Tactical Breach Wizards

Tactical Breach Wizards

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Guide to Infinite Combos
By apple pie
Infinite combos between wizard abilities allow you to break the action economy, and often let you completely clear all or most of a map within the first turn. This guide lists all possible infinite combos in the game, and some tips on using them effectively.

Good knowledge and usage of these infinites is pretty much required for the game's most difficult challenge -- Hard difficulty with all confidence goals in one attempt.
   
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Introduction
This guide contains SPOILERS for all playable characters, especially Act 3 onwards. This guide is intended for late Act 3 and beyond, when you have all characters with perk points available.

Infinite combos between wizard abilities allow you to break the action economy, and often let you completely clear all or most of a map within the first turn. Using these combos is particularly important for many of Jen's confidence goals, which often involve knocking out all enemies or finishing a map within a certain number of turns. I call these "infinites" due to their similarity with infinite combos in card games which allow you to end a match in a single turn.

There are multiple such infinites in the game, and you've probably been using at least one of them. My aim here is simply to list them all, partly as each infinite can be useful for different situations, and partly as there are so many that most people won't discover them all in a single playthrough. All infinites require certain perks, which I'll all list here. If I've missed any please let me know!!

Good knowledge and usage of these infinites is pretty much required for the game's most difficult challenge -- Hard difficulty with all confidence goals in one attempt.

If I've missed anything, please let me know and I'll add it!
ZAN & JEN: PREDICTIVE BOLT + STATIC BLAST + TIME BOOST
Perks: Conviction, Validation, Refreshing Jolt II

Likely the first infinite you'll find and your bread and butter for Acts 1 and 2, the game gently guides you towards discovering this infinite.

Zan's Predictive Bolt with Conviction and Validation can be fired unlimited numbers of times a turn as long as it knocks the target out, each time generating mana which he can use to Time Boost Jen for more Static Blasts (SB). Refeshing Jolt II allows Jen to zip around the map each time she fires her Static Blast, knocking enemies into the Bolts.

This combo is further improved with +1 Damage on Zan's Predictive Bolt to better secure the knockout, and Point Blank on Jen's Static Blast to knock enemies from further away into the PB. Gale Grenade and its Second Wind perk are also helpful for squeezing out extra movement for Jen. In a pinch, you can also try knocking Zan instead to move the Predictive Bolt on top of the target you need, instead of the other way round!

Note that this infinite ONLY combos properly if Predictive Bolt gets the KO -- if the target survives the Bolt and is KO'd by the knockback impact or defenestrated, Zan will still generate mana but be unable to fire another Predictive Bolt for the turn. Also, Zan requires line of sight to throw Time Boost, so if he has extra mana he might need to throw Time Boosts in advance before Jen leaves his sight.

You can also use a "pseudo-infinite" version of this before you unlock all the necessary perk points, using just Validation and Refreshing Jolt I to give Jen just one extra action per turn.
HONORABLE MENTION: ZAN & CHAPEL SHEPHERD: FALSE PROPHET
Perks: Hurtful Lie + Persistent Delusion

An honorable mention for goes to Zan's combo with the Chapel Shepherd enemy unit. Shepherds shoot a retaliation shot at anyone who damages one of their allies, including Zan's False Prophet's attack with the Hurtful Lie perk. Add Persistent Delusion into the mix and Zan now refunds the mana cost each time False Prophet fires at one of the Shepherd's allies, allowing him to rinse and repeat until every other enemy is defeated. Zan simply needs to pick up one mana to start the combo.
ZAN & DALL: PREDICTIVE BOLT + SWAP
Perks: Conviction + Friendly Refund

Similar to his infinite with Jen, Zan and Dall can also rapidly clear maps with this combo.

Dall lines up with an enemy, and Zan places his Predictive Bolt in the direction of the enemy from Dall. Dall then Swaps with Zan, causing him to fire instantly. With Friendly Refund, Dall can allow Zan to keep firing as many times as she can set up positioning for his Predictive Bolt. She just needs one mana, whether by picking it up or generating one through damage.

Friendly Refund allows Dall to swap all the other members of the team around for free too, so your other allies' positioning can also help keep the combo going. With Validation, this combo also generates Zan a ton of mana which he can pour into Time Boosts.

