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There are four Neutral Dash Combat Arts available to Spheromancers. Due to how the Circuit branches, you can have only one paired set, a first- and second-level art, active at a time.

Azure Strike[]

Azure-strike-icon.png
LVL 1 CP 1 SP 1 DMG Melee Neutral Dash

Dash right through your enemies, damaging everything in your way.

Azure-strike.gif

Lea dashes a distance of approximately 3.5 normal dashes, spinning rapidly surrounded by an azure sphere, damaging all enemies she passes through.

Use this art to get somewhere you want to go in a hurry, or just get around CrossWorlds a little faster. Its long distance allows Lea to dash straight through large groups of enemies blocking her way. An art with many uses depending on the situation: escape a large attack, flee if cornered, close in on a charging enemy to break it, or just to damage a line of enemies strewn out behind her. Each element has its own version of Azure Strike with variations to match its style: Crimson, Indigo, Amber, and Verdant Strikes for Heat, Cold, Shock, and Wave, respectively.

Apollo uses Azure Strike during his first duel against Lea. It is also one of the few Combat Arts known to be available to multiple classes, as Emilie can also use it during combat, although hers gives her a pentagon-shaped aura rather than a spherical one.

First Cut[]

First-cut-icon.png
LVL 1 CP 1 SP 1 DMG Melee EFFECTS Lock icon.pngLock Neutral Dash

A very powerful attack that will hit exactly one enemy.

First-cut.gif

Lea performs a normal-looking dash with a long range. Once the dash passes through the first enemy within a 3-dash range, Lea strikes it and comes to a quick stop. The struck enemy remains stunned momentarily, then takes a larger blow sending it flying back the way she came. Any additional enemies Lea passes through before stopping are completely unaffected.

First Cut is useful against single targets because it locks their actions, deals high damage, and flings them in a predictable direction. Since it only affects a specific enemy, First Cut can be useful when fighting in an area crowded with non-aggroed enemies. However, it is not useful for fleeing from groups, as the dash stops after hitting an enemy.

Azure Surge[]

Azure-surge-icon.png
LVL 2 CP 2 SP 3 DMG Melee EFFECTS Interrupt icon.pngInterrupt Neutral Dash

Dash through your enemies and ignite delayed damage spreading through nearby targets.

Azure-surge.gif

Lea dashes a distance of approximately 4 normal dashes, spinning rapidly surrounded by a large spherical aura. All enemies her aura contacts during this move are damaged, knocked back, and stunned momentarily. Then each of them pops off a small explosion damaging themselves and others in a small radius.

Azure Surge shares many of the same functions as Azure Strike, but is better suited for the thick of combat. It interrupts all enemies with its first hit, providing crowd control, and its increased area and splash damage are very effective against tight clumps of enemies. If your only goal is to get somewhere fast, you might as well stick with Azure Strike to conserve SP, since this has only slightly farther range.

Final Showdown[]

Final-showdown-icon.png
LVL 2 CP 2 SP 3 DMG Melee EFFECTS Lock icon.pngLock Neutral Dash

An extremely powerful attack that will hit exactly one enemy. A lot.

Final-showdown.gif

Lea performs a normal-looking dash with a long range. Once the dash passes through the first enemy within a 3-dash range, Lea strikes it and executes a rapid series of short dashes through it that deal damage each time and slowly lift it in the air, finishing with a stronger strike. The target drops to the ground and Lea stops on the other side of it.

Final Showdown has much the same purpose as First Cut, dealing 3 times the damage and locking the target for roughly 3 times as long. Despite the description, the dashes also damage other enemies very close to the main target, although they will miss the majority of the damage as they are not lifted into the air.

Gallery[]

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