Savage Blade (Light).
Warrior (WAR)
Great Axe and Sword allow for powerful Darkness chains.
Combo: Upheaval -> Ukko's Fury (Darkness).
Frequently Asked Questions (FAQ)
Does weapon damage affect Skillchain damage?
Yes. Skillchain damage is calculated based on the damage of the closing Weapon Skill and the "Skillchain Damage" stat on your gear (e.g., Nyame armor).
Can I skip levels?
Yes. You can go from Level 1 properties directly to Level 3 if the properties align correctly (e.g., a WS with "Fusion" property closing a "Fragmentation" property).
What determines the element of the Skillchain?
The element is determined by the resulting Skillchain type. For example, Liquefaction is Fire-based. If you Magic Burst with Fire, it does more damage. If you MB with a non-aligned element, it won't burst.
How long is the Magic Burst window?
It depends on the Skillchain level and your gear (Skillchain Damage + duration gear). Generally, it lasts 3-6 seconds, so mages must cast quickly or pre-cast.