This combo also becomes a lot easier to pull off with Dall's Blind Faith innate perk allowing her to Swap without line of sight, or her infinite attacks and movement with Rampage II. Don't worry if you want to take Panic, as it doesn't trigger when you swap with allies.
ZAN & DALL (again): FALSE PROPHET + CHARGE
Perks: Persistent Delusion + Rampage II

Another infinite with Dall! She has SO many.

This combo is very simple: Rampage II allows Dall to keep Charging as long as she hits a target. False Prophet gives Dall such a target, and as Charge deals 1 damage, will always destroy the False Prophet, refunding Zan's mana with Persistent Delusion.

This is great for allowing Dall to Rampage through the map, and is a neat little boost to any other combos you might be using. Any other perks on these abilities, especially Telephasing, Hurtful Lie and Useful Fiction help you squeeze some extra utility out while Dall Charges around.
BANKS & DALL: TRANSFERENCE + CHARGE
Perks: Genius Grant + Rampage II

All you need for this one is two enemies in a straight line (the "combo generators" and Dall in between the two.

Genius Grant can be used an unlimited number of times if the "protectee" (the first target) is an enemy. Make both targets enemies, and you can keep your two combo generators alive while Transferring the damage from Charge to the rest of the enemies on the map. Rampage II lets Dall bounce back and forth between your two combo generators as many times as you need.

Overreaction and Momentum let you deal additional damage each time Dall Charges. Telephasing can help you set up the combo more easily if Dall can't otherwise get between the combo generator targets.

Note that any Unsteady will only increase knockback if it's on the victim/second target of Transference, and doesn't do anything on the protectee/first target.
DALL & RION: CHARGE + IMPALING VINE
Perks: Quicksprout + Rampage II

Yet another Dall combo!? She's just missing one with Jen, apparently.

If you need to take out a single large enemy target, Rion can help Dall charge the same enemy over and over again by pulling her back 2 or more tiles each time with Impaling Vine's Quicksprout perk. Again, best used while Dall is Rampaging around the entire map doing everything by herself.
Great with Momentum to squeeze in some extra damage.
5 Comments
SelfLoathingChimera 30 Mar @ 3:43pm 
Zan and Rion have a similar infinite to the second Zan and Dall one: Quicksprout + Hurtful Lie + Persistent Delusion. Quicksprout works on Zan's clones and while the vine itself doesn't do damage pulling them into things does; in other words, as long as you have an object between Rion and the Zan clone that doesn't block line of sight you can repeatedly summon and kill clones.
fushigi friend 4 Jan @ 4:58pm 
@LupinSamurai that is an amazing name
LupinSamurai 6 Dec, 2024 @ 11:05am 
This is probably the first "true" infinite that exists. I like to call this one the War Crimes Infinite:

Banks + Zan

Requirements: Banks has 1 Mana. Zan has Conviction/Validation.
Knock out any enemy and line Zan up with the body (no enemies behind). Aim a Predictive Bolt on the target and use Banks to Resurrect the enemy (Using Resurrect on an enemy requires having 1 mana but it refunded). The target wakes up and is sniped back down with Predictive Bolt. Use infinite mana to give your team infinite actions, and as early as Act 2, you can have infinite movement with Refreshing Jolt II.
iCameHereForTheMusic 16 Nov, 2024 @ 4:52pm 
For the situations where you NEED Zan on a specific square or where budging Zan is inconvenient (ie if he''s slid into a corner):
]Zan + ally
Perks: Persistent Delusion + Conviction + Validation

You've probably already done this with enemies plenty, but do you remember it works with allies too?
Block Zan's line of sight with his own false prophet, point a predictive bolt at it and have an ally destroy it.
Same principle as the Zan & Jen combo, but for use on enemies you are already sharing a row/column with: If Zan's shot KOs, he gains +1 mana, for the cost of 1 ally action. The prophet takes damage and refunds its cost from the perk. Again, provided the nearest enemy in the row/column can be KOd in one hit, you can spend the extra mana on a time boost, making this is an infinite.

It requires more highly situational Zan positioning, but can be triggered by any ally that can currently damage the False Prophet somehow. It's also less cool than the ol' deathlaser-shuffle.
Wurstinator 7 Oct, 2024 @ 1:28pm 
Cool guide, there are a few I didn't think of so far :)