Dark Summoner Wiki
Register
Advertisement

Combos are boosts given to certain parameters (Attack, Defense, HP, Accuracy, Dodge, or Agility) a boost if a party of monsters shares a similar quality. Only full parties with five different monsters will have combos. Partial parties or parties with a repeating monster will NOT receive combos. Normal Versions and + Versions of monsters count as different, meaning a party can have the A Version and A+ Version and still receive combos.

Below is a list of the combos found in Dark Summoner:


Name ATK DEF HP ACC DGE AGL Condition

<Guild> Combo

10% 10% --- --- --- --- Takes effect when all Monsters in your Formation are <one of: Impulse/Covert/Psycho>. Note: Cypher monsters are excluded when determining matching Guild.
Cypher Combo 15% 15% --- --- --- --- Takes effect when all monsters in your formation are of the same guild of cypher
Rarity Combo 10% 10% --- --- --- --- Takes effect when all Monsters in your Formation are of the same Rarity. Note: Evolved (+) monsters are a different Rarity than an unevolved one.
BP Combo 5% 5% --- --- --- --- Takes effect when all Monsters in your Formation have the same BP value.
Level Combo 5% --- --- --- --- --- Takes effect when all Monsters in your Formation are the same Level.
Skill Combo --- 10% --- --- --- --- Takes effect when all Monsters in your Formation have the same Skill.
<Species> Combo 15% 15% --- --- --- --- Takes effect when all Monsters in your Formation are <one of: Beasts/Mystics/Undead/Wyrms/Demons/Creation/Brutes/Crawlers>.
Legendary Combo --- --- 10% --- --- --- Takes effect when all Monsters in your Formation are Dark Lords.
Winged Monster Combo 15% --- --- --- --- --- Takes effect when all Monsters in your Formation are winged. Note: not all Monsters with wings in their illustration will trigger this bonus (e.g. Draining Butcher's wings appear "vestigial" and unusable).

Several new Combos have been introduced that allow more flexibility when building teams using different Species and/or Rarities:

Name ATK DEF HP ACC DGE AGL Condition
4-1 Species Combo 5% 5% 5% 5% --- --- Takes effect when your Formation Leader plus 3 other Monsters in your Formation are of the same Species.
1-4 Species Combo 5% 5% 5% 5% --- --- Takes effect when the Monsters in your Formation except your Leader are all the same Species.
2-3 Species Combo 5% 5% 5% --- --- --- Takes effect when your Formation Leader plus 1 other Monster are the same Species and the remianing 3 Monsters are all the same Species as each other.
3-2 Species Combo 5% 5% 5% --- --- --- Takes effect when your Formation Leader plus 2 other Monsters are the same Species and the remianing 2 Monsters are the same Species as each other.
3-1-1 Species Combo 5% 5% --- --- --- --- Takes effect when your Formation Leader plus 2 other Monsters are the same Species and the remianing 2 Monsters are of two separate Species.
2-2-1 Species Combo 5% 5% --- --- --- --- Takes effect when your Formation Leader plus 1 other Monster are the same Species and 2 of the remaining Monsters are the same Species as each other while the last Monster is of another Species.
2-1-1-1 Species Combo 5% --- 5% --- --- --- Takes effect when your Formation Leader plus 1 other Monster are the same Species and the remianing Monsters are all of separate Species from each other.
5 Species Combo --- --- 5% --- --- --- Takes effect when all of the Monsters in your Formation are of different Species from each other.
4-1 Rarity Combo --- --- --- 10% 20% --- Takes effect when your Formation Leader plus 3 other Monsters in your Formation are of the same Rarity.
1-4 Rarity Combo --- --- --- 10% 20% --- Takes effect when the Monsters in your Formation except your Leader are all the same Rarity.
2-3 Rarity Combo --- --- --- 8% 15% --- Takes effect when your Formation Leader plus 1 other Monster are the same Rarity and the remianing 3 Monsters are all the same Rarity as each other.
3-2 Rarity Combo --- --- --- 8% 15% --- Takes effect when your Formation Leader plus 2 other Monsters are the same Rarity and the remianing 2 Monsters are the same Rarity as each other.
3-1-1 Rarity Combo --- --- --- 6% 10% --- Takes effect when your Formation Leader plus 2 other Monsters are the same Rarity and the remianing 2 Monsters are of two separate Rarities.
2-2-1 Rarity Combo --- --- --- 6% 10% --- Takes effect when your Formation Leader plus 1 other Monster are the same Rarity and 2 of the remaining Monsters are the same Rarity as each other while the last Monster is of another Rarity.
2-1-1-1 Rarity Combo --- --- --- 5% 5% --- Takes effect when your Formation Leader plus 1 other Monster are the same Rarity and the remianing Monsters are all of separate Rarities from each other.
5 Rarity Combo --- --- --- 5% --- --- Takes effect when all of the Monsters in your Formation are of different Rarity from each other.
4-1 BP Combo 4% 4% --- --- --- --- add later
1-4 BP Combo 4% 4% --- --- --- --- add later
2-3 BP Combo 3% 3% --- --- --- --- add later
3-2 BP Combo 3% 3% --- --- --- --- add later
3-1-1 BP Combo 3% 3% --- --- --- --- add later
2-2-1 BP Combo 3% 2% --- --- --- --- add later
2-1-1-1 BP Combo 3% 2% --- --- --- --- add later
5 Type BP Combo 2% 2% --- --- --- --- add later

With the introduction of EX monsters,two new combos for final stage EX monsters have been added:

Name ATK DEF HP ACC DGE AGL Condition
Grand Species Combo 5% 5% 5% 5% --- --- Takes effect when all Monsters in your Formation are final stage EX,regardless of their Species.
Grand <Species> Combo 20% 20% --- --- --- --- Takes effect when all Monsters in your Formation are <one of: Grand Beasts/Mystics/Undead/Wyrms/Demons/Creation/Brutes/Crawlers>.

