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"So the basic idea is to gang up on the character and beat the living daylights out of him, huh?"

A Special Attack that consists of two or more characters working as a team attacking at the same time or in rapid succession. If they both have some sort of superpower, they may even combine their powers to create a new move with the properties of both.

These are often extremely powerful, and rather impressive to watch, especially in video games where they may be considered a form of Limit Break.

Often used to finish off the Big Bad during a Crossover to give both sides the spotlight. Also frequently overlaps with Combined Energy Attack. Sometimes, a Dual Boss may have access to combination attacks, allowing the bosses to coordinate with each other.

May involve Power of Friendship, Power of Love, and True Companions when used as a plot device. In cases where Elemental Powers are used in this manner, this often takes the form of an Elemental Fusion.

Contrast Ability Mixing (where a single character combines two kinds of attack into one) and Wonder Twin Powers (where a power can only be used by two people working together). A subtrope of Meta Power when the combination attack involves the use of powers.

Not to be confused with Combo attacks, which usually mean something different in a fighting game context.


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Video Game Examples:

    Action-Adventure 
  • In Beyond Good & Evil, Jade and Pey'j can execute a combo attack wherein Pey'j stomps the ground, propelling nearby enemies into the air, where Jade can hit them and send them flying into other enemies.
  • Castlevania: Portrait of Ruin
    • There are two playable/switchable characters, and instead of the usual item crash, they combine their power and have tons of joint attacks. Their strongest combo summons the spirit of ''all'' Belmonts from previous games for one devastating screen-clearing attack.
    • Loretta can create a giant ice sword for Stella to swing. Dracula can immolate a wave of Death's sickles, or turn him into a giant scythe and swing him to create a giant explosion.
  • Technically, all combos involving the magical attack in Prince of Persia (2008) are this, since Elika is the one executing the magical strikes while the Prince performs the other three attack types.

    Beat 'em Up 
  • The Bouncer has trinity attacks, where the three fighters team up to perform an attack. This can seriously backfire against Dauragon, however. Not to mention that exactly when you can use it is completely up to your AI-controlled partners and despite doing large amounts of damage, it can never finish off an enemy, making it at most an overelaborate HP to 1 attack.
  • Both, the arcade and NES versions of Double Dragon III, featured a couple of team-up moves that could be performed by two players: the triangle jump kick (in which one player is thrown by his partner while doing a jump kick) and the back-to-back hurricane kick (in which both players perform the hurricane kick at the same time). In the arcade version, the moves could be done by any combination of characters, but in the NES version they could only be done if both players were controlling Billy and Jimmy.
  • Golden Axe Revenge of Death Adder has this in two- and four-person varieties. Players attacking a stunned enemy while standing on opposite sides will grab the enemy and perform a piledriver. Four players make it a Spinning Piledriver instead. Instant kill on any mook and deals obscene damage to bosses, especially considering how easy it is to perform.
    • Golden Axe 3 gives a unique special attack to each possible pair of characters, as well as a more powerful spell for each character when cast with the other player's help.
  • The Simpsons arcade game by Konami allows two players to perform special attacks which vary depending on which members of the Simpson clan are being controlled (up to six teams attacks were available).
  • Mona and Lisa in Streets of Rage 3 do this. One of them is given a leap up by the other to attack the player.
    • Throwing your partner in the first game causes them to perform a powerful jumping attack instead of doing damage to them. While the feature was absent in the sequel, it returned in the 3rd game.
  • Spyborgs have the "Finishing Bonus", granted when both players (or, on single-player mode, the player and the AI-controlled partner) executes an enemy together, where one will uppercut an enemy into the air while another lands a fatal slash / punch before the enemy lands. Pulling this off nets a far greater point bonus.
  • Urban Reign for the PS2 features these extensively as every single character(even the lowest of mooks) has several. Just grab an enemy when a friend's close by, or hold your target still and let your buddy walk up to you and a team attack will trigger.

    Card Games 
  • Gwent: The Witcher Card Game: Any cards with the Bonded modifier, which enhance their abilities when copies of the card are already on the board. Letho's abilities are dependent on his Viper Witcher partners Auckes and Serrit being in hand when he is played, potentially combining both of their effects (locking a unit and dealing damage) into one.

    Fighting Games 
  • Almost any team-based Fighting Game (The King of Fighters, Marvel vs. Capcom) will allow the fighters on the sidelines to jump in for an assist or, in some cases, a simultaneous firing of Limit Break Combos.
  • The Bleach DS fighters have only one of these when Kyoraku and Ukitake are in a team. It's not foolproof, but is respectably destructive.
  • Several characters' ultimate attacks in Dragon Ball Z: Budokai 3 (and some of the more recent games, too) involve another character showing up to join in the attack. The Data Cardass Arcade games (Built on the Budokai 3 engine, released only in Japan) even had a system specifically devoted to being able to combine two character's ultimate attacks into one combination attack.
  • Dead or Alive games have these when playing in team mode. Most characters get unique attacks when switching out to certain partners. May or may not be more powerful than their normal switch-out beatdown.
  • Basically, the entire reason the Assist system was implemented in Dissidia Final Fantasy is to allow for unique combos that would ordinarily be impossible.
  • Naruto games:
    • Naruto: Ultimate Ninja 3 (Narutimate Hero 3 in Japan) has three Combination Ultimate Jutsu that are like this. Ultimate Lotus of Love and Youth for Rock Lee and Might Guy, Eternal Rivals for Kakashi and Might Guy and Combo Rasengan for Naruto and Jiraiya. Each attack can be executed by either character in battle, and both characters perform the attack together.
    • The Ninja Storm series of games introduced plenty of these, for both the heroes and villains, in Revolution. Some of them involve three characters at once (Team 7, the Sand Siblings, etc).
  • Super Smash Bros.
    • Some characters' Final Smashes have them dishing out pain with multiple characters. In Brawl, Pokémon Trainer's Triple Finish has him summoning his three Pokémon to launch a massive combination of elemental attacks; in 3DS/Wii U, Mega Man fires a blast alongside Mega Man X, Mega Man Volnutt, MegaMan.EXE, and Geo Stelar, plus Proto Man and Bass in Ultimate, Robin teams up with Chrom for an aerial beatdown, referencing Awakening's Pair-Up mechanic, while Shulk lays the smackdown with Dunban and Riki in reference to Xenoblade's Chain Attacks; and in Ultimate, Min Min joins forces with the rest of the ARMS cast to pummel her opponent; Joker calls in three fellow Phantom Thieves for an All-Out Attack; Hero calls upon the power of other Heroes to power his Gigaslash; and Pyra/Mythra calls in Rex to perform their most powerful attacks.
    • Final Bosses Master Hand and Crazy Hand have a number of attacks they can perform together when both are out. Melee and Brawl have more "basic" attacks like fist-bumps and claps, and 3DS/Wii U adds things like flicking giant orbs at each other.
  • The Rival Schools series is unique among Fighting Games, in that teams consisting purely of members of the same school can launch a school-specific Combination Attack using the entire team. Characters from the game retain this trend in crossovers; Kyosuke has a super combo with his school partners in Capcom vs. SNK 2, and Batsu has a team super combo based on his partner's specialty in Tatsunoko vs. Capcom.
  • Teaming Ryu and Ken in X-Men vs. Street Fighter or Marvel Super Heroes vs. Street Fighter would allow them to do a Double Shinku Hadoken. The Power of Friendship at its finest, especially since Ken has never had a giant beam or fireball as a Super Combo.
  • Another example would be Ultimate Muscle: Legends VS New Generation, the crossover game between Kinnikuman and Ultimate Muscle in which any tagteam has a combination attack. Including the ones that were actually included in the anime, such as Muscle Docking and the Longhorn train.
  • Tekken Tag Tournament had a few specials like this as well. Get fellow luchas King II and Armour King on a tag team, have King do an Irish Whip, and Armour King can come up to powerslam the victim while King buggers off for a beer. Paul and Law in particular have an intricate double tag combo requiring well-timed button presses.
    • The second Tag Tournament introduces Tag Assaults, which are Bound combos that cause your partner to run onscreen and perform a short string before control returns to your main fighter. Balcony crashes also require both characters (you blast your opponent through the break point while your partner catches them with a combo below).
  • In Street Fighter EX 3, certain characters had team finishers that could only be done in certain situations with certain characters on a team that weren't hinted at in game.
  • Street Fighter X Tekken has a number of ways your characters can join forces to do damage, ranging from Cross Rushes (launch combos that swap partners), Cross Arts (the purest use of the trope, where one character performs a super move then tosses the hapless opponent to their partner, who proceeds to execute their own), or Cross Assaults (a short period where both characters appear onscreen and are controllable to launch a simultaneous barrage against the lone opponent).
  • In Street Fighter Alpha 3, when Juni and Juli are fighting the together, they gain the ability to perform two additional Super Combos that they don't get to use individually: the Psycho Roll and Death Cross Dance.
  • In Marvel vs. Capcom: Clash of Super Heroes, Zangief's tag super has him and his partner grab the opponent from both sides and double pile-drive them.
  • In Mortal Kombat X, one of Triborg's Fatalities entails him splitting into three cyborgs. Cyrax slashes the victim's throat, Smoke plucks out their heart, then both hold the victim in the air while Sektor uppercuts their body in half and takes their head.

    Hack and Slash 
  • Devil May Cry 3: Dante's Awakening: In the penultimate mission, Dante and Vergil hack away at Arkham then repeat with each other's swords, and then blast the hell out of him with a Wave-Motion Gun attack from Ebony & Ivory.
  • Dynasty Warriors: Gundam has kind of fake variants. They are called Combo Attacks but are essentially each character's own special attack with a more or less slight powerup.
    • Which is an understatement in some cases. Strike Freedom, for example, goes from using its BFG in a stationary Beam Spam attack (which is good for single units, like rival Gundams) to making a series of short, controllable dashes, hacking away with its Laser Blade, firing off all of its DRAGOON units as it goes (naturally, this is great for tearing apart packs of Mooks like tinfoil).
      • More specifically, every Class 3 Mobile Suit has two different special attacks: One it used normally, and one it used as part of a Combo Attack. A certain skill that switched these made some Mobile Suits into Game Breakers (Like the Turn A, whose Combo Attack was to lob a nuke).
      • Every game in the Warriors franchise has this as well which comes from 2 player Musou attacks. A rather famous example is the Triple Musou in Warriors Orochi, which includes a three-person musou attack that can be performed by any character combinations, and special triple musou with three specific characters such as the one between Sun Jian, Cao Cao, and Liu Bei.

