Battle Art (XCX)
- For other articles titled "Battle Art", see Battle Art (disambiguation).
Battle Arts are the abilities that form characters' movesets in Xenoblade Chronicles X whilst on foot. They are available via a horizontal selection at the bottom of the screen when a character's weapon is drawn. They are used in combat (although a small handful have out-of-combat utility as well); many are attacks (generally stronger than auto-attacks), while others aid the player in other ways such as healing or providing temporary buffs. AI party members automatically use Arts in battle.
Up to 8 Battle Arts may be available in combat at once. These 8 may be chosen from a larger selection in the menu via the "Arts" option under the "Party" submenu. The full selection available to a character depends upon the weapons the character uses (and, by extension, their class); some may only be unlocked at specific class levels. Each character other than Cross has access to a maximum of 16 Arts, two of which are unique to that character. Cross may learn regular Arts through class level-ups, and may also learn any other character's unique Arts by completing the character's Affinity Missions.
Enemies may also attack using their own Battle Arts. These function similarly to playable characters' Battle Arts. Skell Arts, which may be used by playable characters while in Skells, also function similarly, although with several significant differences.
Overview[edit]
Every Battle Art has several properties that distinguish it from others.
- Target: Every Art affects a specific set of combatants. This may be the currently targeted enemy, all enemies within a certain range of the targeted enemy or of the user, (for beneficial Arts) the user themselves, the user and their allies, etc.
- While most Arts strike all targets within range, some instead have each hit strike a single random target within range. For such Arts, they will never choose the same target twice until all other targets have been selected, at which point all future hits will repeat the same target order.
- Damage: Most Arts inflict a certain amount of damage on the target, while some provide healing instead. The total power is determined both by the Art's "hit scaling" and by a multitude of other effects such as the stats of the user; see Damage (XCX) § Damage formula for details.
- Cooldown: Most Arts cannot be used repeatedly; the user must wait a certain period of time until it may be used again.
- Type: Each Art is assigned to three categories. The attack type determines the stat the Art uses to deal damage or heal; the combo type determines whether the Art contributes to a melee or ranged Combo; and the Soul Voice type, indicated by the colour of the Art icon, determines which Soul Voices the Art contributes to and its effects during Overdrive. The three types will typically correspond to one another.
- Weapon: Each Art uses a specific weapon. For example, Decoy Round uses an Assault Rifle. This applies to all Arts, including buffs and auras.
- Attribute: Each Art is attributed with a specific element: physical, thermal, ether, beam, electric, or gravity. This affects several things, such as the target's resistance to the Art's damage. Some Arts' attribute is "Weapon", which takes on the elemental attribute of whatever weapon is currently equipped. Arts that deal no damage or heal have no attribute.
- Hits: Each Art hits the target a certain number of times. This is relevant when raising the Overdrive count.
- Additional effects: Many Arts, primarily offensive Arts, have some sort of additional effect beyond simply dealing damage. This is often conditional (e.g. dealing more damage when the Art is used from behind the target). Common additional effects include inflicting a buff on the user, a debuff on the enemy, a mobility debuff that affects enemies below a certain size, and so on.
- Range: Arts can only be used when their target is within a certain distance. This primarily affects offensive Arts; it naturally does not affect Arts which target the user.
- Animation duration: Each Art takes a certain amount of time to execute, during which no other action may be performed (besides scrolling to select another Art). Some Arts' animations themselves have additional effects; for example, the character will evade all attacks during the Ghostwalker animation. The hits of the Art occur at specific points during this animation.
Cooldown[edit]
Once an Art has been used, a certain amount of time must pass until it may be used again. This is marked by the Art's icon being darkened after use. As time passes, an increasingly large circular sector of the icon lights up. When the entire icon has lit up, the Art may be used again.
Once an Art's standard cooldown has completed, it will continue to charge beyond this, marked by a green line (yellow in the Definitive Edition) surrounding the Art icon. By default, this "secondary cooldown" takes 25% less time to complete than the primary cooldown. The Art may be used again before the secondary cooldown has completed, but if one waits until the secondary cooldown completes before using the Art, it will provide a bonus. For offensive Arts, this often means more damage or a more potent additional effect; for buffs, debuffs, and auras, it usually results in increased effect duration and an increased buff/debuff tier. Other Arts may have "immediate reuse" as their cooldown bonus, which simply allows the Art to be used again without delay, consuming only the secondary cooldown and allowing it to be either used immediately or charged again.
