Hi, new member here! So I was bored and I decided to have a detailed look at this guide
about Chrono Trigger's game mechanics. In particular, I was interested in the synergistic effect of using double techs. In other words, how worthwhile is it to use a double tech compared to 2 single techs?
Well, as expected, double techs are definitely worth it for the most part, though surprisingly a few are worse off than their single tech counterparts. Let's have a look:Crono/Marle double techs:
Aura whirl: Slight increase in mag multiplier compared to aura, and heals all party members. Definitely worthwhile.
Ice sword: Chrono’s spincut damage more than doubles, and Marle’s ice damage increases ~50%. Awesome double tech.
Ice sword 2: Chrono’s confuse damage doubles, but Marle’s ice damage is basically the same. Not as special as ice sword.Crono/Lucca double techs:
Fire whirl: Chrono’s cyclone damage doubles, and Lucca’s flame toss damage increases almost 50%. Amazing technique given the MP cost.
Fire sword/fire sword 2: Same argument as in Marle’s case.Crono/Ayla double techs:
Drill Kick: Doubles the damage output of cyclone + rollo kick by themselves. Great double tech.
Volt Bite: This attack is completely broken, doing 9x Ayla’s physical hit damage with only 5 MP cost (2 for lightning/3 for cat attack). For reference, a cat attack by itself does 2.2x damage. Here’s another way to put it: Crono’s confuse does 3.6x damage, which is less than half the damage of this double tech, while also carrying triple the MP cost (15).
Falcon Hit: This is even more broken than volt bite! This double tech combines rock throw (3.3x damage) and spincut (2x damage) to make Chrono do 8x damage. More importantly, this double tech hits multiple targets, whereas rock throw and spincut are single-target techniques. To give an idea, falcon hitting 3 enemies at once would result in 4.5 times the damage output of using the techs individually.Crono/Frog double techs:
X-strike: Chrono’s cyclone damage triples while Frog’s slurp cut damage doubles. Absolutely worthwhile tech.
Swordstream: Identical formula to fire/ice sword.
Spire: Leapslash damage doubles, lightning damage doubles. Quite an awesome multiplier, too bad it doesn’t involve more powerful single techs.Crono/Robo double techs:
Rocket Roll: This double tech sucks. Chrono’s cyclone isn’t even factored into the damage equation, and Robo’s laser spin damage only increases 50%. The single techs would probably be more effective overall.
Max cyclone: Comparable to volt bite, but carries 2 extra MP cost, has a slightly smaller multiplier, and most importantly has a very limited range. Admittedly it can strike multiple targets, but this is highly situational.
Super volt: This double tech also sucks. While it increases Crono’s lightning 2 multiplier from 5.75 to 13.8, Robo’s shock multiplier is also reduced from 16.5 to 13.8. The net damage output isn’t really that much better than using the techs separately.Marle/Lucca double techs:
Antipod: To my surprise, this technique isn’t that special. It only increases the fire/ice multiplier by 0.1! The only reason to use it is in the rare cases that it will hit multiple targets.
Antipod 2: While the fire/ice multiplier is now roughly 50% larger compared to using the single techs, antipod 2 also has less range (doesn’t hit every enemy on-screen). Better to use fire 2 and ice 2 separately in most cases.
Antipod 3: Same case as super volt, while Marle’s ice 2 multiplier jumps significantly, Lucca’s flare multiplier gets cut roughly an even amount. Marle/Ayla double techs:
Twin charm: No idea how it affects the success rate.
Ice toss: Pretty broken, Ayla’s beast toss damage triples, and it can hit multiple enemies.
Cube toss: Even better than ice toss, Ayla’s beast toss damage quadruples, Marle’s ice2 damage increases 50%, hits multiple targets. Marle/Frog double techs:
Ice water: While this has no effect on damage multipliers, it hits every enemy on-screen. So long as there are more than 2 enemies being fought, this is worthwhile.