    Mecha Game 
  • Many games in the Super Robot Wars have a number of attacks that are available only when certain teammates (in certain mecha) are together when the attack is made, particularly if they're from the same series and are close friends. Famous attacks include the Rampage Ghost, Twin Bird Strike, Tatsumaki Zankantou, Royal Heart Breaker, Double Gekigan Flare, and Final Dynamic Special.
    • The series also eliminates the common complaint about Combination Attacks by letting the participants activate it individually. So even if the two attacks individually do more damage combined than the Combination, you can do the Combination twice and still come out ahead. This is particularly exploitable in the Original Generation games with the SRX team, a Combining Mecha composed of three robots who also have a separate Combination Attack: You can separate the SRX, do the Combination Attack twice, then recombine and perform the SRX's own absurdly powerful Wave-Motion Gun Combination Attack with a fourth mecha, all in one turn.note 
    • Endless Frontier has Reiji's and Xiaomu's Frontier MAX attack be a combination attack. In EXCEED, Aredy can start combinations with the Arkuon, Neige with the Fey-Clyde, Haken with the Gespenst Phantom, Reiji with Xiaomu, and Reiji again with both Xiaomu and Saya (but Xiaomu now has her own personal Frontier MAX as well). Meanwhile, Axel Almer and Alfimi count as a single unit, so all their attacks are in unison.
    • Interestingly, a lot of these combo attacks are done in canon, but plenty of them are changed due to Rule of Cool, or which series' are included in that particular game. Example: The original Final Dynamic Special involved Getter G, Grendizer, Great Mazinger and Double Spazer. All games using Grendizer swap out Double Spazer and put Koji in Mazinger Z. And depending on the game, Mazinkaiser may replace Z or Shin Getter replacing G, and Grendizer may not show up at all!
      • To note, the Mazinger units usually has the most amount of Combination Attack in the games they were in. Tetsuya is actually the current title holder for having the most amount of combination attacks in the franchise history.
    • Super Robot Wars NEO gives the Eldoran series units the Eldora Special
    • That's retained in OE, but more interestingly was inspired by a combination in Super Robot Wars GC involving Braiger, Baxanger, and Sasurauger known as the J9 Special.
    • And Super Robot Wars Z2: Hakai-hen adds the Invincible Special, a team-up of Sunrise's three "Invincible" robots (Daitarn 3, Zambot 3, Trider G7). Saisei-Hen gives us the Dankuu Souga Ken, which is like the X-Strike but with the two Dancougar. Tengoku-hen has Aquarion LOVE, which is a Double Mugen Punch that ends with both Aquarions' punching arms turning into a heart.
    • Super Robot Wars BX
    • It's worth noting beforehand that, if one chooses not to sortie all the necessary units in Super Robot Wars X, a combination attack can still be used. It ends up looking similar to the "summon attacks" used in Tengoku-hen, complete with them being noticeably weaker than normal combination attacks.
      • The Coupling Modes for Luxon and Bradyon are represented as this. In contrast, Bradyon Next can activate a similar state alone for an attack, due to the development of the Stand Alone Mode.
      • "Joint Dragon Fire" appears after being notably absent from Might Gaine's debut in V, only here, Black Might Gaine is added in!
      • What many considered the best part of PV2: "Mazin Soukougeki" between Koji in Mazinkaiser and Tetsuya in Mazin Emperor G. Bonus points for being used on Mazinger Zero.
  • Starting from the second game, the Another Century's Episode series has combination attacks when you sortie with at least one wingman. Certain pairings of characters have special combos, ranging from the obvious (Double Gekigan Flare!) to the ludicrous (Wing Zero Custom + Gundam X or Freedom and Justice with METEORs = record pain).
    • The third game has Shin Getter Robo, which is actually 3 mechs in 1. It can perform a unique combination attack if you sortie alone.
  • SD Gundam G Generation doesn't tend to include combination attacks, but they pop up on occasion (for example, Chaos, Gaia, and Abyss get one in Wars). The most famous example from G Gen isn't even playable; a Cut Scene in Neo shows the Wing Team attempt an attack on Master Asia — which fails primarily because it's Master Asia.

    Platformers 
  • The Kong Pow from Donkey Kong Country: Tropical Freeze. Collecting bananas gradually fills a gauge on the HUD that, when full, allows the Kongs to transform all onscreen enemies into extra lives, recovery hearts, or Banana Coins. It takes two characters to pull off the move, though, so Donkey Kong is out of luck if he's by himself.
  • On top of its use of Spell Blades, various characters in Kirby Star Allies can mix their copy abilities together to form one-off attacks. Some of these can be used to solve puzzles, but they're mainly there to let the players cause havoc.
    • The story mode of Kirby Fighters 2 is themed around teaming up to overcome greater challenges. While Twin Woods and Duo Edge have some of these, such as both trees putting all their energy into growing a MASSIVE apple to crush Kirby or the giant armors charging across the stage at the same time, the best-choreographed battling has to go to the eponymous Destined Rivals, King Dedede and Meta Knight. Every battle against them has the series staples uniting their abilities in creative ways, such as Dedede's massive inhale spitting the enemy directly into a heavy slice from Meta Knight, or Meta Knight's twister wrapping around Dedede's spinning swing for a vortex of bludgeoning.
  • The Double Attack in Mega Man X8. Whenever the player fills the AT Gauge while both teammates are active, pressing the Double Attack button while cause the point Maverick Hunter to create a small spherical field around them which, when it connects against an enemy or a boss, will have both Maverick Hunters perform a powerful screen-clearing attack together that can destroy lesser enemies and heavily damages bosses. During this attack, X fires a powerful laser beam from his X Buster, Zero's Z-Saber grows huge as he slices his opponents, and Axl busts out the Guns Akimbo and blasts the area or the opponent with a hail of bullets.
  • In New Super Mario Bros. Wii and Super Mario 3D World, if there are multiple players, they can do a screen-wiping combination attack by simultaneously hitting the ground with a Ground Pound.
  • Sonic the Hedgehog
    • Sonic Adventure 2 ends with Sonic and Shadow simultaneously using Chaos Control to set the Space Colony ARK back in its proper orbit.
    • Sonic the Hedgehog 4: Episode II has a stronger version of the Spin Dash done by Sonic and Tails simultaneously.
    • Sonic Heroes featured "Team Blast" attacks for each team.
    • Sonic Forces has the Double Boost, an even faster boost move performed by Sonic and the Avatar. There's also the Triple Boost, a move used by Modern Sonic, Classic Sonic, and the Avatar to finish off the Final Boss.

    Real-Time Strategy 
  • EndWar on the DS has a gameplay mechanic somewhat similiar to this, attacks made against a unit that is surrounded by enemies get a significant boost even if those other units aren't attacking it.
  • From the RTS game Warcraft III:
    • Though not technically an intended instance of this trope, hero spells may be cast simultaneously for a much greater effect. This trope appears primarily in multiplayer environment, where many of these moves became cookie cutter with their repeated use, and are the driving force behind some of the strategies and counter-strategies, often falling into a category of the dreaded Game-Breaker.
    • - Tauren Chieftain's Shockwave (line damage) + Farseer's Chain Lightning, = Chainwave
    • - Death Knight's Death Coil (heals allied undead/damages non-undead enemies for a substantial amount) + Lich's Frost Nova (deals area damage and extra damage to the target) = Coil Nova
      • The expansion added the Crypt Lord, whose Impale ability deals some damage and stuns enemies in a long line, making it a valuable addition to the above.
    • The Blood Mage's Banish spell deals no damage on its own, but instead makes the target slower, immune to normal attacks (and unable to attack), and sells cast on it have increased effects. The Mountain King's Storm Bolt throws a hammer at an enemy to deal huge damage and stun them. You can see where this is going.
    • In Defense of the Ancients, a popular custom map for Warcraft III, the gameplay revolves mostly around proper timing and aim of multiple hero skills.
    • In an intentional example, the Pandaren Brewmaster has two skills intended to be used in tandem: Drunken Haze and Breath of Fire. Drunken Haze causes drunkeness in enemies, lowering their accuracy, while Breath of Fire deals damage in a cone. Units with the DH debuff, however, take extra damage and further damage over time.
  • In Brütal Legend the player's avatar (either Eddie Riggs, Dark Ophelia, or Emperor Doviculus) can do double team attacks with any friendly unit during stage battles.