Unlike primary cooldown, which occurs unconditionally, secondary cooldown only occurs when the Art's associated weapon is currently being used. This means that an Art which uses the character's melee weapon will not undergo secondary cooldown if the character is currently auto-attacking with or using an Art that uses the ranged weapon, and vice versa. When the other weapon is being used, secondary cooldown pauses without resetting, and resumes when the appropriate weapon is switched back to.
The exception to the above is in Overdrive, during which secondary cooldown will occur regardless of whether the Art's weapon is currently being used or not. Overdrive also unlocks "tertiary cooldown", which functions very similarly to secondary cooldown (and also occurs regardless of whether the Art's weapon is being used). Tertiary cooldown is marked by a white line surrounding the Art icon once secondary cooldown has completed. Using an Art with completed tertiary cooldown almost always provides a greater version of the secondary cooldown bonus, or in the case of "immediate reuse" Arts, another immediate reuse which consumes the tertiary cooldown but not the secondary one.
In Soul Voices[edit]
- Main article: Soul Voice
Soul Voices are very closely linked with Battle Arts. Almost every Soul Voice represents a call from the character that initiated the Soul Voice to use a certain category of Art. indicated by the colour of the Art icon. If any other character uses any Art in that category before the Soul Voice expires, both the character who initiated it and the one who used the Art will recover a certain amount of HP, and the Art will have an extra bonus effect. What effect this is, as well as the required category of Art, depend on the Soul Voice.
Art Types[edit]
Battle Arts each have three associated types: an attack type, a combo type, and a Soul Voice type.
The attack type determines the effect of the Art's hit scaling. In most cases, the hit scaling of the Art is multiplied by a certain stat when calculating how much damage or healing it deals:
- Melee attacks deal damage using the Melee Attack stat. These usually use the melee weapon.
- Ranged attacks deal damage using the Ranged Attack stat. These use the ranged weapon.
- TP melee and ranged attacks deal damage using Potential. These are (unsurprisingly) always TP Arts.
- Healing Arts heal using Potential.
- Other attack types, such as buff and cleanse-type moves, do not consider the hit scaling.
The combo type determines whether using another Art afterwards counts as a melee vs. a ranged combo (see below). This is almost always equal to whether the weapon used in the Art is melee or ranged, although exceptions such as Assault Hammer exist. All Arts either contribute to a melee or ranged combo.
The Soul Voice type is marked by the colour of the Art icon. This broadly corresponds to the Art's main function, and determines both what Soul Voices they correspond to, and what happens when they are used in Overdrive.
- Orange Arts are melee attacks or melee TP attacks, and usually (but not always) use the melee weapon. They tend to have relatively short range.
- Yellow Arts are ranged attacks or ranged TP attacks, and use the ranged weapon. They tend to have longer range than orange Arts.
- Green Arts are used for support. They target the user and/or one or more of the user's allies, either healing the target or providing temporary buffs or other beneficial effects. In Overdrive, they increase the Overdrive duration by 0.05s * the number of targets * the Overdrive count.
- Purple Arts are primarily used to inflict debuffs on the enemy. They may also deal damage, and if so will be of the melee or ranged attack type. In Overdrive, they restore TP to the user (10 TP * the number of hits * the Overdrive count).
- Blue Arts provide the user with an Aura, which is a temporary buff with several beneficial effects. All such Arts are TP Arts. In Overdrive, they increase the Overdrive duration by 0.1s * the Overdrive count. Some Auras may provide out-of-combat utility; for example, Shadowrunner prevents enemies from attacking the character out-of-battle, and Overclock boosts Skell fuel recovery.
The three types typically correspond to one another, though a number of exceptions exist in each case.
TP Arts[edit]
Some Battle Arts require 1000 TP to use (marked by the letters 'TP' on the Art's icon). This is true of all Auras, and each weapon also has one or two melee/ranged offensive Arts that require TP. Such Arts tend to be significantly more powerful than other offensive Arts. A small number of buff Arts also require TP (generally those that provide allies with TP themselves).
