Circuits are the skill system used in CrossWorlds. They can be activated in the Circuit Menu, which is unlocked at the end of Rhombus Dungeon. The Circuit Menu is split into five Circuit Trees, one for each element. The neutral tree is unlocked by default, and the elemental trees are unlocked on obtaining their element. You can also reset your Circuit Trees with a Circuit Override. However the only way to get these is to beat certain bosses, or through expensive late-game trades.
There are two types of Circuits: Passive Circuits and Combat Arts. Passive Circuits provide stat boosts or other background benefits. Combat Arts are active skills for use in battle, and are mostly detailed on their own page. All circuits in the elemental trees are only active while in that element mode; those in the neutral tree are always active, but are only half as effective in element modes. A circuit can only be unlocked if its parent circuit is already unlocked.
Each tree consists of four major paths, where Combat Arts associated with the four basic Combat actions are found, and several minor paths offering only passive circuits. Each of the neutral tree's major paths are balanced, but each elemental tree has two large paths, a medium path, and a small path, emphasizing certain combat actions over others based on the element's style. For example, Heat's Melee and Guard paths are large, Dash is medium and Throw is small.
The major circuit paths contain split structures called Branches, of two parallel paths of three circuit skills each, including at least one Combat Art. Although it is not possible to have both branches active at once, once one is unlocked, the active branch can be switched at any time at no cost. This allows the player to easily switch their active Combat Arts to match the situation.
Circuit Points[ | ]
Circuit Points, or CP, are used to unlock Circuits. Circuits cost between 1 and 4 Circuit Points, with Circuits near the end of their tree being more expensive. Each tree has a separate pool of Circuit Points in order to allow the trees unlocked later to be as useful as those unlocked immediately. Every Level up grants one Circuit Point to each tree. The level cap of 99 means a maximum of 98 CP can be earned in this way. Fully unlocking the neutral tree requires 104 CP, while the elemental trees each require 108 CP. Enough bonus CP can be obtained to fully unlock all trees, although the A New Home DLC is necessary for this.
For your convenience, you will find here a list for every circuit tree that shows how much of each kind of passive circuit is found in that tree and the maximum relevant modifier possible.
Most trees, with the exception of the Wave tree, have a unique circuit that is only found on that tree, and provides a fixed benefit rather than a percentage increase to a stat. Neutral has Appetite, Heat has Once More, Cold has Bastion and Shock has Extra Dash. Appetite and Extra Dash can also be obtained from items, but Once More and Bastion are only available through their respective circuit trees.
If you are seeking an exhaustive representation of how each circuit is organized in the trees, you should boot up CrossCode and inspect the actual Circuits menu directly, because even though it follows a regular pattern, it is very complex.
Neutral Tree[ | ]
Once again, almost everything in this tree applies half of their effects to the other four trees.
Circuit
1 CP
2 CP
4 CP
Max
MaxHP +
4%
6%
10% x 2
30%
Increases MaxHP by [x]%. Determines how much HP you can have to survive damage.
Attack +
4%
6%
10% x 2
30%
Increases Attack by [x]%. Increases the damage you can deal with your attacks.
Defense +
4%
6%
10% x 2
30%
Increases Defense by [x]%. Decreases the damage you take and improves guarding.
Focus +
4%
6%
10% x 2
30%
Increases Focus by [x]%. Determines frequency of critical hits and status effects, the time window for parry and dash invincibility and your SP gain.
Elemental Armor
8% x 2
14%
30%
Increases resistance to all elements by [x]%.
Appetite
ONE
ONE
Unlocks one additional buff slot.
Assault
20%
20%
Melee attacks fire additional small projectiles for [x]% of the base damage.
Brawler
12%
22%
34%
Increases the damage of melee attacks by [x]%.
Bulk Calibre
30%
30%
Increases the knockback distance of charged projectiles by [x]%.
Bullseye
30%
30%
Increases the damage of critical strikes by [x]%.
Flash Step
20%
20%
Prolongs the invincibility when dashing by [x]%.
HP Regen
50%
50%
Regenerates [x]% of HP over 60 seconds of combat. Healing frequency increases with higher percentage.
Iron Stance
4%
4%
Increases the immunity to knockback from attacks by [x]%, depending on MaxHP.
Item Booster
25%
25%
Increases the effect of healing and the duration of buffs from items by [x]%.
Pin Body
30%
30%
When guarding, reflects [x]% of the total absorbed damage back on the attacker.
Scope
40%
40%
Decreases time needed to aim by [x]%.
Shooter
12%
22%
34%
Increases the damage of ranged attacks by [x]%.
Solid Guard
32%
32%
Strengthens your shield and decreases the damage taken when guarding by [x]%.
Status Mend
30%
30%
Increases the recovery speed from all negative status conditions by [x]%.
X Counter
40%
40%
Increases damage on enemies that are attacking or charging by [x]%.
Heat Tree[ | ]
Circuit
1 CP
2 CP
3 CP
Max
MaxHP +
4% x 4
7% x 2
30%
Increases MaxHP by [x]%. Determines how much HP you can have to survive damage.