    Role-Playing Games 
  • Absinthia: Unlike most games, team skills are upgrades of existing skills and require only one character's turn, making them easier to use than in most games. However, this requires both characters to be alive and free of certain ailments. If these conditions aren't met, the team skill reverts to its weaker base form.
  • Ar tonelico II: Melody of Metafalica has the Reyvatiels able to use Synchronity Chains after getting into sync through use of Psyche attacks, and the securing of the knowledge of the Combo Magic. While just triggering the chain without a song that evolves to Combo Magic is still good (A very much extended Attack Phase), the Combo Magic can get scary powerful when amped up with Replakia and high Burst...
  • Arc Rise Fantasia lets you sync together Magic spells cast by multiple characters on the same target for amplified effects. Also, you can pull off Excel Trinities (arguably the main engine for pumping out damage later in the game) by having your 3 characters do an Excel Act at once on an opponent.
  • Astra Hunter Zosma: Astra skills are powerful skills that Zosma and his companion can use together, but each one can only be used once per battle and requires both characters to be alive.
  • In Brave Frontier, when two or more units hit the same enemy at the same time, they create a Spark that deals more damage.
  • Breath of Fire IV also had a combo system where casting any two compatible skills (or spells) sequentially caused their effects to combine, resulting in additional hits/damage, or entirely new, mixed-element spells. Some of the game's Masters specifically request combos exceeding a certain amount of damage or number of hits.
  • In Bug Fables, the team eventually learns to use Team Skills, which are devastating powerful moves that require multiple party members to attack at once, but also waste both of their turns at the same time. There are 4 Team Skills in total, each unlocked in a different way:
    • Frozen Drill is learned at Rank 17 and is performed by Kabbu and Leif. It hits enemies 4 times, with the first 3 hits ignoring defenses, deals damage equal to Kabbu & Leif's ATK combined, but halved with each hit, flips the flippable enemies and has a chance to freeze them into an ice cube.
    • Frost Relay is learned by helping the tarantula wizard to find the ingredient for his newest Magic Potion, and is performed by Vi and Leif. In it, Leif and Vi take turns striking the enemy up to 12 hits, with each hit dealing 1 less damage than the previous one, with Leif's hits having a chance to freeze the enemy, which allows Vi to deal extra damage when her turn comes.
    • Fly Drop is learned in Chapter 6, when Vi is finally forced to start flying and carrying Kabbu around, and is performed by Vi and Kabbu. In it, Vi grabs Kabbu, flies as high as possible, and then drops Kabbu horn-first at an enemy, dealing damage equal to their ATK combined + 4 extra damage, piercing all defenses.
    • Frost Bowling is learned at the end of "Leif's Request" sidequest once they discover the truth behind his past, and is performed by all three team members at once. In it, Leif freezes Vi into a massive ice sphere, which is then launched by Kabbu at enemies. It deals damage equal to all team members' ATK combined and can be ended early to create an explosion that deals 3 damage less to strike for the second time. It also has a chance to freeze enemies into an ice cube.
    • Of the non-player examples, Maki and Kina can also perform their own combination move in the post-game Optional Boss fight with Team Maki. In it, Maki launches a team member into air, which is then followed by Kina kicking them into another team member, damaging them both.
  • The Bureau: XCOM Declassified had the cross-class skill combinations. For instance, Carter could use use his powers to lift an unshielded enemy, allowing for the sniper rifle-equipped Scout to perform an One-Hit Kill on them.
  • Chrono Trigger was one of the first games to use combination attacks, allowing two or even all three party members to unleash devastating special moves — Elemental Punches, Yin-Yang Bombs, and more. It even works some characterization into this system, in that your surly and aloof Token Evil Teammate doesn't have any Dual Techs, and can only perform Triple Techs if you seek out and equip certain items.
    • Its sequel Chrono Cross also has Dual or Triple Techs, but these are very few in number (even more so given the game's large cast), and not really worth the effort given the character combinations required to pull them off and the fact that each can be used exactly once per combat. That said, Serge and Glenn's incarnation of X-Strike remains pretty damn effective, especially after each has gotten his Infinity +1 Sword (or in Glenn's case, swords).
  • In Deltarune some of Kris's Acts either require the help of Ralsei or Suse, or have an upgraded version that's used with Ralsei and/or Susie, but using them also uses up said party member's turn. Played Straight with Susie's Red Buster, which deals massive damage.
  • Digital Devil Saga (and its sequel) has a Combo System, which merely requires that the characters you're using each has a particular skill equipped - then the combo appears in a separate menu. Many of the comboes are simply more powerful attacks that you'd be able to use singularly at a later date - others are unique attacks and spells which cannot be found in any other way. As a whole, they're only really useful early in the game, however...
  • In the Dragon Age series:
    • Dragon Age: Origins has spell combos, such when two force fields result in an explosion centered on target. While the spells can be cast by the same character in succession, it is more efficient if fired by two mages. The most common example is probably Shattering, where one mage freezes the target with Petrify or Cone of Cold, then another uses Stone Fist, Crushing Prison, or a Critical Hit to insta-kill it.
    • The cross-class combos in Dragon Age II and Dragon Age: Inquisition allow each class to inflict a unique status effect on any enemy, which can only be exploited by the other two classes. The party AI can then be configured to do so at any opportunity.
  • Dragon Quest:
    • Dragon Quest IV: The spell Kazapple, which takes 10 MP from every character in the party to fuel a bolt of super-powerful lightning that obliterates a single enemy. This was much more useful in the original, since it made the Artificial Stupidity of your teammates a moot point for that round. In the remakes, you could generally get better results with individual moves, especially since the Combination Attack would fail if one party member was killed/disabled. The problem is that the game doesn't tell you it's a Combination Attack. And if you're in the habit of bringing Ragnar and/or Alena with you, it won't work because they have no MP to contribute to the spell.
    • Dragon Quest Swords lets you spend your Master Stroke counter and some of your companion's MP into these. Although they don't cause nearly as much damage as some slightly more advanced Master Strokes.
  • Etrian Odyssey:
    • Enemies can "stand ready", unleashing a very deadly and likely party-wiping attack with the aid of another monster if at least one participant isn't killed or otherwise rendered unable to execute the attack before the lead participant takes their turn.
    • Etrian Odyssey V: Beyond the Myth: Your characters can perform Union Skills, several of which require the participation of two or more party members including the one initiating the skill. Examples include Double Attack, in which both particpants strike a specific target with their equipped weapons, and Chain Blast, which damages and binds all enemies.
  • Final Fantasy:
    • Final Fantasy Crystal Chronicles allowed characters to cast spells on the same target to form new ones, like Fire and Life spells combining to make Holy. The spells can become even stronger with proper timing, but really strong ones like Firaga+2 require all 4 players to cast their spells with about a second delay between each other. make sure the enemy isn't like, trying to attack you while you set this one up.
    • In Final Fantasy IX, putting black mage Vivi and Big Guy Steiner in the party together allows them to perform "Magic Sword" techniques, where one of Vivi's spells is channeled through Steiner's sword.
    • And of course, the whole concept of combination attacks in FF series started with Palom and Porom of Final Fantasy IV, who could cast powerful unique spells with their Twin(cast) ability. The DS versions allows you to give the Twincast command to other characters as well, resulting in several new unique spells, including the fan favourite Ultima (which is produced by twincasting with Cecil and Rosa) that eventually outdamages everything else in the game once you remove the damage cap. The sequel, Final Fantasy IV: The After Years, adds Band Abilities that allows party members to partner together for certain attacks. While most character pairs only have a single Band attack between them, thanks to large number of charactrs and the fact that the parties consist of up to 5 characters, the grand total greatly exceeds even that of Chrono Trigger's. It also averts the common problem of attacks ending up doing less damage than its component parts by having some of the stronger ones break the damage cap and for the ones that don't, an accessory can take care of it.
    • Final Fantasy XI has Skillchains, which result from properly timed and executed Weapon Skills in succession, which gives an extra bit of elemental damage. Mages can then correctly time a spell and Magic Burst the target, which doesn't have a separate animation but does significantly boost the damage of the spell. Unfortunately, with various changes over the past few years, many don't bother with either of these nowadays.
  • Flip Dimensions: Special skills can be used that consume two party members' turns. However, if the skill is initiated by the slower of the pair, the faster character will have their buffs and debuffs tick down before the skill activates.
  • Granblue Fantasy has "Chain Bursts": when party members perform Charge Attacks in succession during a turn, additional damage is inflicted at the end of the attacks depending on the number of party members that participated in the Chain Burst, with a Full Burst, performed with all four party members, dealing the most damage. The element of the Chain Burst depends on which party member initiated it.
  • Guild Wars 2 has some abilities that when used create a combo field that remains on the field for a short period. If another character uses a skill that counts as a finisher and the attack passes through the combo field a secondary effect is created. The effect depends on elemental type of the field and the attack type (blast, leap, projectile or whirl) of the finisher.
  • In Growlanser III and IV, in order to cast higher level spells, two party members have to cast low level spells to form cooperative magic.
  • Kingdom Hearts: The Power of Friendship is one of the main themes of the series, and is weaponized in the form of combination attacks in most games.
    • Kingdom Hearts: Sora's most powerful special attack is Trinity Limit, a triple Combination Attack where he borrows Donald and Goofy's powers to make a typically screen clearing burst of light.
    • Kingdom Hearts II: Every party member and several summons has a Limit, a powerful attack where they team up with Sora. Donald and Goofy get two each, plus the return of an overhauled version of Trinity Limit.
    • In Kingdom Hearts: Birth by Sleep, there's the Dimension-Links, which lets you invoke the powers of characters such as Zack, Stitch, Mickey and strangely enough, Maleficent. It also has traditional Combination Attacks when you're fighting together with other characters, but since all such occurrences are plot-dictated and non-repeatable, it's easy to miss them.
    • Kingdom Hearts 3D [Dream Drop Distance]: The Link system allows the playable characters to tap into the power of their Dream Eaters in different ways. Sora has Link Attacks, which are the purest version of this trope, a powerful attack that Sora and his Dream Eaters perform together. Riku instead gets Link Styles, wherein he does a Fusion Dance with them to power up his Keyblade. Also, to a lesser extent, if you and your Dream Eater connect with any attack at the exact same time, both attacks are powered up and the Link gauge gets a boost.
    • Kingdom Hearts III overhauls the Limit idea from II into the Team Attack. They longer cost MP to use, and instead have a chance to be generated while in battle. Donald and Goofy once again have two each. In addition to their Team Attacks, Sora also has a series of "Unison" combo finishers that trigger if Donald or Goofy are nearby when his combo ends that have him teaming up with them for an attack. Trinity Limit is no longer an equippable ability. It instead appears at the climatic moment of the final battle.
    • The downloadable "Re: Mind" expansion for KH3 adds several more, some of them not even involving Sora. While playing as Roxas, the "Clock Tower Trio" (himself, Xion and Axel / Lea) can use Thinking Of You. Axel encircles the enemy in flame, then repeatedly throws his chakrams at them while Roxas and Xion spam dash attacks. It ends with a final cross attack from Roxas and Xion before Axel dive-bombs the target.
  • Legaia II: Duel Saga has "Variable Arts", where one character must perform an intro attack, and another must perform an ending. Variable Arts (in general) are the second most powerful type of Art, the first being Mystic Arts.
  • This is pretty much the gist of Mana Khemia's Variable Strike. "Everyone, please!"
    • The sequel expands this with unison strikes, in which one participant sets the target up for a follow-up attack from another, and unison guards where a character can swap in after another guards for a unique support move. In fact, the game's Unison Mode seems mostly geared around this mechanic.
  • All of the Mario & Luigi RPGs feature combination attacks for special moves, requiring careful timing and coordination to pull off. The majority of Superstar Saga's Bros. Attacks rely on the Bros' physical capabilities, drawing from the field mobility options they learn through their journey. These attacks can be advanced into different attacks (for example, instead of pelting the enemy with multiple fireballs, one huge fireball is made and launched at the enemy instead). The later games use item-driven special attacks, but they still involve the co-operation of the 2-4 brothers.
  • Mass Effect has some minor examples, mostly involving having one character use Lift and another shoot the newly out-of-cover foe, or multiple Lifts and Throws to fling Geth Colossi around the field in the first game. The second game lets Warp cause people already under the effect of a biotic power to explode, and the third game, in addition to making Biotic Explosions much more accessible, allows tech attacks like Overload and Incinerate to be combined, as well, though Biotic Explosions are still the strongest. These combinations are essential to the three caster classes.
  • The Fusion moves in Marvel Ultimate Alliance 2.
  • Penny Arcade Adventures lets two or three of your characters combine their special attacks into one team-up attack. However, since those don't develop, and lack a power-boosting minigame, they usually only see use against enemies weak against them.
    • It's also a matter of timing the three characters varying speeds. Letting the other two wait until Tycho's bar fills is a losing proposition.
  • Persona:
    • Persona 2 has Fusion Spells, in which two or more party members can use specific moves (some even require specific Personas) to perform powerful attacks.
    • Persona 3:
      • Fusion Spells return for this game, but this time are limited to just the Main Character. It requires him to have two specific Personas in his inventory at the same time, and one of them must be equipped. They require a percentage of the Main's maximum SP in order to cast it. Portable removes this, instead having the skills as consumable items purchased in a special store. However, Portable also adds Co-Op attacks, which have a random chance of triggering when an enemy is knocked down.
      • This game would also introduce the series staple All-Out Attack, in which every character in the party attacks the Shadows at once when all Shadows in the battle have been knocked down. In both this game and Persona 4, this attack takes the form of a Big Ball of Violence.
    • Persona 4 Golden adds a new form of Combination Attacks in certain follow up attacks, which only trigger after an All-Out Attack fails to wipe out all enemies, and require two specific characters to be in your party (Yosuke and Teddie, Chie and Yukiko, or Kanji and Naoto).
    • Persona 5:
      • All-Out Attacks are revamped for this game. While still acting the same mechanically, instead of being a Big Ball of Violence, they now take a form more similar to a Criss-Cross Attack that ends with the character who triggered the attack posing for the camera while the enemy explodes into blood with a Bond One-Liner written above them.
      • After knocking down an enemy, the player will be given the chance to perform a Baton Pass, where one character gives their turn to another to gain bonuses like enhanced stats.
      • After completing rank 2 of Shinya's Confidant, the player unlocks Bullet Hail, which randomly triggers at the start of the battle and has the party showering the enemy Shadows with gunfire.
      • Royal introduces Showtime, a flashier version of the follow ups from Persona 4 Golden, where two party members can pull off a special move together (for example, Morgana turns into a car and Haru rides on top, shooting the enemies with her grenade launcher as Morgana rams into them).
    • Persona Q2: New Cinema Labyrinth features All-Out Attacks, but also has another type of this attack in Unisons, which act similarly to the follow up attacks from Persona 4 Golden.
  • The Phantasy Star series uses combination attacks that were triggered when the right attacks were used in order, leaving it up to the player to discover the correct combinations. Phantasy Star IV added the "Macro" system, allowing the player to set up macros that triggered them almost at will.
    • A large amount of them could kill enemies outright (depending on certain criteria: organic, bionic, dark, or all period). Also, even enemies could use them, but they are mercifully rare (and never the insta-kill ones).
  • Pokémon
    • "Beat Up", a move introduced in Gen II, is a Combination Attack of all your Pokémon, which actually does take in account the Attack values of the Pokémon involved, but leaves out some of the subtler attack mechanics in order to make it work.
    • And now in Black and White versions, in double and triple battles, using two of the Pledge moves in a certain order will produce new results, such as using Water Pledge followed by Fire Pledge creating a rainbow which basically grants you the Serene Grace ability for four turns. Beat Up has also been altered to only use the Pokemon's base attack stat.
    • Generation V also has the move Round, a singing attack that grows in power if two or more Pokémon use the attack in a turn.
    • In Pokemon Let's Go, two players (you and an assistant...or just you using both halves of the Switch controller) can combine their throws to create a Synchronicity bonus to the catch experience multiplier, which combined with all the other multipliers can have Pokemon gaining two or three levels (or even more for new low-level ones) from a single battle.
  • Raidou Kuzunoha vs. The Soulless Army has Combination Arts. Leveling up Raidou's familiars will usually cause them to learn a special combo, and effects range from nullifying (or even better, absorbing) elements for a period of time, super-charged shots or strikes from Raidou's gun or katana, to attacks that decimate every enemy on-screen.
  • RealityMinds: If the player characters use specific skills in a round of combat, they will follow up with another skill that combines the effects of the original skills. Fortunately, the game allows the player to check on all chain skill combinations in and out of combat.
  • In Robopon, combining software can get you more powerful attacks depending on what kind it is. Mixing FIRE and WATER will get you a Steam attack, which has a chance of causing a Fever.
  • Rogue Galaxy featured numerous Combination Attacks across a wide variety of party member, some of which were highly amusing and/or graphically impressive, but the most effective strategy remained attacking with the hero's sword. The same was true for most single-caster techniques.
  • Large Staple of the Saga series from SaGa Frontier onward. You can combine Magic and Physical attacks all into one assault dealing up to 10,000 damage and possibly over that, Perhaps the best of them all is The Wheel Vortex in Romancing SaGa Minstrel Song; in fact the Combination attack: The Dragon is required to complete a quest.
  • Sailor Moon: Another Story had a TON of combo spells, called "link techniques". All you had to do to acquire them was to put them together in your diary menu and press start, and the game would automatically reveal (and remember) any applicable link techs. The power of the Link Techs were dependent on a special stat that increased the more the characters in question used Link Techs.
  • Septerra Core: Grubb and Led have one. All multi-card spells require one team member per card, so technically they are too.
  • Shin Megami Tensei: Strange Journey has a variant: whenever one of your monsters hits an enemy's weakness, every other monster of the same alignment (Law, Neutral or Chaos) will pile up some extra Almighty-type damage.
  • Shin Megami Tensei NINE has combo skills that activate when at least two party members use the same skill at the same time. The effects vary depending on the base skills, but they're typically more useful than having each participant act individually.
  • Shin Megami Tensei IMAGINE has build up charge over battles to allow combination attacks between your owned demons. The type of attack depends on the demon types. So comboing a Jack Frost and a Garm will give you the same attack as comboing a Pixie and a Garm as Pixie and Jack Frost are both Fairy demons. These are usually more useful than individual attacks.
  • In Skies of Arcadia, once you become captain of your own ship and have maxed out SP you can perform two special moves. The first, Prophecy, requires the party to consist of four members that aren't asleep, unconscious, or otherwise incapacitated. The four all say part of the invocation, "In dire need, We call forth, The power, Of the Ancients," which summons a moon down on the enemy for massive damage. The second, Blue Rogues, only requires Captain Vyse to be activate. He calls forth every single member of the crew on board to attack the enemy and heal the party. There's a maximum of eleven roles on the ship and some roles can be filled with either an attacker or a healer.
  • Sonic Chronicles had a few attacks that only worked if a certain character plus 1-3 others were in the 4-man/woman/mecha band at the same time. Luckily, this worked well, with amazing animations like Sonic becoming a ball so that Amy could throw him in the air and use her giant hammer to hit Sonic into the enemies like a tennis racket.
    • Also from the Sonic series, Whisker and Johnny in Rush Adventure do this attack where the former throws the latter at you. If you jump though, you won't get hurt. And most of the moves in Sonic Heroes (especially the team blasts), and some trigger moves in Sonic Advance 3.
  • Suikoden has the United Attack, which can only be used with certain people in your party but is generally more effective than having them attack singularly.
  • In Sword and Fairy 7 it's called Joint Srike. During battle, there's a small chance that a button prompt will appear. If pressed in time, lead character and a random ally will use a powerful attack.
  • Tales Series:
    • First appears in Tales of Eternia, where Reid or Farah using certain techs at the same time as a certain spell was cast would combine the two into a special elemental weapon technique.
    • Tales of Symphonia has Unison Attacks, which allow all four party members to use a special move in succession. If the right combination of special moves are used, they will "double-tech" together and create a final-addition attack on the enemy at the end.
    • In Tales of Rebirth all Mystic Artes are like this, involving a warrior-mage pair. There's a ton of requirements, and they can only be used as Finishing Moves, kinda like player-triggered Coup de Grâce Cutscene. Awesome, but Impractical indeed.
      • And then there's "Dual the Sun" Mystic Arte, that has seven extensions, that require very specific button inputs, and three party members. The enemy will be dead after the base arte, but if the chain was fully completed, the party will be fully healed, and get an EXP bonus.
    • In Tales of the Abyss, usage of elemental artes will leave "Field Of Fonons" on the ground. When certains artes are performed in the right FoFs, they will transform into elemental variations of the move. "Combination" part is downplayed, as characters can use their own FoFs, thus performing these moves alone.
    • Tales of Vesperia has one in the original, used by an Optional Dual Boss Gauche and Droite. Another is added in the Updated Re Release, which shows up in the form of a massive Sword Beam, used as the third Mystic Arte of Yuri and Flynn.
    • In Tales of Hearts, Unison Attacks can only be done when one character isn't even in battle. They're always between a character who's in battle and another one who's been called in from the back through the Assist Arte mechanic. This essentially allows a character to alter and/or power up their own move or spell by spending the CG to summon the assister.
    • Tales of Xillia has tons of these, and they can be activated as long as you have a segment of the overlimit gauge filled. Alternatively, you can let the gauge max out and enter Overlimit mode, where they can be chained together rapidly for the duration, even switching your partner for the attacks in the process.
    • Tales of Xillia 2 gives every single party member a dual Hi-ougi/Mystic Arte they can perform with Ludger once they've gained enough affinity with him.
    • Tales of Arise has Boost Strikes - Finishing Moves, that can be used after the enemy's guard gauge is depleted. Most bosses outright require to be hit by one to go down. There's also special Boost Strikes, that can be used on some story bosses.
  • Tokyo Mirage Sessions ♯FE: The combat system is based around the idea of a character on their turn hitting an enemy with an attack it's weak to, leading to each of your other party members (including benched ones after a certain point) automatically using attacks that chain together. Since the total party members are seven, this can lead to seven consecutive attacks (so long as someone doesn't use an attack that can't be chained). In-Universe, these strings of attacks are known as Sessions. If you think this makes you overpowered, mind that enemies can use Sessions too, so you may pay dearly for even a small mistake.
  • The Trails Series has them with the Chain Crafts in Trails in the Sky SC and the 3rd, the Combo Crafts in Trails from Zero and Trails to Azure and the Tactical Link System in Trails of Cold Steel although the last one is more of a character hitting the enemy and if the enemy is inflicted with a Critical Hit or is weak from a certain weapon type, then a follow-up attack occurs. The true Combination Attack of Cold Steel is in Cold Steel II, when both The Hero Rean and The Rival Crow use "Union Slash - Deadly Domination" against Vermillion Apocalypse in their respective Humongous Mecha.
  • TS!Underswap: A new gameplay feature added by Team Switched in this Undertale Fan Game—certain enemies can perform special attacks if they're encountered in the same battle. For example, a Loox taking a bite out of a Vegetoid and spitting the chunks at you.
  • In Tyranny, the Fatebinder gains joint abilities with companions who have a sufficient amount of Loyalty (or Fear). Certain companions can also learn combinations with each other. Most of these abilities are limited to once per rest, however, making them somewhat Too Awesome to Use.
  • Used in Wild ARMs 4 and Wild ARMs 5. In 4, there were four party members that were always all used at once, and there was a combo for every possible combination of two and three characters, plus a secret one for the whole party. In 5, there are six party members, of which you can use three at any given time, and there's a combo for each possible pair.
    • In Alter Code:F, a front row character can perform one with a back row (inactive) character positioned directly behind. The back row character must be equipped with the Assist Blitz skill. It occurs randomly when using a normal attack.
    • Wild ARMs 3, while not having the same kind of combo attacks as the games to follow it, has a few attacks that utilize the power of teamwork. First is Janus and his lackeys Dario and Romero, who use a triple-attack they call The Trinity, and specifically state that all 3 of them must be present to use it. Later on, the Schroedinger family uses a move called Wild Bunch, which combines their various talents (Alfred's bombs, Todd's sword, and Shady's fire breath) for a rather powerful attack against your whole team. Finally, your own team gets one (of sorts) with the Arc Impulse arcana, which has its base power increased for each ally you have defending. With one person casting it and the other three defending, it becomes surprisingly powerful, but of course, with only one person attacking in a single round and no one to heal or support, this strategy is pretty much Awesome, but Impractical.
  • In the Playstation 2 Wizardry games, your team can develop team actions. This includes early tactics such as the backrow throwing rocks enemy spellcasters while melee units cut through the enemy lines. There's also a move where the spellcaster at the back of the team, will teleport the rest of the team just out of sync with an enemy, so that the front row squad automatically evade the enemy attacks before lashinig out with their own.
  • In The World Ends with You, everyone of your partners can perform three different forms of this with Neku, and beware when Joshua channels all your partners energy through his Jesus beam in the last battle.....
  • In World of Warcraft, the Hunter class can tame wild animals to fight alongside them as combat pets. A hunter can keep up to five pets with them in the field, but only one of those five can be actively summoned at any given time. However, high level hunters gain an ability called Stampede, which temporarily summons the other four pets to attack the hunter's current target alongside the active pet for 20 seconds.
  • Xeno series:
    • Xenosaga Episode II features combination attacks between characters, such as Jr. and Momo or Shion and Jin teaming up to deliver a unique attack in tandem. This was also present in Episode III as co-op attacks, but these occur more randomly.
    • Xenoblade Chronicles 1 has a somewhat less flashy example with its Chain Attacks. When your party gauge is maxed out, initiating a Chain Attack allows each character to use their special attacks in succession without interruption and regardless of cooldown. Arts that cause status effects are even boosted to 100% effectiveness against anything not totally immune to them, allowing even bosses to be disabled with the right combination of moves.