Whereas the damage dealt by non-TP Arts is proportional to the character's Melee or Ranged Attack stat, the damage dealt by TP Arts instead uses the character's potential. This makes potential particularly important for dealing damage, as the power of the strongest attacks depends upon it.
Combos[edit]
A combo is when a character uses a Battle Art within 5 seconds of another Battle Art. Several conditional effects rely on an Art being used in a certain type of combo, e.g. Stream Edge which "boosts damage in ranged combos". This condition is satisfied if Stream Edge is used shortly after another Battle Art which is of the ranged combo type (almost all Arts using the ranged weapon; such an Art need not be offensive). Likewise, conditional effects which apply in "melee combos" apply when the Art in question is used after another Art of the melee combo type.
For combo-related conditional effects that apply to the hits of the Art (such as increasing damage or granting TP on hit), any hit of the second Art must be with 5 seconds of the end of the first Art's animation to have the conditional effect. For those that affect the Art's cooldown, only the start of the second Art need be within 5 seconds of the end of the first Art; the timing of the hits within the animation is irrelevant. In both cases, this 5-second window can be extended with Effect Stasis.
During Overdrive, there are several effects conditional upon combos containing Arts of certain Soul Voice types. For example, comboing a green Art into a yellow Art will result in the Overdrive count increasing by two per hit instead of the usual one. In all of these cases, the 5-second limit does not apply; the Arts simply must be used consecutively, with any duration of time between them.
Art levels[edit]
Arts can be levelled up in the menu, from level 1 to a maximum of level 5. Doing so costs BP. Levelling up an Art decreases its cooldown, increases its damage (if applicable), and often increases the potency of its additional effect(s).
An Art either has a cheap upgrade path which costs 124 BP in total or an expensive one which costs 186 BP. Typically, non-TP Arts have the former while TP Arts have the latter, but there are a few exceptions like Mindstorm which has the expensive upgrade path, despite being a non-TP Art.
In the Definitive Edition, it is possible to reset an Art's level back to 1 in order to get BP back. This costs extra Credits, though.
List of Battle Arts[edit]
| Art | Weapon | Attribute | Description | Target |
|---|---|---|---|---|
| Grants Barrier | One Ally | |||
| (TP) Deals weapon damage + Boosts damage in ranged combos | Enemy Vicinity | |||
| Deals electric damage + Inflicts Electric Res Down + Boosts damage in melee combos | Single Enemy | |||
| Deals physical damage + FROM BEHIND: Inflicts Stun | Single Enemy | |||
| Deals physical damage + Inflicts Topple | Single Enemy | |||
| (TP) Restores HP + WHEN IN SKELL: restores appendage HP | One Ally | |||
| (TP) Grants Astral Heal and Astral Purge to all allies + Expands area-of-effect attack range | Self | |||
| (TP) Boosts all attribute resistances + Restores HP when using Arts | Self | |||
| Removes debuffs | One Ally | |||
| (TP) Reflects beam attacks + Boosts beam damage | Self | |||
| Deals weapon damage + Boosts appendage damage | Single Enemy | |||
| Deals weapon damage + FROM BEHIND: boosts damage | Single Enemy | |||
| Deals weapon damage + Spreads status debuffs | Enemy Vicinity | |||
| Deals weapon damage + Inflicts Stagger in melee combos | Single Enemy | |||
| Deals weapon damage + WITH AN AURA: boosts damage | Enemies Ahead | |||
| Deals weapon damage + WITH AN AURA: boosts damage | Enemies Ahead | |||