Attack +
4% x 5
7% x 2
9%
43%
Increases Attack by [x]%. Increases the damage you can deal with your attacks.
Defense +
4% x 3
7%
19%
Increases Defense by [x]%. Decreases the damage you take and improves guarding.
Focus +
4% x 4
7% x 2
30%
Increases Focus by [x]%. Determines frequency of critical hits and status effects, the time window for parry and dash invincibility and your SP gain.
Heat Armor
5% x 4
9% x 2
13%
51%
Increases resistance to heat by [x]%.
Cold Armor
7% x 2
13%
19%
46%
Increases resistance to cold by [x]%.
Assault
20%
30%
50%
Melee attacks fire additional small projectiles for [x]% of the base damage.
Avenger
10%
10%
Restores SP on guard based on [x]% of the attack's power. (double for perfect guard)
Balance
10% x 2
20%
30%
70%
Slows down the elemental overload by [x]%.
Berserker
20%
20%
Increases damage by [x]% when at critical HP. (below 33% of MAXHP)
Brawler
6% x 2
11%
15%
38%
Increases the damage of melee attacks by [x]%.
Bulk Calibre
30%
30%
Increases the knockback distance of charged projectiles by [x]%.
Bullseye
15%
30%
45%
90%
Increases the damage of critical strikes by [x]%.
Burn Protect
35%
50%
85%
Increases the resistance against the Burn condition and reduces its effect by [x]%. Burn causes damage over time, depending on the MAXHP of the victim.
Burn Rush
25%
35%
60%
Increases the speed of inflicting the Burn condition and its effect by [x]%. Burn causes damage over time, depending on the MAXHP of the victim.
Flash Step
20%
20%
Prolongs the invincibility when dashing by [x]%.
HP Regen
25%
25%
Regenerates [x]% of HP over 60 seconds of combat. Healing frequency increases with higher percentage.
Iron Stance
6%
6%
Increases the immunity to knockback from attacks by [x]%, depending on MaxHP.
Legwork
24%
24%
Increases your movement speed while aiming by [x]%.
Once More
ONE
ONE
Survive exactly one attack that would normally kill you.
Scope
10%
10%
Decreases time needed to aim by [x]%.
Shooter
6% x 2
11%
23%
Increases the damage of ranged attacks by [x]%.
Solid Guard
24%
24%
Strengthens your shield and decreases the damage taken when guarding by [x]%.
Status Mend
13%
13%
Increases the recovery speed from all negative status conditions by [x]%.
Steady Shot
40%
40%
Decreases the loss of aim from quick aim movement and dashes by [x]%.
X Counter
20%
20%
Increases damage on enemies that are attacking or charging by [x]%.
Cold Tree[ | ]
Circuit
1 CP
2 CP
3 CP
Max
MaxHP +
4% x 4
7% x 2
30%
Increases MaxHP by [x]%. Determines how much HP you can have to survive damage.
Attack +
4% x 3
7%
19%
Increases Attack by [x]%. Increases the damage you can deal with your attacks.
Defense +
4% x 5
7% x 2
9%
43%
Increases Defense by [x]%. Decreases the damage you take and improves guarding.
Focus +
4% x 4
7% x 2
30%
Increases Focus by [x]%. Determines frequency of critical hits and status effects, the time window for parry and dash invincibility and your SP gain.
Cold Armor
5% x 4
9% x 2
13%
51%
Increases resistance to cold by [x]%.
Heat Armor
7% x 2
13%
19%
46%
Increases resistance to heat by [x]%.
Assault
20%
20%
Melee attacks fire additional small projectiles for [x]% of the base damage.
Balance
10% x 2
20%
30%
70%
Slows down the elemental overload by [x]%.
Bastion
ONE
ONE
TWO
Allows to guard against attacks from the side. Activate twice to guard attacks from above too.
Berserker
20%
20%
Increases damage by [x]% when at critical HP. (below 33% of MAXHP)
Brawler
6% x 2
11%
15%
38%
Increases the damage of melee attacks by [x]%.
Bullseye
15%
30%
45%
90%
Increases the damage of critical strikes by [x]%.
Chill Protect
35%
50%
85%
Increases the resistance against the Chill condition and reduces its effect by [x]%. Chill decreases the overall speed of the victim.
Chill Rush
25%
35%
60%
Increases the speed of inflicting the Chill condition and its effect by [x]%. Chill decreases the overall speed of the victim.
HP Regen
13%
13%
Regenerates [x]% of HP over 60 seconds of combat. Healing frequency increases with higher percentage.
Iron Stance
2%
4%
6%
12%
Increases the immunity to knockback from attacks by [x]%, depending on MaxHP.
Pin Body
15%
30%
45%
90%
When guarding, reflects [x]% of the total absorbed damage back on the attacker.
Scope
20%
20%
Decreases time needed to aim by [x]%.
Shooter
6% x 2
11%
23%
Increases the damage of ranged attacks by [x]%.
Solid Guard
16%
24%
40%
Strengthens your shield and decreases the damage taken when guarding by [x]%.
