Shadowhunter PvP Combos
Shadowhunter is known for having fast, unrollable combos that inflict a great deal of damage while either repositioning or maintaining distance. Able to dash in and out between ranged and melee, any touch can usually lead to high damage conversions in short bursts, making her hard to peel all the while being a powerhouse for her team.
Shadowhunter PvP Combos
There are a variety of gapless combos that Shadowhunter can execute that are guaranteed to land given the right distance and position.
Skills labelled with an asterisk (*) means that the skill is optional and not needed for the combo in all circumstances, but may still be required depending on positioning or range.
- → * →
This is the bread and butter combo for Shadowhunter. Not only is it very high damage, it is fast and allows for repositioning of both the Shadowhunter and the enemy target. Asis Paralysis Immune, it also makes for a safer starter that may punish enemies trying to peel.
Change up the direction in whichis used after to alter the knockback and recoil, making for quick retreats and forcing enemies to roll to unfavorable positions.
Be careful about messing up team combos however, as the recoil onis large.
True combo that can lead intoor . This will only work at close or mid ranges from , but is a useful way of converting a neutral catch or peel attempt into a combo.
can also be used to try and close the gap, but it is not a true combo, so enemies may be able to avoid it if they mash fast enough.
This is a useful combo to prevent enemies rolling withafter the push from . This can be done as a hitconfirm if fast enough with reactions, ensuring an opportunity for follow-up burst.
Usually reservingfor peeling is the better choice, but if it can guarantee a kill or heavy damage on an isolated target that is unlikely to get peel, then this combo allows for a ranged to melee guaranteed conversion.
- → OR
Usually reserved for peel or self-peel, Rising Claw will chain into Shadowhunter's burst skills.will always land the first hit reliably, although fast roll classes may avoid the second hit depending on distance of .
If not near enough, usefor . Try to avoid using before , as it will delay the startup and make it less likely the second hit lands before enemies roll.
- → Basic Attacks* →
- → Basic Attacks → > → (if no )
This is a practically unreactable engage that applies Paralysis and leads to a relatively high damage combo. The basic attacks are optional and can help squeeze an extra bit of damage, but will significantly increase combo time which is not optimal in most situations.
Keep in mind thatwill shove the enemy target a pretty significant distance back. Careful not to mess up team combos with it, and in the worst case, Shadowhunter can always before the final hit.
Useas filler when no other abilities are up for damage, or after a full set of basic attacks to keep the combo going. It is not gapless, however, it chains fast enough that enemies are unable to walk out without using a skill. Be mindful of characters that can mash abilities with immunities though, like or .
If enemies do not have, then using basic attacks to extend the combo opens up a new route that allows both and to connect. By exploiting the scales system, which forcefully knocks enemies down after 3 seconds of standing combo, the shove from the final hit of will instead apply Push, giving just enough time to slot in additional damage skills for a 65k damage combo.
The notorious combo of the transformation. Not only isa heavy damage dealing skill, it also inflicts Hard CC for just long enough to get a right after it. It does not matter if they have up or not.
This combo will also work on targets withoutregardless of Hard CC if done off of any of Shadowhunter's Pushes in human form, be it , or even . Use then immediately follow with the combo for guaranteed burst.
Considering that usingor in neutral can sometimes be risky, there is no issue with using the combo exclusively on enemies that have no escape. Instead of being enticed by the Hard CC, seeing as a damage skill only can make it less punishing to land.
- → → *
Although less damage than, is still a heavy hitter and comes out much faster. This makes for a safer alternative while still being able to retain for a better damage opportunity if it seems like enemies are ready to interrupt.
can continue to combo after , but only if the enemy has no , as the Earthquake Hard CC will force a knockdown on any hit after the Earthquake is applied. This means that as soon as the Hard CC limitation expires, enemies will be able to roll out.
- → → *
This is a true combo that can inflict very high damage depending on distance. It is also safe as it requires no melee commitment and ensures every Hard CC can lead to heavy damage.
As the skill unfortunately tends to shove enemies too far (or not far enough), follow up skills likemay only connect if walking forwards a little to get in range.
- → OR
- → → OR * → OR
alone can lead into burst options, but due to the fact it only applies regular hitstun, using before to catch and then having function as a hitconfirm can be more reliable. It will true combo from , but be wary though that has greater max range, so it will not work at longer distances.
If landingat max range, the target will be too far to be hit by , so make use of a mobility skill to approach and maintain hitstun. into or will not work as the hitstun from Demon Grip alone is not long enough.
- → → → →
This combo requires thepod on to work, but if executed successfully is the highest damage that can be done in human form against enemies without . The increased damage from only applies during the fear period, but with proper execution, will land before the 1 second expires.
and will always true combo into or — although beware that may move enemies too far to be hit with if at max range. Similarly, if the final hit of does not land due to the pushback, it can lead to gaps between it and .
Useor as opportunities to engage with or . If needed, use to close the gap, but be mindful to always keep a movement skill to escape — at the very least the second cast of .
will not true combo into , however, it can be used as a combo if the enemy has no or fast moving dashes after being hit by .
Decimate should not be followed up by, as it will knock enemies too high to be hit. Instead, use or Slasher to Hard CC enemies on fall and ensure a can connect after.
- 26 Jul. 2022: Page added.
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