| Deals ether damage + More debuffs on target = higher damage | Single Enemy | |||
| Deals ether damage + Inflicts Ether Res Down + Shortens aura effect time | Single Enemy | |||
| Halves current HP to boost TP by 1000 | Self | |||
| (TP) Deals weapon damage + nullifies target's attribute resistances | Single Enemy | |||
| Deals thermal damage + Inflicts Blaze | Nearby Enemies | |||
| (TP) Reduces secondary cooldown + Reduces auto-attack intervals + Boosts potential | Self | |||
| (TP) Seizes control of the targeted enemy and turns it into an ally | Single Enemy | |||
| Deals weapon damage + Inflicts Flinch on humanoids | Enemies Ahead | |||
| Deals weapon damage + WITH AN AURA: boosts TP | Nearby Enemies | |||
| Deals thermal damage + Inflicts Thermal Res Down | Enemies Ahead | |||
| (TP) Deals thermal damage + Inflicts Blaze + VS. TOPPLED TARGETS: boosts damage | Enemy Vicinity | |||
| (TP) Deals gravity damage + Inflicts Topple + Boosts damage in ranged combos | Enemy Vicinity | |||
| Grants Physical Res Up | One Ally | |||
| Removes debuffs + Grants Ether Res Up | Nearby Allies | |||
| Grants Effect Stasis | Self | |||
| Deals ether damage + Boosts Blaze and Shock damage inflicted on enemies | Single Enemy | |||
| Removes debuffs + WITH AN AURA: consumes aura to yield TP | Self | |||
| (TP) Reduces auto-attack intervals + Lower HP = higher damage + Continually reduces HP | Self | |||
| Inflicts Taunt + WITH MORALE: boosts TP | Single Enemy | |||
| (TP) Reduces damage taken + Continually restores HP + Reduces total melee attack | Self | |||
| (TP) Deals ether damage + Randomly removes one buff from the target | Single Enemy | |||
| (TP) Deals weapon damage + Physical Res Down + IN MELEE COMBOS: boosts damage | Single Enemy | |||
| (TP) Boosts melee attack + Boosts ranged attack + Boosts potential | Self | |||
| Grants Ranged Accuracy Up + Grants Ranged Attack Up | Nearby Allies | |||
| (TP) Raises Critical Power tier + Boosts critical chance + Boosts evasion | Self | |||
| Deals weapon damage + Ensures special effect of next positional or combo-based Art | Single Enemy | |||
| Deals ether damage. Lower HP = higher damage | Enemies Ahead | |||
| (TP) Boosts TP + Boosts potential | One Ally | |||
| (TP) Boosts auto-attack damage + Continually restores HP | Self | |||
| Swaps current HP and TP | Self | |||
| (TP) Deals ether damage + WITH AN AURA: boosts damage | Enemies Ahead | |||
| (TP) Deals weapon damage + Boosts damage in ranged combos | Single Enemy | |||
| Deals thermal damage | Single Enemy | |||
| Deals weapon damage + Inflicts Topple on humanoids | Single Enemy | |||
| Grants Thermal Res Up | Nearby Allies | |||
| Deals thermal damage + Inflicts Blaze + VS. TOPPLED TARGETS: boosts damage | Single Enemy | |||
| (TP) Boosts debuff resistances + Nullifies terrain effects + Enables counter spike damage | Self | |||
| Deals electric damage + Inflicts Blackout | Enemy Vicinity | |||
| (TP) Boosts potential + Boosts ranged attack + Boosts ether resistance | Self | |||
| Deals weapon damage + Boosts damage in melee combos | Single Enemy | |||
| (TP) Deals beam damage + WITH AN AURA: boosts damage | Enemies Ahead | |||
| (TP) Boosts beam resistance + Continually restores HP + Nullifies terrain effects. | Self | |||
| (TP) Grants Decoy | Nearby Allies | |||
| (TP) Boosts critical chance + Boosts TP with criticals + Boosts ranged accuracy | Self | |||
| Grants Decoy | Self | |||
| Deals gravity damage + Inflicts Topple | Single Enemy | |||
| Grants Gravity Res Up | Nearby Allies | |||
| (TP) Deals gravity damage + Inflicts Topple + Boosts damage in melee combos | Single Enemy | |||
