How the damage bonus actually scales
This isn't an official formula — Bandai Namco hasn't published one — but it's a stepped curve documented consistently across multiple community sources, and it lines up with the 3 reference points we'd previously only had (Chain 1, 50, and 100):
| Chain Count | Damage Bonus |
|---|---|
| 1–9 | +5% |
| 10–19 | +10% |
| 20–29 | +20% |
| 30–39 | +30% |
| … | +10% per additional 10 |
| 90–99 | +90% |
| 100 | +100% |
Whether the bonus keeps scaling past a 100-chain, or caps there, isn't documented anywhere we could find — treat 100 as the highest confirmed value, not necessarily a hard ceiling.
What breaks it
- Choosing Wait instead of acting on a unit's turn
- Choosing Guard instead of attacking
- Having your attack evaded by the enemy
The community shorthand for maintaining it is "keep landing hits" — which strongly implies a missed attack breaks it too, though no source explicitly confirms that as a separate trigger from being evaded. Treat it as likely, not certain.
Two community tricks
Guard-only AI for units you don't want acting
If an ally is within enemy range but you'd rather it not act this turn, setting that unit's AI directive to Guard-only is reported to avoid breaking the chain — cleaner than manually choosing Wait. The exact mechanism isn't well-documented across sources, so treat this as a reported trick rather than a guaranteed rule.
Auto mode for units out of range
If a unit simply can't reach any target, manually ending its turn counts as Wait and breaks the chain. Switching that unit to Auto mode for the turn is reported to sidestep this.