      Building character Affinity will increase the chance that the chain will be extended for extra hits beyond the initial three. With sufficiently high Affinities, the characters can continue to attack until they run out of moves. In addition, moves in the same category (denoted by their color) will have their strength multiplied if they are used in succession, and Talent Arts act like wildcards, chaining from or to any color.
    • Xenoblade Chronicles 2:
      • During level 4 Blade Special a Driver and their Blade take turns attacking with Blade's weapon, either by passing the weapon back and forth, both wielding the weapon at once, or wielding one half of the weapon each.
      • Chain Attack returns, only this time it's Blades who use their moves. It can be powered up by elemental orbs, that are left from previously used Blade Specials. If enough orbs are used in a single Chain Attack, the entire party will assault the enemy with their level 4 Blade Specials, essentially using a combination attack composed of combination attacks.
    • Xenoblade Chronicles 3: Chain attack returns once again, and now it comes with its own Theme Music Power-Up. It's comprised of several rounds, and at the start of each the player must choose one of three "orders", proposed by party members. The player then chooses which party members would attacks with their arts, with each attack adding some "Tactical Points" to the meter. If their amount exceeds 100, the order will be finished, and the character, whose order was chosen, will perform a powerful Chain Art.

      However, if two characters from any Ouroboros pairnote  successfully execute their orders in a single Chain attack, in the next round there will be a special Ouroboros order available, which reactivates all characters and replaces normal Chain Art with a powerful attack in which the pair takes turns using their Fusion Dance powers, with a "normal" dual attack in human forms thrown into the middle.
  • In Yakuza: Like a Dragon, "Tag Team: Essence of Mayhem" is an always-available special move where Kasuga and all party members on the field wail on a single enemy. By maxing out his Relationship Values with them he unlocks unique Kiwami Moves with them.
    • "Blade Kill", Majima and Saejima's special Heat Attack during their Dual Boss fight; Saejima grabs Majima by the legs and begins to spin him around, Majima keeping his tanto out to slash any nearby party members before Saeijima pitches him at Ichiban. Majima flies past Ichiban before rebounding off the wall and kneeing Ichiban in the back of the head, just as Saejima rushes forward to gut punch Ichiban for the finishing blow.
  • Like a Dragon: Infinite Wealth has multiple ways in which party members can engage enemies together, which increase as Relationship Values increase. By default, knocking in enemy close to another party member has them follow up with a second attack. Tag Team attacks allow Kasuga and a friend to attack enemies together and buff their abilities at the same time. At higher friendship levels, initiating an attack near an ally will have them attack an enemy at the same time.

    Shoot 'em Up 

    Sports 
  • Inazuma Eleven has a multitude of 2- or 3-person combination moves, as well as a chain shoot system that allows two or more players to chain up a continuous attack using individual techniques.

    Stealth-Based Games 

    Third-Person Shooter 
  • In Lost Planet 2's multiplayer mode, there is the Support Cannon, which is pretty much this. A player with a support weapon can pull this out, then up to 3 more players can join in an attack that is very reminiscent of Super Sentai series. Depending on the type of support weapon the main player uses, and the weapons the supporters are equipped with, different attacks can result. Usually, the Support Cannon fires a big red laser, but it can also throw a giant fireball or be used like Big Freaking Laser Blade.
  • Gears of War and its sequel allow players to use their chainsaw bayonets on the same enemy simultaneously. Since the chainsaw bayonet is a one-hit kill anyway, it's kind of overkill, but still looks pretty awesome.

    Tower Defense 

    Turn-Based Strategy 
  • Advance Wars: Dual Strike introduced the Tag system, whereby two COs are selected and switched in and out to make strategic use of their abilities. When both of the their power meters are fully charged, they can use a Tag Power, which effectively grants two turns using both of their Super CO Powers in succession. Several COs have "Tag Breaks" with one another, which increases the potency of the attack. Many of these Tag Breaks are bona fide Game Breakers.
  • Agarest Senki: There are over 100 combination attacks in the game. Interestingly enough, they are performed only by chaining together the right skills, meaning that even a single character can perform them if they have the right amount of action points.
  • Combination Attacks are part of the core gameplay in Chroma Squad, where squad members can use the 'Teamwork' action to attack together with another squad member for more damage than they would do individually. A full five-member combination attack is known as a Finishing Move, and will defeat pretty much any non-boss enemy in the game in one hit. However, using it for such costs you fans (your core resource), as your viewers want you to save your flashiest moves for finishing off bosses.
  • Namco × Capcom allows characters to use special attacks known as Multiple Assaults, which are distinct from its normal combat system. These attacks target multiple enemies or require multiple units, though not necessarily both (some target only one enemy, while some like Taizo Hori's only need one unit to use).
    • Being a successor to Namco X Capcom, Project × Zone not only has Multiple Assaults returning, but most of the characters are "Pair Units". This means that a "normal attack" is even considered this as both characters in the pair attack the opponent simultaneously.
  • Placing several characters in close proximity next to an enemy in Disgaea allows for a percentage chance that the characters will perform a combo attack, up to four characters. Disgaea 2 ups the ante by adding Tower Attacks. Disgaea 3 takes it even further by allowing a pair of characters to combine almost any two low rank special attacks together with frequently hilarious looking results, and allows for a tower of characters to perform unique specials. It also introduces the Magichange system, which allows a monster to transform into a weapon for a human character, enabling the use of a few new special attacks that more often then not have the monster shift back into its normal form to perform a combination strike with their partner.
    • Also, the page quote references the other kind of combo, which consists of ordering several characters to attack a same enemy in succession, granting them an attack bonus. By placing your characters correctly, you can accumulate the boosts of both methods (well, not to its full potential, because it would require 12 characters and you're only allowed 10).
    • Disgaea 4 introduced the "Heart Cannon" Cam-pain Symbol, which allowed characters stationed into it to perform "Support Attacks", racking up a ludicrous hit count. Dimension 2 tied its chances to individual characters' Relationship Values, and Disgaea 5 gave this as the base Evility to the Archer class.
    • Disgaea Dimension 2 also has Mounted attacks, which allow a character riding on a monster unit to dish out improved damage and an Overly Long Fighting Animation. For example, one mounted on a Prinny gains access to Bomber Dood, which blasts the hell out of one specific square with a giant bomb, while a Mothman will grant access to the Moth Tornado attack, enabling, say, Laharl to maul three enemies simultaneously.
    • Disgaea 5 has more traditional combo attacks that can only be used if two particular characters are adjacent to each other (though these moves are limited to major story and DLC characters).
  • Final Fantasy Tactics Advance also has them. In that case, they require Judge Points. When initiated by any character, allies with a combo ability set in range of the target also attack the same enemy. Amusingly, the mechanics are simply based on each character adding a multiplier to the initiator's attack, so if this is done with a Healing Shiv, everyone is joining in on a healing beat-down.
  • Fire Emblem:
    • A recurring technique in the series is the "Triangle Attack", executed by having three specific units (usually Pegasus Knights, though sometimes other classes can use it too) surround an enemy, and then attacking it. The resulting beatdown is a guaranteed Critical Hit.
    • Fire Emblem: Awakening takes out the Triangle Attack, but adds in the new Pair-Up system. When units are paired up, the supporting unit has a chance to dish out their own attack following the main unit's attack.
    • Fire Emblem Fates modifies the Pair-Up system by dividing it into Attack Stance and Guard Stance.
    • The Triangle Attack returns in Fire Emblem Echoes: Shadows of Valentia, but as the personal joint skill of the Whitewing Sisters (Palla, Catria and Est)
  • Hoshigami: Ruining Blue Earth was an underplayed (due to bad design choices leading to Nintendo Hard) PS1 title in which you could set up a "Session." Characters in Session would hit an enemy in the direction they (the characters) were facing, presuming an enemy was fed to them using the "Shoot" command; getting all six characters involved in a Session was an almost-guaranteed One Hit Kill, and had the added bonus of possibly looting their equipment.
  • In La Pucelle Tactics, allies that stand close to one another can sometimes use combination attacks on the enemy. Also, if you enter a battle with an enemy unit, any ally units also attacking that unit or standing next to you or the enemy unit are also drawn into the battle to fight at the same time. This also works in reverse for the enemies.
    • At a certain point later in the game, two-person special skills unlock, allowing for some interesting combinations (such as Priere beating the crap out of an enemy, only to step aside and let Croix unleash a charged shot into their face).
  • In Midnight Suns, players can draw a "Hero Combo" attack card once per combat encounter that will allow two randomly-selected heroes to perform a powerful combination attack on a single enemy.
  • In Ogre Battle 64, magic users in the same row have a chance to combine their spells into a more powerful one as long as the spell types and elements were compatible.
  • Record of Agarest War - Characters with enough AP could combo their attacks into bigger, better attacks, all the more so if they were in the "combo zone" of other characters.
  • The Sakura Wars games have special combination attacks that the player's character can launch alongside the girl with the highest current Relationship Values. Since each girl's Combination Attack is very different, this adds strategic importance to the Dating Sim portions of the game.
  • Shining Force Feather has Union Attacks, where two characters pool their Force Points and combination attack a target at the same time, and Connect Attacks, where two or more characters who would normally go sequentially can combine their turns into one long combo.
  • Soul Nomad & the World Eaters has dozens of combination attacks, divided into "certain combinations of ranged, melee, and magic classes in a squad", "certain number of a single class" and the usual "Certain combinations of the main characters." In fact, each main character had a combination attack with the main character, and pulling them off helped determine their Relationship Values.
  • Stella Deus: The Gate of Eternity, had a rather standard combination attack: each character had a specific zone around them in which they would propagate Aura effects; if an enemy was within the Zone of at least two allies, the two could initiate a Combination attack. As with Tales of Symphonia, two characters related by plot (lovers Avis and Lumena, Power Trio Spero Grey & Adara, etc) would use a unique attack instead of a standard animation. Unusually, Combination Attacks were not restricted to the party; enemies—even faceless Mooks—could use them.
  • Vandal Hearts: Flames of Judgement has Team Attacks, which are randomly triggered if a character with a high leadership-based stat scores a hit on the enemy, there is a chance of a nearby ally being exhorted to chip in with a bonus attack. If you're really lucky and surrounding an enemy, this could lead to all four characters whaling on the enemy in one go.
  • The War of the Chosen DLC for XCOM 2 allows players to establish increasingly stronger bonds between XCOM soldiers. Tier 3 bonds unlock a combined strike ability that lets both soldiers shoot at the same target with the same action, once per mission. Only the strongest enemies have enough health to survive such a hit.