| Deals thermal damage | Enemies Ahead | |||
| (TP) Boosts ranged attack + Boosts critical chance + Reduces secondary cooldown | Self | |||
| Grants Supercharge | Self | |||
| Grants Critical Power | Self | |||
| (TP) Deals weapon damage + WITH AN AURA: boosts damage | Enemies Ahead | |||
| Deals weapon damage + Lower HP = higher damage | Single Enemy | |||
| Inflicts Control + Raises enemy level + Sometimes raises treasure rank | Single Enemy | |||
| (TP) Boosts melee attack, ranged attack and potential + Revives random incapacitated ally | Nearby Allies | |||
| (TP) Deals weapon damage + FROM BEHIND: boosts damage | Single Enemy | |||
| (TP) Deals thermal damage + Boosts damage in melee combos | Single Enemy | |||
| Inflicts Taunt to draw the target's attacks | Single Enemy | |||
| Deals weapon damage + Inflicts Stun | Single Enemy | |||
| (TP) Grants Physical Res Up + Enables proximity spike damage | Self | |||
| Deals ether damage + Inflicts Stun | Enemies Ahead | |||
| (TP) Boosts melee accuracy + Boosts melee attack + Boosts potential | Self | |||
| (TP) Boosts allies' TP | Other Allies | |||
| Grants Electric Res Up | Nearby Allies | |||
| Deals weapon damage + Inflicts Physical Res Down | Enemies Ahead | |||
| (TP) Boosts ranged attack + Boosts potential + Boosts appendage damage | Self | |||
| (TP) Deals weapon damage + AFTER LOSING SKELL: boosts damage | Single Enemy | |||
| (TP) Boosts debuff resistance + Auto-revives on incapacitation | Self | |||
| Deals weapon damage + Removes enemy debuffs and boosts TP based on debuff tiers | Single Enemy | |||
| Restores HP + Grants Potential Up | Nearby Allies | |||
| Deals electric damage + Inflicts Shock + WITH AN AURA: boosts damage | Enemies Ahead | |||
| Deals thermal damage + Inflicts Thermal Res Down | Enemies Ahead | |||
| Deals weapon damage + Inflicts Blackout | Enemies Ahead | |||
| (TP) Grants Supercharge upon taking damage + Enables counter spike damage | Self | |||
| (TP) Boosts melee accuracy + Boosts total melee attack + Increases damage taken | Self | |||
| (TP) Restores HP when using Arts + Boosts fuel recovery of parked Skells | Self | |||
| Deals weapon damage + Inflicts Fatigue + Higher HP = higher damage | Single Enemy | |||
| Inflicts Virus | Enemies Ahead | |||
| Deals ether damage + Inflicts Ether Res Down | Enemies Ahead | |||
| Grants Supercharge + Grants total evasion during execution | Self | |||
| Grants Critical Power + Boosts TP | Self | |||
| Deals thermal damage + Inflicts Blaze + Boosts damage in melee combos | Single Enemy | |||
| (TP) Boosts critical chance + Restores HP when using Arts + Reflects electric attacks | Self | |||
| Deals weapon damage + Inflicts Slow Arts | Enemies Ahead | |||
| (TP) Boosts evasion + Continually restores HP | Self | |||
| Removes debuffs + Restores HP | One Ally | |||
| Deals weapon damage + WHEN TAUNTED: boosts damage | Single Enemy | |||
| (TP) Adds AOE to melee AAs + Boosts AAs upon taking damage + Reduces secondary CD | Self | |||
| Inflicts Sleep | Enemy Vicinity | |||
| (TP) Reduces secondary cooldown + Reduces auto-attack intervals | Self | |||
| Boosts HP and TP when controlling a target + Sometimes destroys the target | Self | |||
| Deals weapon damage + Boosts TP in ranged combos | Nearby Enemies | |||
| (TP) Boosts potential + FROM BEHIND: boosts damage + Disables enemy detection | Self | |||
| Deals weapon damage + Inflicts Stagger + FROM BEHIND: boosts damage | Single Enemy | |||
| Grants Barrier | Nearby Allies | |||
| Deals electric damage + Inflicts Shock | Enemies Ahead | |||
| Deals weapon damage + Boosts appendage damage | Single Enemy | |||
