Category:Fusion

From FFXI Wiki
Fusion Skillchain Info
Skillchain Tier: 2
Element: Element: Fire / Element: Light
Gorget: Flame Gorget / Light Gorget
Belt: Flame Belt / Light Belt
Related Day: Firesday / Lightsday

Generating Fusion

Opening with Fusion

Closing with Fusion

Abilities with Fusion

H2H Dagger Sword Great Sword Axe Great Axe Scythe Polearm Katana Great Katana Club Staff Archery Marksmanship Automaton Blue Magic§ Summoning
Shijin Spiral (357) Mandalic Stab (M) Knights of Round (R) Scourge (R) Mistral Axe (225) Upheaval (357) Insurgency (M) Wheeling Thrust (225) Blade: Shun (357) Tachi: Kasha (250) Hexa Strike (220) Garland of Bliss (M) Arching Arrow (225) Heavy Shot (225) Magic Mortar (225 H) Cannonball (70) Flaming Crush (70)
Final Heaven (R) Atonement (M) Decimation (240) Metatron Torment (R) Origin (P) Drakesbane (M) Zesho Meppo (P) Realmrazer (357) Oshala (P) Empyreal Arrow (250) Detonator (250) Armor Shatterer (324 S) Final Sting (81)
Ascetic's Fury (M) Glory Slash (Campaign) Jishnu's Radiance (E) Last Stand (357) Goblin Rush (81)
Fast Blade II (Bonanza) Terminus (P) Thrashing Assault (99)

Abilities in italics have the property as a secondary (or tertiary) property.
The number in parentheses is the skill level required, or in the case of Blue Magic or Summoning, the job level required. Some weapon skills do not have a required skill level, and instead require wielding certain weapons or other requirements: R=Relic, E=Empyrean, M=Mythic/Ergon, and P=Prime.
Automaton weapon skills are dependent on skill level and body used: H=Harlequin/Stormwaker, S=Sharpshot, V=Valoredge.
§ Blue Magic spells require Chain Affinity or Azure Lore active to participate in skillchains.