Non-Video Game Examples:

    Anime & Manga 
  • Bleach:
    • Dark Souls has Don Kanon'ji summon his team for his specials. They all work together in the "Karakura Super Attack", which, while having a tiny hitbox, is one of the strongest moves in the game.
    • And then there's the Super attack which can only be used by Kyoraku and Ukitake if they team up. Used from the right position, it can potentially wreck everything on screen.
    • It also had some of the Captains and some of the Visored execute a many-layered combo attack on Aizen using several of their special abilities. Too bad he used Kyoka Suigetsu.
  • Blocker Gundan IV Machine Blaster did not feature Combining Mecha in the traditional sense compared to most other Super Robot teams. However, they did fit this trope, nonetheless, via their numerous combination attacks, which you can see in Joint Weapons 1, Joint Weapons 2, Joint Weapons 3, and Joint Weapons 4.
  • Typical Twin Shots in Captain Tsubasa, though there're other noticeable ones such as Tsubasa and Misaki's Golden Combination Pass, and Tachibana Twin's Skylab Hurricane.
  • In Digimon, many Digimons' attacks can combine into new attacks, first seen waaaay back in season one when Kabuterimon and Togemon took on Centarumon.
    • In Digimon Frontier, the protagonists were unable to defeat Sakkakumon until they realized that they could combine their powers to create new attacks — because each of Sakkakumon's spheres can only absorb one element at a time.
  • Dragon Ball:
    • The various fusions featured in the series can perform one-man Combination Attacks by mixing the abilities of their components, such as Gogeta starting up Vegeta's Big Bang Attack before shooting it like Goku's Kamehameha.
    • The earliest known combination attack was in Dragon Ball Z with the "Father-Son Kamehameha". This one is a bit of a stretch as Goku isn't actually there, but in spirit (literally and figuartively)
    • In Dragon Ball Z: Broly – Second Coming, Broly is put out of his misery when Gohan and Goten use their Kamehamehas together and are soon joined by Goku's spirit. Gohan and Goten's version is referred to as "Bros. Kamehameha" while all three is the "Family Kamehameha"
    • In Dragon Ball Super Future Trunks and Vegeta attack Zamasu using the "Father-Son Galick Gun". During the Tournament of Power, Vegeta and Goku defeat the Trio de Danger by combining the Final Flash and Kamehameha into the "Final Kamehameha"
  • In Fairy Tail, this is the basis behind Unison Raid or "Fusion Magic", where two or mages combine their magic power together to launch an attack stronger than either could unleash on their own.
  • In Gamaran, the Tengen Ryu of Naginatajutsu has a secret technique which is indeed a three-men combination attack called "Renge" (Flower Combination) and divided in three phases: first comes "Tsubaki", in which the first attacker performs a swipe attack with the naginata's bottom to break the enemy's balance, then "Kuchinashi", as the two other components deliver a double attack aimed at breaking the enemy weapon, and finally the first user delivers the finishing strike with an upward slash with "Botan". One of the members states that this technique excels against long weapon users, but feels is wasted against swords.
  • In Chapter 151 of GTO: The Early Years, Eikichi and Ryuji both punch opposite sides of a guy's face at the same time. He probably won't be eating anything solid for a while.
  • ''Gundam:
    • The Frost Brothers from Gundam X are quite fond of this. Their most famous team-up involves younger brother Olba holding the opponent in place with his Gundam's pincer claws while big brother Shagia lays into them with his beam saber; unfortunately for them, it's always interrupted halfway through. Later on, they get a BFG that mounts on Olba's Gundam and has to be operated by Shagia's.
    • And possibly the most famous from the Gundam franchise, The Erupting Shuffle Alliance Attack.
    • Before that, the Black Tri-Stars (and their expies, Hilda, Mars, and Herbert) have their Jet Stream Attack.
    • SD Gundam Force has the Gundam Force Triple Attack used by the heroes. The Dark Axis Trio also came up with The Final Deadly Screaming Chaos Catastrophe, which they never get a chance to actually use until the final episode.
  • Near the climax of Hell's Paradise: Jigokuraku, Sagiri and Shion—whose Wood Tao hinders Rien's Earth—work together to launch a combination technique, Dual Wheel Moon, in order to inflict damage on Rien, who is leagues stronger than either of them alone. Unfortunately, it still doesn't work.
  • Inukami!: Kaoru's Inukami can group up in threes (sometimes nine of them excluding Nadeshiko) to perform a powerful spell called "Inferno".
  • JoJo's Bizarre Adventure:
    • Diamond is Unbreakable has Kira, whose Stand Killer Queen lets him turn anything he can touch into a bomb. In the final battle, Killer Queen forms an alliance with Stray Cat, a flower possessed by the Stand of a dead cat pierced by a Stand Arrow, whose ability is to control air, usually in the form of creating shapeshifting bubbles that can be burst at will. Killer Queen slots Stray Cat into a compartment in its stomach and uses its power on the bubbles Stray Cat creates, giving Kira access to an unlimited use, steerable, exploding projectile attack.
    • Steel Ball Run has Sandman, who can give physical form to sounds with his Stand, In A Silent Way, creating a trap that inflicts the effect of the sound's origin on whatever triggers it (for example, the sound of something being cut will slice up whoever touches it). He teams up with Diego Brando, who uses his own ability to summon dinosaurs, which Sandman plants sound traps on in order to make them track targets and chase them over long distances.
  • In Lord Marksman and Vanadis, Tigre's bow can do this with any of the Dragonic Tools, which are legendary weapons. These attacks are capable of sniping dragons from the sky, punching clean through layered steel fortress doors and obliterating entire castle keeps.
  • Lyrical Nanoha:
    • The Magical Girl Lyrical Nanoha A's manga set some time after the events of the season: "Nanoha and Fate Mid-Ranged Annihilation Combination! Air Attack, Blast Calamity!" Hayate used one of her bigger spells to match their combined attack, and the explosion made from the two colliding forces was one of the few things that was able to destroy Yuuno's Containment Field.
    • Also, in Magical Girl Lyrical Nanoha A's:
      Nanoha: Full power! Starlight ...
      Fate: Lightning flash! Plasma zanber ...
      Hayate: Resound, horn of judgement! Ragnarok ...
      All: BREAKER!!!
  • The robots of the Mazinger trilogy (Mazinger Z, Great Mazinger and UFO Robo Grendizer) and Getter Robo combined their attacks constantly when they fought together, and many of those attacks were used in the Super Robot Wars games: Double Burning Fire (Mazinger and Great Mazinger their Chest Blaster attacks at once. It was used in Great Mazinger and Mazinkaiser), Triple Mazinger Blade (Mazinger, Great Mazinger and Grendizer use their bladed weapons to slash the enemy at once)... and Final Dynamic Special
  • In My Hero Academia, Izuku Midoriya and Tenya Iida pull off one against the Hero Killer, using a pincer movement to prevent the latter from escaping as Izuku punches him in the face while Tenya kicks him in the midsection.
  • In Naruto, there is a multitude of combinations available, and many revolve around combining two attacks of complementary elements; from Kakuzu combining Fire and Wind to unleash a blazing maelstrom at his targets, to the Raikage's bodyguards combining Lightning and Water to create an electrified wall of water to block foes' attacks and electrocute them, to the Third Hokage combining Fire and Earth to launch flaming balls of superheated mud at Orochimaru, to Naruto and Sasuke combining the former's Wind Release: Rasenshuriken with the latter's Amaterasu to create a massive explosion of swirling hellfire capable of doing noticeable harm to the 10-Tails.
    • The Raikage and Killer Bee, in accordance to their Wrestler in All of Us fighting styles, have a double clothesline combination attack they use as a finisher. Raikage uses an electrified clothesline while Bee uses Gyuki's chakra clothesline on the opponent's neck from opposite directions, scissoring through their neck and decapitating them.
  • NEEDLESS has characters do this all the time in the form of "(Attack 1) PLUS (Attack 2)!!!". One noteworthy example is, expressed mathematically, "(LITTLE BOY)^2 + GYRO GRAVITAION + MAGNETIC WORLD!!!" A long name indeed, Cruz.
  • Even Neon Genesis Evangelion has one in the second fight against Israfel: aside from dodging enemy attacks and returning fire in perfect sync, Shinji and Asuka finish the fight by delivering perfectly simultaneous roundhouse kicks to bash the two halves of the Angel together then dropkicking its cores to kill it, again simultaneously. The logic behind it was that since the Angel's halves assist and even regenerate each other, the only way to defeat it is to execute both at the same time. The entire sequence was coordinated to dancing music and was so popular it got put into Super Robot Wars.
    • There will never be a more fabulous giant robot battle.
  • One Piece had quite a few instances of those, most notably during the fight against Oars. To give just one example - Usopp using his so-big-it's-stationary Kuwagata to launch Brook at Oars, through a thunder cloud summoned by Nami. There have also been a few instances of two or three attacks being just launched side to side, receiving a conjoined or a new fancy name. Super Frapper Gong, for example. Again, Thriller Bark arc is most notable for those, due to being last arc in which the whole crew is together pre-Time Skip.
    • Not to mention the first Pacifista fight in the Saboady Park arc. While it was not given any special names, it involved an almost non-stop assault by the entire crew, performing some of their strongest moves at the time, all against a single enemy.
  • Bang and Bomb from One-Punch Man have two of these: The Void Aura Sky Ripping Fist, which they used to crack the carapace of Elder Centipede, and the more powerful Cross Fang Dragon Slayer Fist, which they used to fight Overgrown Rover. Both of these techniques are supposedly impossible to perform with only one person, yet Garou manages to do the latter on his lonesome against Superalloy Darkshine.
  • Pokémon: The Series has numerous instances of these moves in battle, usually during Pokémon contests revolving around pairs, but the episode "A Surface-To-Air Tag Battle Team" revolves entirely around the concept.
  • Virtually all installments of the Pretty Cure franchise have had a Combination Attack, always as finishers. Heart Catch Pretty Cure was interesting as it had a 2-man (Floral Power Fortissimo), 3-man (Shining Fortissimo) and 4-man (Heartcatch Orchestra) combo attacks. And the 2-man ones could be interchanged with each other! Pretty Cure All Stars DX 3 introduced a six-man, all Pink-type Cure special punch attack. Just because they could.
  • The Animated Adaptation of Ranma ½ gives one of these to Ranma and Akane, the "Dual Jet Stream Raging Waters Attack", during the Dojo Destroyer episode. Presumably, this was to give them more of a Battle Couple vibe, given that the manga had the Dojo Destroyer effortlessly take everything Akane could throw at him before Ranma showed up and oneshotted him.
  • Rosario + Vampire Season II gives us Kurumu and Mizore, stepping onto the stage with the Black and White Duet combos. Dance numbers performed so far are Duet #9, a double spin attack with Femme Fatalons and ice claws that sent a doppelgänger in the form of Inner Moka flying, and Duet #3, a rain of icy kunai from above. Notice how Duet #9 was performed after taking a few roundhouse kicks from the aforementioned Inner Moka doppelgänger, and Duet #3 was performed in kimono. Say what you will, these girls know how to dance.
    • The crowd calls for an encore, and Kurono and Shirayuki are back on for their final performance! Aqua Shuzen is doing everything she can to spoil the show, but these girls are going to go down fighting! Ice dolls, illusions, magic? It's all just setting the stage for the finale: a meteor crafted from ice that could drive Sephiroth green with envy! Draw the curtains for Black and White Duet #13: Final Waltz! But oh, how Shuzen still manages to ruin the show!
  • Sailor Moon: From time to time, the Sailor Soldiers would combine their powers to create bigger, stronger attacks. Sailor Moon and Mars could combine Moon Tiara Action and Fire Soul to create a burning tiara and even add Mercury's Shabon Spray for an extra kick. Venus and Jupiter could also combine Supreme Thunder and Crescent Beam to create a beam of thunder.
  • In the manga version of Samurai Deeper Kyo, the Shiseiten are a Four-Temperament Ensemble so well coordinated that they're able to combine their usual techniques into one, with its own name. The resultant Combination Attack is so difficult that they can only do it once a day. When two of them do it, it has the double of their combined strenght. Three would make it eight times their combined might. But when they all use the Combined Attack, the Shisiseitensho, The Ace and Invincible Hero Kyo states that its power is just... immesureable.
  • Harima and Eri from School Rumble use the Twin Hurricane Kick on the School Festival arc, during the horse battle. In fact, there are several more combinations that could fit the trope in that battle. Another that comes to mind is Hanai and Ichijou final battle.
  • Street Fighter II: The Animated Movie features Ryu and Ken teaming up during the final fight against M.Bison/Vega/Dictator including such moves as Ken grabbing his ankles while Ryu Dragon Punches him as well as the final blow coming from them combining their Hadoukens.
  • Sword Art Online has this as a key element of the eponymous game's meta: because Sword Skills have a period of cooldown during which a player cannot act after performing one, one of the most widely-adopted tactics in the game is "Switching", wherein another player immediately follows up a party member's Sword Skill with one of their own, allowing them to continuously attack enemies and keep them off-balance while covering for their allies' periods of vulnerabilities.