| Deals weapon damage + Inflicts Fatigue + FROM THE SIDE: boosts damage | Single Enemy | |||
| Deals weapon damage + Inflicts Debuff Res Down | Single Enemy | |||
| Deals physical damage + Boosts damage in melee combos + Inflicts Stun | Single Enemy | |||
| (TP) Deals beam damage + More debuffs on target = higher damage | Single Enemy | |||
| Deals weapon damage + Boosts damage in melee combos | Single Enemy | |||
| Deals weapon damage + FROM THE SIDE: boosts TP | Single Enemy | |||
| Deals weapon damage + FROM THE SIDE: boosts damage | Single Enemy | |||
| Restores HP + Grants Evasion Up | Nearby Allies | |||
| Deals ether damage + VS. SHOCKED TARGETS: Inflicts Stun | Enemies Ahead | |||
| (TP) Reduces cooldown when sprinting + Restores HP | Self | |||
| Deals weapon damage + Inflicts Physical Res Down + Boosts damage in melee combos | Enemies Ahead | |||
| Deals weapon damage + Boosts damage in melee combos | Single Enemy | |||
| Deals weapon damage + FROM THE FRONT: boosts TP | Single Enemy | |||
| Deals weapon damage + Boosts damage in melee combos | Single Enemy | |||
| (TP) Deals weapon damage + Inflicts Gravity Res Down + Boosts damage in melee combos | Single Enemy | |||
| (TP) Deals gravity damage + Inflicts Topple | Single Enemy | |||
| Deals weapon damage + Inflicts Beam Res Down + WITH AN AURA: boosts damage | Nearby Enemies | |||
| (TP) Deals weapon damage + Boosts damage in ranged combos | Single Enemy | |||
| Inflicts Debuff Res Down | Enemies Ahead | |||
| (TP) Reflects physical attacks + Reduces damage taken + Nullifies Stun | Self | |||
| Inflicts Virus | Enemies Ahead | |||
| Deals weapon damage + Inflicts Topple on mechanoids | Single Enemy | |||
| (TP) Deals thermal damage + VS. TOPPLED TARGETS: boosts damage | Single Enemy | |||
| (TP) Restores HP when landing melee attacks | Self | |||
| (TP) Negates damage reflection + Restores HP when aura expires + Reduces secondary CD | Self | |||
| Deals weapon damage + WITH AN AURA: boosts TP | Nearby Enemies | |||
| Inflicts Taunt + WITH MORALE: boosts TP | Nearby Enemies | |||
| (TP) Deals electric damage + Inflicts Shock + Boosts damage in ranged combos | Enemies Ahead | |||
| Deals weapon damage + WITH MORALE: boosts TP | Nearby Enemies | |||
| Deals weapon damage + FROM BEHIND: boosts damage | Single Enemy | |||
| Grants Critical Power | Self | |||
| Deals weapon damage + Boosts TP with criticals | Nearby Enemies | |||
| Deals electric damage + Inflicts Stun in melee combos | Nearby Enemies | |||
| (TP) Deals weapon damage + Inflicts Topple | Single Enemy | |||
| Deals weapon damage + VS. TOPPLED TARGETS: boosts damage | Single Enemy | |||
| Deals weapon damage + Boosts TP in melee combos | Single Enemy |
In other languages[edit]
| Language | Name | Meaning |
|---|---|---|
| Art | — | |
| アーツ | Arts | |
| Art | — | |
| Technik | ||
| Arte | ||
| Tecnica | ||
| 战技 | ||
| 戰技 |
Gallery[edit]
Lin explaining how to level up Arts
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| |
|---|---|
| Versions | Xenoblade Chronicles X (DLC) • Xenoblade Chronicles X: Definitive Edition |
| Development | Staff (Japanese • Definitive Edition) • Unused content • Bugs and glitches |
| Plot | Plot summary • Game script • Heart-to-Hearts • Forging BLADE • 24 Hour Happy People • Skells Reborn • Miran Archives |
| Gameplay | Combat (Battle Arts • Skills • Enemy • Overdrive • Soul Voice) • Items (Weapons • Armor • Augments • Materials • Precious Resources • Data Probes • Collectibles • Important Items • Consumable Items) • Skells (Skell Arts • Skell weapons • Skell armor) • FrontierNav • Missions • Achievements • Time Attack Mission |
| Audio | Music • Dialogue • Banter |
| Other | Merchandise • Advertisement |