Steady Shot
60%
60%
Decreases the loss of aim from quick aim movement and dashes by [x]%.
Shock Tree[ | ]
Circuit
1 CP
2 CP
3 CP
Max
MaxHP +
4% x 3
7%
19%
Increases MaxHP by [x]%. Determines how much HP you can have to survive damage.
Attack +
4% x 4
7% x 2
30%
Increases Attack by [x]%. Increases the damage you can deal with your attacks.
Defense +
4% x 4
7% x 2
30%
Increases Defense by [x]%. Decreases the damage you take and improves guarding.
Focus +
4% x 5
7% x 2
9%
43%
Increases Focus by [x]%. Determines frequency of critical hits and status effects, the time window for parry and dash invincibility and your SP gain.
Shock Armor
5% x 4
9% x 2
13%
51%
Increases resistance to shock by [x]%.
Wave Armor
7% x 2
13%
19%
46%
Increases resistance to wave by [x]%.
Avenger
10%
10%
Restores SP on guard based on [x]% of the attack's power. (double for perfect guard)
Balance
10% x 2
20%
30%
70%
Slows down the elemental overload by [x]%.
Brawler
6% x 2
11%
23%
Increases the damage of melee attacks by [x]%.
Bullseye
15% x 2
30%
45%
105%
Increases the damage of critical strikes by [x]%.
Extra Dash
ONE
ONE
Grants one additional dash step.
Flash Step
20%
30%
50%
Prolongs the invincibility when dashing by [x]%.
Jolt Protect
35%
50%
85%
Increases the resistance against the Jolt condition and reduces its effect by [x]%. Jolt causes damage and stuns in short intervals.
Jolt Rush
25%
35%
60%
Increases the speed of inflicting the Jolt condition and its effect by [x]%. Jolt causes damage and stuns in short intervals.
Legwork
16%
24%
40%
Increases your movement speed while aiming by [x]%.
Scope
20%
20%
Decreases time needed to aim by [x]%.
Shooter
6% x 2
11%
15%
38%
Increases the damage of ranged attacks by [x]%.
Solid Guard
16%
16%
Strengthens your shield and decreases the damage taken when guarding by [x]%.
Status Mend
13%
25%
35%
73%
Increases the recovery speed from all negative status conditions by [x]%.
Steady Shot
40%
60%
100%
Decreases the loss of aim from quick aim movement and dashes by [x]%.
X Counter
20%
20%
Increases damage on enemies that are attacking or charging by [x]%.
Wave Tree[ | ]
Circuit
1 CP
2 CP
3 CP
Max
MaxHP +
4% x 5
7% x 2
9%
43%
Increases MaxHP by [x]%. Determines how much HP you can have to survive damage.
Attack +
4% x 4
7% x 2
30%
Increases Attack by [x]%. Increases the damage you can deal with your attacks.
Defense +
4% x 4
7% x 2
30%
Increases Defense by [x]%. Decreases the damage you take and improves guarding.
Focus +
4% x 3
7%
19%
Increases Focus by [x]%. Determines frequency of critical hits and status effects, the time window for parry and dash invincibility and your SP gain.
Wave Armor
5% x 4
9% x 2
13%
51%
Increases resistance to wave by [x]%.
Shock Armor
7% x 2
13%
19%
46%
Increases resistance to shock by [x]%.
Avenger
20%
30%
50%
Restores SP on guard based on [x]% of the attack's power. (double for perfect guard)
Balance
10% x 2
20%
30%
70%
Slows down the elemental overload by [x]%.
Berserker
10%
20%
30%
60%
Increases damage by [x]% when at critical HP. (below 33% of MAXHP)
Brawler
6% x 2
11%
23%
Increases the damage of melee attacks by [x]%.
Bulk Calibre
30%
45%
75%
Increases the knockback distance of charged projectiles by [x]%.
Bullseye
30%
30%
Increases the damage of critical strikes by [x]%.
Flash Step
30%
30%
Prolongs the invincibility when dashing by [x]%.
HP Regen
13%
25%
36%
74%
Regenerates [x]% of HP over 60 seconds of combat. Healing frequency increases with higher percentage.
Iron Stance
4%
4%
Increases the immunity to knockback from attacks by [x]%, depending on MaxHP.
Mark Protect
35%
50%
85%
Increases the resistance against the Mark condition and reduces its effect by [x]%. Mark increases the received ranged damage by 50%.
Mark Rush
25%
35%
60%
Increases the speed of inflicting the Mark condition and its effect by [x]%. Mark increases the received ranged damage by 50%.
Pin Body
15%
15%
When guarding, reflects [x]% of the total absorbed damage back on the attacker.
Scope
20%
30%
50%
Decreases time needed to aim by [x]%.
Shooter
6% x 2
11%
15%
38%
Increases the damage of ranged attacks by [x]%.
Solid Guard
16%
16%
Strengthens your shield and decreases the damage taken when guarding by [x]%.
Status Mend
13%
13%
Increases the recovery speed from all negative status conditions by [x]%.