  • Japan's Transformers: Generation 1 manga Fight! Super Robot Lifeform Transformers! #8 featured the Minibot combiner, a combiner in only the loosest possible terms made possible through an application of unspecified Decepticon Super Science. It also allows the Minibots to form into an energy drill and use the "Minibot Warrior Spiral Attack'' to plow through Bruticus' chest—notable in that it didn't manage to kill him, but then again Bruticus is a proper Combining Mecha rather than just six oddly sized and brightly colored Earth vehicles strapped together.
  • Yu-Gi-Oh! does this in both the Anime/Manga and the card game. An example from the card game is "Dark Burning Magic", which requires both Dark Magician and Dark Magician Girl on the field. When done in the anime or manga, the attack name is usually a combination of the attack names of the contributors. An example is "Triple Burst Stream of Destruction" said when ALL THREE Blue-Eyes White Dragons attack at the same time. Strangely, it does not belong to the Blue-Eyes Ultimate Dragon, the fusion of the three Blue-Eyes White Dragond.
    • The most famous one is the "Dark Cosmic Wave"(Shooting Spiral Sonic in the Japanese version) from the Yu-Gi-Oh!: Bonds Beyond Time movie. For once, the dub named it better. To explain the attack:
      • The "Dark" comes from Yugi's Dark Magician
      • The "Cosmic" can come from either Jaden's Elemental HERO Neos or Yusei's Stardust Dragon.
      • "Wave" doesn't really have a significant meaning. It's used in LOTS of attacks.
      • The Japanese version, "Shooting Spiral Sonic" is basically an upgrade of Stardust Dragon's "Shooting Sonic", the "Spiral" comes from the Light and Darkness combining by Neos and Dark Magician, respectively.

    Asian Animation 
  • Happy Heroes features various ones. For example, in episode 40, Smart S., Sweet S., and Careless S. combine their Smart Magnet, Sweet Protection Bubbles, and Careless Bomb respectively with each other to attack the time-space monster.
  • In Pleasant Goat and Big Big Wolf: Mighty Little Defenders episode 34, the goats fight a squad of little wolves, and Paddi combines his ability to make distractingly delicious food with a twister Sparky made with the boxing gloves generated by his belt to stop the wolves; this gives Jonie a chance to use her healing stone to create a barrier around them, which Tibbie ties shut with a vine from her bow and arrow, with Sparky punching the barrier and the wolves within right into the sky. Later in the same episode, those four goats all use their weapons at once to shoot a beam at General Wolf, but this attack depletes the weapons' power and makes them unusable.

    Comic Books 
  • Beasts of Burden: In "Grave Happenings". Fire creation + fire boosting = one toasted enemy.

    Fan Works 
  • Abraxas (Hrodvitnon): Monster X, Godzilla, Mothra and several other Titans all collectively brutalize and wear down Keizer Ghidorah so it can eventually be finished off. This also involves Mothra unlocking Godzilla's Spiral Heat Ray via their symbiotic relationship.
  • The Bridge: Twice.
    • The end of the King Sombra arc has the tyrant finished off by a combination Wave-Motion Gun via Princess Cadance using her alicorn magic and Xenilla's plasma Breath Weapon while using the Crystal Heart as a magnifying device.
    • Godzilla Junior and Xenilla's unleash the combined blast of Thermonuclear Ray and Corona Beam that upgrade into a double Spiral Fire to try and hold back Grand King Ghidorah's continent busting Wave-Motion Gun. The spirit of Godzilla Senior adds in his signature finish for a Dynasty Spiral Fire that finally breaks the tie.
  • Cave Dancers Pretty Cure: When Cure Space and Cure Crimson combine their star and fire powers with Cure Banana's sun powers, they create an extra-power blast calling the Sparkling Heatwave.
  • Danny and Sam tend to do this often in the Facing the Future Series.
  • In Glass Marionette (Naruto), Kankuro wants to pull one off with his estranged siblings, by using his lightning to transform some of Gaara's sand into glass, then having Temari shatter and scatter the shards with her war fan and wind.
  • In Glitter Force: Into the Glitterverse, Cure Macaron and Cure Ace can create a Rose Macaron, a combination of Cure Macaron's titular theme and Cure Ace's Petal Power, topped with fire.
  • Hours 'Verse: In My Kingdom For My Heart, the Wild Cards finish off Adam Beliyya’al with an ultimate fusion attack they call Ain Soph Aur, powered by Akira's inheritance of Mementos' power. Some day or so later in Stars Shine Brighter Without Sunlight, Ren leads the Other Side's Wild Cards in the same spell to push back Nyx and end the Endless Midnight, powered by its casting in the other timeline.
  • In Imaginary Seas, Percy's version of Nine Lives has him ask for Zoe Nightshade's aid to rain hell upon his foes with a barrage of Kill Sat lasers. He makes a point of referring to his Nine Lives as "Nine Lives: Nightshade", to emphasize his gratefulness for Zoe's aid even though he can invoke it simply by saying "Nine Lives". He also refers to the resulting beams as "our light".
  • In Juxtapose, Izuku's, Kensei's, and Megumi's Quirks are practically made for this. Kensei scans a target with his Quirk to get its exact structure and composition. Megumi uses her Touch Telepathy to pass this information to Izuku, who can proceed to delete any part of the target from existence with a touch, ten grams at a time.
  • My Huntsman Academia, being a crossover between RWBY and My Hero Academia, features these:
    • Izuku has one with Pyrrha called "Autumn Bell". It consists of Pyrrha and Izuku charging at the same target from opposite sides. While Pyrrha Shield Bashes a target in the head with her shield and knocks them towards Izuku, who proceeds to punch the target back into Pyrrha's shield with a Beacon Smash. The attacks reverberate off each other, dealing serious damage and leaving the target dazed and wide open.
    • Nora has one with Weiss called "Flash Freeze". It consists of Weiss charging Nora's grenades with Ice Dust. The grenades are then launched at the target(s), exploding in a storm of ice and lightning that deals serious damage and leaves anything that survived rooted in place by a layer of ice and brittle enough to shatter with a simple punch.
  • A New Order has Sailor Moon combine her tiara with spells from Mercury and Uranus to create a stronger attack. Also, Mercury and Uranus can combine their spells to flash freeze large areas.
  • Persona: The Sougawa Files features All-Out Attacks, though they're not explicitly named - for example, in Shadow Ryouichi's dungeon, the Freedom Fighters finish off the Panels of Remorse with Beowulf and Aeneas tearing the Shadow apart and Enkidu unloading lightning arrows on it.
  • RWBY: Reckoning takes the combination attacks from RWBY listed below, and adds its own, known as "Red Sky", "Cloud Cover", "Twilight", and "Sunrise", respectively.
  • The Dual Force techniques from the Tamers Forever Series
  • The Crossover fanfic The Legend of Ruby features a scene similar to the RWBY example below, though the girls have named the attacks by their elemental types instead of their colors. there
    • Thunderstorm (Ruby/Yang): Ruby creates a small ball of whirling wind, and Yang bounces a fireball off of it, both re-directing her attack and enhancing it.
    • Mudslide (Weiss/Blake): Blake liquefies the ground and slides along the mud while Weiss does the same with some ice, as they attack simultaneously from both sides.
    • Sandstorm (Ruby/Blake): Blake breaks up the ground into tiny fragments of dust and sand, and Ruby blows it up into the air to create a sandstorm, obscuring vision.
    • Volcano (Blake/Yang): Blake launches Yang skywards, who sets her fists ablaze as she comes back down to earth.
    • Blizzard (Ruby/Weiss): Weiss freezes her water into thousands of tiny particles of snow and ice, and Ruby sends them blowing towards the enemy to freeze them en masse.
  • This happens in RWBY: Second Generation with Nyanza and Sage. They can lock their swords together by the serration, which forces the Earth dust in Sage's and Wind Dust in Nyanza's to collide. They can then deliver a powerful energy slash at their enemies.
  • During the assault on Enies Lobby in the One Piece fanfic This Bites!, Luffy tells everyone on his crew to torch the World Government's flag. Cross and Lassoo's Cani-Blast, Conis's Burn Bazooka, Nami's Lightning Bolt Tempo, Zoro's 108 Caliber Phoenix, Usopp's Firebird Star, Sanji's Apéritif, Chopper's Cherry Blossom Blast Blizzard, and Boss's Flying Fish Fastball Special are used in tandem for the "Rock Bottom Blaze of Glory", completely disintegrating the flag.