Glacier: Awful double tech. While Marle and Frog’s multipliers are 50% higher, they are only targeting 1 enemy, compared to hitting every enemy on-screen with their single-techs. Only worthwhile against a boss.
Double cure: Fully heals all party members for only a combined 10 MP, need I say more?Marle/Robo double techs:
Aura beam: Identical to aura whirl, great heal-all technique given its minimal MP cost.
Ice tackle: Nothing special, 50% more damage than the single techs used by themselves.
Cure touch: Best heal-all technique in the game. Basically Marle’s cure 2 applied to the whole party at the expense of 3 MP for Robo.Luca/Ayla double techs:
Flame kick: Ayla’s rollo kick damage is computed differently, instead of involving a damage multiplier, the damage is calculated according to her (level+pwr)*multiplier. I’m not sure if this would increase damage output, but it would have the advantage of ignoring enemy defence. Otherwise, this seems like your standard 50% more damage fare.
Fire whirl: Probably the most broken technique in the game. Hits every enemy on-screen, increases Lucca’s fire 2 damage 50%, and most importantly has an absolutely ridiculous multiplier attached to Ayla’s damage output. It’s 24.7*(lvl+mag), the 24.7 multiplier is even larger than Crono’s luminaire (20.5). If anyone were worthy of magic tabs, it would be Ayla.
Blaze kick: Ironically, this double tech is inferior to fire whirl in every way. Only targets 1 enemy, has a much larger MP cost, and most unbelievably of all, every multiplier involved is lower! Someone messed up balance royally here.Lucca/Frog double techs:
Red pin: Nothing special, very similar to fire/ice sword in terms of calculation.
Frog flare: No information provided Lucca/Robo double techs:
Fire punch: Surprisingly mediocre, not even a 50% damage increase.
Fire tackle: Pretty lame too, the extra damage is not worth having Lucca’s fire 2 limited to a single target.
Doublevbomb: Equally as lame, for 29 MP cost it only targets within a certain radius? The multiplier increase is also only about 25%. Ayla/Frog double techs:
Slurp kiss: I was mistaken, this is the best healing double tech in the game. A combined 2 MP cost, heal-all, and is calculated as Ayla’s MP x 28. Yet another reason to throw all our magic tabs at Ayla. By level 30 Ayla’s healing for 308 hp, and with just 3 magic tabs, that increases to 392. Incredible.
Bubble hit: Never saw this coming… this double tech is better than volt bite! Costs 1 less MP while having a slightly higher multiplier (10>9).
Drop kick: Triple kick and leap slash alone would normally do a combined 6.2x damage. With the double tech, they do 19.5x damage. That’s more than triple the output!Ayla/Robo double techs:
Spin kick: Basically bubble hit +1 MP, meaning this is also superior to volt bite.
Boogie: Casts stop on all enemies, don’t know the activation rate.
Beast toss: Similar to drop kick, but it does 19.9x damage while costing 3 less MP. I can understand why I saw this used in an LLG on the black omen.Frog/Robo double techs:
Blade toss: Very similar to max cyclone, for only 5 MP cost Frog’s slurp cut damage triples while Robo’s Rocket punch damage doubles, and this targets multiple enemies on a straight line, but with a seemingly limited range.
Bubble snap: Volt bite just got owned, for 1 extra MP we can do robo’s atk damage times 15! Some of these multipliers are just outrageous.
Cure wave: Effective heal-all technique, though far from the best. At level 30, slurp kiss heals for 319 hp, whereas this heals for 525 hp. Considering this costs 4x as much MP, it’s not a good trade-off.
I’m amazed at the sheer lack of balance between some of these techs. Most have a reasonable synergistic effect of 50% damage increase, but others will churn out 4x damage while additionally targeting multiple enemies (eg/ falcon hit). Others still will actually have a negative synergistic effect, such as line bomb (more mp, less range, less damage). Basically, square seemed to have been pretty careless when devising these damage formulas.