
Combat is core to the Xenoblade Chronicles franchise, and the series has its own unique, incredibly moreish battle system to dig into as you blast your way across Planet Mira.
If this is your first Xenoblade adventure, or even if it's just been a little while, the battle system can be A LOT to take in, especially all at once.
So, with this in mind, we're going to attempt to break combat down into its most important aspects, giving you a bit of a mental grounding in the basics, before we layer on some more mechanics.
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On this page: Xenoblade Chronicles X Combat Explained - The Battle System Basics
Xenoblade Chronicles X Combat Explained - The Battle System Basics
Before we begin, a quick note. There's a lot to digest here, so we recommend reading it with the game in your hand to get a better understanding. Mechanically, Xenoblade is a very different beast from something like Breath of the Wild, but take the time to learn and tame it, and you'll find it equally rewarding!
Let's begin with the basics.
Your character Auto-Attacks
Firstly, Xenoblade games use an auto-attack combat system, so your character will attack at timed intervals with whatever weapon is currently equipped.
In this Definitive Edition, it's as simple as pressing 'X' to quick-switch between weapons, so swapping between guns and knives, as an example, is a good idea early on, just to get a feel for the different timings. You'll note, as you get used to any character, how they set themselves and prepare to execute their auto-attacks, and how this process takes a few precious seconds.

Importantly, the timings on auto-attacks reset when you move, so you need to consider this as a fundamental part of the flow of fighting. If you interrupt the animation of an auto-attack by moving, it slowly starts again, which could leave you wide open to attack or missing an opportunity to hit your enemy.
Arts are powerful moves with cooldowns
Whilst auto-attacking, you can also activate Arts, which run on a very simple cooldown mechanic.
Arts are displayed as circular icons deployed both left and right of the UI. As you fight you want to focus on your Arts cooling down and timing your use of these, mixing with auto-attacks, for maximum effect.
There are five different colours of Art in the game;
- Orange - Melee attacks
- Yellow - Ranged attacks
- Purple - Debuffs
- Green - Support (healing/buffs)
- Blue - Aura Arts
As you fight, your party members will call for support, you respond by choosing the pulsing Art icon in time and have a skill check in the form of a Soul Challenge QTE (more on this down the page). Do it right and you'll boost your Tension Points (again, more on that later), heal up your team, and gain buffs.
Arts can be Overcharged
A simple but very important little mechanic, this.
When your Arts are ready to use, you can let the cooldown timer run around again, and a few more times after this, depending on the Art, to overcharge it through levels.
Overcharged Arts pay your patience back with bigger damage and buffs, so consider this and work it into your timings.
Skills boost your stats
Skills supplement all of your auto-attacking and explosive arts shenanigans with buffs to stuff like your HP. Nice and simple.
They can also be upgraded through a bunch of levels to give you bigger boosts, and even unlock a few new fighting skills in the process.
Skills unlock as you go, and it's a good idea to check in and upgrade them from time to time. It can be very easy to forget in favour of spending points on Arts! However, when you can raise your HP by over 50 or 60%, skills are definitely an aspect to pay a lot of attention to.
Front/Side/Rear positioning and Movement is incredibly important
Movement is the next essential aspect to Auto-Attacks in Xenoblade's combat. To signify this, most Arts come with bonuses to their effects, if you first get into the right zone around your enemy to use them.
So, it's crucial to pay attention to the onscreen indicator telling you whether you're to the Front, Side, or Rear of your enemy while attacking.
Using Side attacks or Rear attacks on the Front of an enemy will still cause damage, but reading the Art's description and attacking from where it says to will cause more damage and other effects, such as Topple or Stagger, as a bonus.
Topple and Stagger? Wait, what?
Topple and Stagger
Let's keep this really simple. First you Stagger, using an Art that staggers from the correct position.
This naturally softens up a target for Toppling, which will lead to them falling over or opening up in some other way for you to then get lots of attacks.
You want to be staggering and toppling at every opportunity. Get stuck in and get used to the positions required by the Arts you use in order to leave strong foes open to attacks from your entire team.
Some characters won't be able to Topple, and there are deeper wrinkles we can get into about team setups, stuff we've covered in detail in our Best Builds guide, but for now — and especially if you are just starting — it's fine to just get comfortable with the core concepts of auto-attacking and then start thinking about when and where to Stagger and Topple. It's all very easy once it clicks.