    Films — Animation 
  • In How to Train Your Dragon, one dragon species is a Multiple Headcase. Neither of the two heads has a regular fire breath, instead one belches large clouds of gas which is on its own fairly harmless while the other only emits pathetic sparks. Or at least, they would have been pathetic if not for the fact that they make the gas produced by the other head violently ignite.
  • In The Incredibles, the Parr family has a number of these when fighting together. Special mention goes to Dash and Violet combining their abilities (Super-Speed + force field bubble) for the hamster ball technique.

    Films — Live-Action 
  • The Super Justice Team invite Big Man Japan to join hands with them in order to fire a beam at a monster he couldn't beat. BMJ moves his hand away briefly and notes that the beam isn't any weaker without him.
  • Godzilla vs. Kong: Mechagodzilla is destroyed when Godzilla charges Kong's axe up with his atomic breath then Kong uses it to destroy the villainous cyborg.
  • Marvel Cinematic Universe:
  • In Jurassic World, a truly epic one takes place between a Reformed, but Not Tamed Velociraptor and two other large predators. Blue and the Tyrannosaurus tag-team the Indominus in the final battle, with Blue distracting her so that Rexy can land the heavy blows. And then it's the Mosasaurus who delivers the finisher by leaping from the water and dragging the I. rex down into the lagoon.
  • Numerous instances of this in the Transformers films.

    Live-Action TV 
  • In the Arrow episode "Longbow Hunters", Laurel and Dinah are facing off against the Silencer, who uses a high-tech device to dampen any sound vibration, neutralizing their canary cries. The device also generates a sonic shield around the wearer. Both then use the canary cry at the same time, which is enough to break through the shield and damage the device.
  • Kamen Rider has been doing Double Rider Kicks as far back as the original series. Kamen Rider Decade's movie All Riders Versus Dai-Shocker takes it in a couple of new directions, as Decade pulls off a one-man combination attack thanks to his Doppelgänger Attack, and the Big Bad is finished by all 27 protagonist Riders (at the time) performing a Sesquiseptuple Rider Kick.
    • Decade got outdone in the 40th anniversary movie Let's Go Kamen Rider, where all the Riders period (including all the Second Riders) combine forces to defeat Shocker with an ALL RIDER BREAK. (Rider Break is when Skyrider smashes through something with his Cool Bike. ALL Rider Break is just what it sounds like.)
    • Kamen Rider Den-O:
  • In the Legends of Tomorrow episode "Wet Hot American Bummer", Ava and Sara (temporarily transformed into preteens) use one to take down a Shtriga (basically, a vampire): Ava boosts Sara up in the air, then kicks the Shtriga's legs out from under it, throwing it off balance. Sara comes down and stakes the Shtriga, killing it.
  • In the Stargirl season 2 finale, after Eclipso is weakened from being forced out of Courtney's body, he's blasted by the Cosmic Staff (held by Courtney and Sylvester), Jennie's Green Lantern ring, and the Thunderbolt, all at once.
  • Super Sentai and Power Rangers are quite fond of using combination attacks, usually as a finishing move. They also frequently combine their weapons into a BFG to inflict a finishing move as well.
    • Most of the team up movies/specials typically end with the Big Bad and their remaining minions finished off with one by both teams at once.
  • The Ultra Series has plenty:
    • Ultraman Taro first used this in Alien Temperor's debut when all 6 of the Ultra Brothers fought against the alien.
    • Ultraman Leo perfected the trope when Astra made his debut. He and Leo's ultimate combo attack is the "Leo Double Flasher", a red lightning bolt that's shot from both of their hands.
    • Ultraman 80 has the titular Ultra and his partner / girlfriend, Yulian, executing a spinning move in tandem which takes down the two monsters, Plazma and Minazma, in a single shot.
    • Ultraman Gaia began to feature attacks like these once Gaia and Agul became partners.
    • Ultraman Cosmos, usually whenever Ultraman Justice is present.
    • Ultraman Mebius, whenever Ultraman Hikari (or an older Ultra) is present.
    • Ultraman Zero features some moves as well, but only when they are in tandem with his master, Leo.
    • Ultraman Ginga S once Hikaru and Sho became friends, amplified once they learned how to become Ultraman Ginga-Victory.
    • Ultraman Orb's moveset is basically built on these. With all of his attacks being fusions of his 2 ultra forms.

    Pinballs 
  • In Stern Electronics' Meteor, aligning all three missiles causes the WOW lights to flash, awarding extra points for targets that are struck when lit.

    Pro Wrestling 
  • Many successful tag teams have combination finishers which typically consist of the two partners each using his own individual finisher either simultaneously or back-to-back on a single opponent.
  • The Road Warriors have the Doom's Day Device, an artifact from their time in the original Legion of Doom and perhaps the most famous double team finishing move among English speaking fans
  • The Dudley Death Drop is the most well known double team move from the 90's onwards, and was often used to put the opponents through a table.
  • The Undertaker, Kane, and Big Show all three use the Chokeslam as a finisher. Whenever any two of those three are partners in a tag team, they will use a double Chokeslam in which both partners will perform the move simultaneously on a single opponent.
  • Whenever Triple H and Shawn Michaels are teaming together as part of D-Generation X, they will often use their finishers in conjunction with each other with Shawn hitting his finisher, Sweet Chin Music, which instead of knocking the opponent to the ground like normal will instead set the opponent up in perfect position for Triple H to hit his finisher, the Pedigree.
  • During the multi promotional Flash Tournament in November of 2011, Ice Ribbon illustrated how much fiercer their rivalry with Sendai Girls was compared to everyone else(at the time) with a four boot sandwhich on Sendai founder Meiko Satomura.

    Tabletop Games 
  • Hero System: Coordinated attacks are a relatively basic but useful example. Normally, characters attack when their turn comes up and their attacks are resolved individually. However, two or more characters can try to coordinate so that they hit their target simultaneously, and if they do so and succeed, the STUN damage from their various attacks is added together for purposes of determining whether their combined attack does indeed stun the target where the individual smaller hits might otherwise not.
  • Iron Kingdoms: Warmachine and Hordes have "Combined Melee Attack" and "Combined Ranged Attack" rules. Units with this ability can attack in groups, ranging from 2 to full squad (usually 10 units); for every unit participating in combined attack it becomes a bit stronger AND a bit more accurate. Sometimes, it can be ridiculously strong AND accurate (though not always cost efficient, sometimes easily countered, etc.) The Winter Guard Death Star
  • Warhammer 40,000: The Shadow Spectres, one of the traditions of Eldar Aspect Warriors, utilize a unique targeting system called the Ghostlight, which allows multiple individuals to combine their prism rifles' beams into a single combined shot with far more range and power than its components.

    Web Animation 
  • RWBY:
    • The successful use of a Combination Attack seems to be what cinches not just the four-person teams, but who leads them. During a training mission to the woods, the future Team JNPR defeats a giant scorpion when Jaune has Ren weaken its stinger with his machine pistols, Pyrrha sever it with her thrown shield so it falls and lands point-first on the scorpion's head, and Nora hammer the point home. Meanwhile the future Team RWBY kills a giant raven when Ruby has Weiss freeze it in place, Blake and Yang use the former's ribbon to make a giant slingshot to fire Ruby at the bird, and then Weiss use her glyphs so Ruby can run up a sheer cliff, dragging the bird by her scythe against its neck until it's decapitated.
    • By the second season, Team RWBY has gotten good enough at this that Ruby is able to call out specific attack combos like "Bumblebee" (Yang and Blake), "Ice Flower" (Ruby and Weiss) or "Checkmate" (Weiss and Blake)... some of which are names taken directly from the fandom's Idiosyncratic Ship Naming.
    • In season three, Team JNPR's leader Jaune tries to do something similar, to the immense confusion of his comrades. Ren and Nora aren't clear how each of them is contributing to "Flower Power" (which Nora mistakes for "Flour Power"), and when Pyrrha Nikos learns that her and Jaune Arc's team-up is code-named "Arkos" she struggles not to laugh.
      Jaune: [sigh] Nora, just hit 'em with your hammer.
  • Super Mario Bros. Z has fight scenes famous for the main heroes doing double-team attacks. It's for the sake of Rule of Cool, and boy does it work.

    Webcomics 
  • 8-Bit Theater: Used when minor villain Drizz'l threatens to summon a monster as a last ditch attack. The Light Warriors point out a flaw in his plan as they surround him, holding various swords and knives.
    Black Mage: The thing about calling upon "True Guardians" is that it tends to take longer than a fatal mob stabbing.
  • Homestuck: Fraymotifs — powerful attacks that players can unlock as they progress through Sburb — begin as single-player attacks, but the more powerful ones require multiple players to cooperate in order to combine their associated powers into a single powerful effect. Examples include John (the Heir of Breath) and Rose (the Seer of Light) creating a whirlwind shot through with beams of searing light, or Dave (the Knight of Time) freezing a target in time while Dirk (the Prince of Heart) tears out their soul.
  • Maple Sugar and Gosling: Magical Girls: In the titular Magical Girls' first outing, Gosling combines her wind powers with Maple Sugar's maple syrup to create a powerful vortex that stops a runaway dump truck in its tracks.
  • Sleepless Domain: The five Magical Girl Warriors of the Classical Elements Ensemble Team Alchemical can combine their respective Elemental Powers to several different useful effects during battle. For example, Alchemical Air and Alchemical Fire can combine their powers to create a raging firestorm and take out large groups of enemies at once, while Alchemical Earth and Alchemical Water can work together to induce rapid plant growth with which to restrain their opponents.

    Western Animation 
  • On Mighty Magiswords, Prohyas and Vambre can do this with their Magiswords. It's called a "Super Teamwork Combo".
    • "Continue?" showed that it's possible to do this by yourself. It's called a "Solo Teamwork Combo".
  • On several occasions in The Owl House, Luz has tagged Amity's abomination constructs with her glyphs, giving them additional elemental effects.
  • The Powerpuff Girls can fuse into a giant flaming cat.
  • W.I.T.C.H.:
    • In the girls' first battle as a team, Cornelia covers the monster called Gargoyle in mud. Taranee uses her fire powers to dry and harden the mud, temporarily binding him.
    • Irma and Hay Lin often combine their respective powers of water and air to either freeze enemies or unleash a powerful blast of water and air.
    • In "Ambush At Torus Filney", Irma and Taranee use water and fire to turn Sandpit into glass.
    • In "The Battle of The Meridian Plains", the Guardians fight an Energy Being called the Kaithim. Irma, Taranee and Hay Lin use their powers to create a static charge to diffuse it.

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Ishiro and Jou

Ishiro and Jou fight against Toilet Grumer with double punches and kicks.

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