[]

Sample Combos[]

Below are some "natural" 5x combos; in theory, it would be possible to get a 6x combo by using souls to replace the skills of a 5x combo team of monsters.

5x - AA+ Combos[]

Below are commonly used monster formations that utilize 5x combos. The player should determine which monsters they wish to use in the combo, and consider the skills/bp necessary/final team stats, along with the significant importance of agility.

Sin Impulse AA+ Wyrm[]

Combo Rarity(AA+), Impulse, Level, Species (Wyrm), Winged
Effect Atk +55%, Def +35%
Monster Cost Skill
Heptabreath Hydra + 25bp Beast Down
Amaranthine Shock + 45bp Increase Party Defense
Ash Bahamut + 40bp Increase Party Attk
Banished Dragon + 34bp Decrease Enemy Defense
Moon Sea Dragon + 33bp Critical Up
Total: 177bp

Sin Impulse AA+ Demon[]

Combo Rarity(AA+), Impulse, Level, Species (Demon), Winged
Effect Atk +55%, Def +35%
Monster Cost Skill
Judge Minos + 30bp Increase Party Attack
Terror Misery, Cthulhu + 32bp Impulse Down
Dhrtarastra + 28bp Covert Down
Sacrilege Lord, Grizel + 35bp Brute Down
Mark of Death, Gess + 36bp Mystic Down
Total: 161bp

Variations:

Rancor Covert AA+ Wyrm[]

Combo Rarity(AA+), Covert, Level, Species (Wyrm), Winged
Effect Atk +55%, Def +35%
Monster Cost Skill
Dragon of Disaster + 31bp Increase Party Defense
Demolition Dragon + 15bp Critical Rate Up
Wingarm Dragon + 15bp Party Attack Plus
Dragon of Terra + 16bp None
Vanity Dragon + 40bp Impulse Down
Total: 117bp

5x - A+ Combos[]

Sin Impulse A+ Brute[]

Rarity(A+), Impulse, Level, Species(Brute), Winged

ATK +55%, DEF +35%

Sin Impulse A+ Demon[]

Rarity(A+), Impulse, Level, Species(Demon), Winged

ATK +55%, DEF +35%

Sin Impulse A+ Wyrm[]

Rarity(A+), Impulse, Level, Species(Wyrm), Winged

ATK +55%, DEF +35%

Rancor Covert A+ Wyrm[]

Rarity(A+), Covert, Level, Species(Wyrm), Winged

ATK +55%, DEF +35%
Note: Quetzalcoatl and Raging Vritra's Impulse Down skills will not stack. Also note that this is currently one of 2 possible formations which allows the player to achieve 5x combo combined with agility.

Tyranny Psycho A+ Brute[]

Rarity(A+), Psycho, Level, Species(Brute), Winged

ATK +55%, DEF +35%
Note: This is currently one of 2 possible formations which allows the player to achieve 5x combo combined with agility.

Tyranny Psycho A+ Demon[]

Rarity(A+), Psycho, Level, Species(Demon), Winged

ATK +55%, DEF +35%

4x - A+ Combos[]

Below are commonly used monster formations that utilize 4x combos. The player should determine which monsters they wish to use in the combo, and consider the skills/bp necessary/final team stats.

Note: The combo teams below show the unwinged monsters. you may throw in up to 4 wingeds and still have a 4x combo. Don't worry if you think some monsters are weak, they could very well cut you on bp costs, be easier to obtain for you, or work for personal/aesthetic reasons. (Low bp is a foolish reason to write a monster off.)

Sin Impulse A+ Demon[]

Rarity A+, Impulse, Species (Demon), Level

ATK +40%, DEF +35%

Note: This is the classic sin demon team. It features agility, along with a strong monster package, costing an impressive 113 bp to run. There are many options, and this is a very popular team.

Tyranny Psycho A+ Demon[]

Rarity A+, Psycho, Species (Demon), Level

ATK +40%, DEF +35%

Note: This is the classic psycho demon team. It features agility along with a strong monster package, costing 133 bp to run. Again, many options, revolving primarily around Death Call Covenant. Can be very expensive.

Rancor Covert A+ Beast[]

Rarity A+, Covert, Species (Beast), Level

ATK +40%, DEF +35%

Note that you can get a x4 combo team with agility and can cost 155bp to run although three of the monsters don't have skills(unless through skill change).

Tyranny Psycho A+ Brute[]

Rarity A+, Psycho, Species (Brute), Level

ATK +40%, DEF +35%

Note: Lance and Cu Chulainn's Covert Down skills will not stack.

Advertisement