This is how the Anthem combo system works

What is a charge and a detonator? What combination possibilities are there? Find out in this guide.

Gone are the times when you simply shot an enemy until he died and started again. In Anthem, the new game from EA and BioWare, a primary part of combat is the combo system: one that allows you to unleash powerful and spectacular blows ... and that is not fully explained within the game. Yes, it is true: you can get powerful weapons, but for the most difficult modes you need to learn to combine skills. We explain how that matter works in this guide.

The "basis" of this mechanic is very, very simple: among the abilities that you can equip your halberd, there are some that are loads ('primer') and others that are detonators ('detonator'). Differentiating them is very easy: charges have a point icon with a concentric circle, and detonators have a four-pointed star. Weapons cannot charge or detonate, but halberd equippable and melh abilities can.

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Any charged enemy can "explode" with a detonator, resulting in a much higher combo damage. That said, the combos are different based on the elemental damage an enemy is charged with and the amount used to detonate it; and any player can detonate enemies. Even those that he has not loaded. Keep in mind, of course, that a charged enemy will only explode once, so it is best detonated by the halberd with the best detonation of the team.

What is the most suitable to finish off? Although all halberds do extra damage in a combo, each one has a different bonus That also applies when it goes well, so the answer to that question is situational. When doing combos ...

  • The Commando has extra damage against a single enemy that it has charged (better against bosses).
  • Storm disperses the elemental state that has inflicted on nearby enemies (better 'crowd control').
  • Interceptor gains a state-based aura applied to the enemy, which also applies to nearby enemies (for close combat).
  • Lastly, the Colossus creates a small burst of bonus damage against enemies, which is good for close-to-medium range fighting.

How do I know if an enemy is charged? Enemies are wrapped in an effect that shows the elemental state they're imbued with. If you see an enemy frozen or engulfed in sparks, it's time to finish them off with a combo.

Why are there abilities that are not charges or triggers? Abilities that are not charges or detonators have a significantly higher impact than the others. To have a greater variety of options, you can choose to do combos or simply toggle skills that cannot be combined. Well, carry only charges, only detonators, one of each or neither of the two: it all depends on how you want to carry your character and how you coordinate with your friends.

What are the elemental states? Charged enemies are not only ready to be finished off with a combo, but they also suffer different abnormal states for the duration of the elemental state on duty. Luckily, Anthem does explain what these states are in the Cortex.