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Chain-Sickle
June 17, 2026 at 05:28 PM
Added the full Chain-Sickle magicite list with per-rarity effects and equip costs
The Chain-Sickle (also called the chain scythe in some preview coverage) is one of the seven weapon types Elliot can equip. It performs ranged swings and circular area attacks, giving it a wider effective reach than close-quarters weapons, and its charged special shifts from offense to control by dragging enemies in.
The Chain-Sickle is not available in the Prologue Demo and unlocks later in the full game. Its magicite can still be found in chests beforehand and saved for when the weapon becomes available.
Basic Chain-Sickle attacks send the sickle out on its chain in wide arcing swings, dealing damage across a circular zone around Elliot. This area coverage suits groups of enemies more than a precise single-target weapon would. The combat system's two-weapon loadout means it pairs well with a focused option like the Sword or Spear for single-target follow-up.
Holding the attack button triggers a pull: the chain retracts and drags nearby enemies toward Elliot. This can cluster scattered foes for a follow-up hit or reposition a single enemy away from a hazardous spot. Further specifics on range, pull strength, or any stagger behavior have not been detailed ahead of release.
Magicite for the Chain-Sickle covers shared pieces (Attack Up, Critical Rate Up, Charge Time Down, Critical Damage Up) as well as the weapon-specific pieces below. Higher rarities are stronger and usually cost less to equip. The table lists every piece available for the Chain-Sickle, with its effect at one star, its effect at five stars where it scales, and its equip cost. See Magicite for how pieces are formed and the Magicite Box for equip-cost limits.
Magicite | Effect (1★) | Effect (5★) | Equip Cost |
|---|---|---|---|
Attack Up | Raises Chain and Sickle attack by 2 | Raises Chain and Sickle attack by 10 | 5 |
Critical Damage Up | Increases Chain and Sickle damage dealt with critical hits by 10% | Increases Chain and Sickle damage dealt with critical hits by 50% | 4 |
Charge Time Down | Reduces Chain and Sickle charge time by 10% | Reduces Chain and Sickle charge time by 30% | 4 |
Binding Chain | Creates a 50% chance of stunning enemies hit with Chain and Sickle special attacks | Creates a 80% chance of stunning enemies hit with Chain and Sickle special attacks | 6 to 4 |
Footwork | Increases movement speed while charging Chain and Sickle by 10% | Increases movement speed while charging Chain and Sickle by 50% | 5 |
Lashes | Increases damage by 10% with each hit (up to 30%) during regular Chain and Sickle attacks | Increases damage by 20% with each hit (up to 60%) during regular Chain and Sickle attacks | 8 to 6 |
Risky Gamble | Increases Chain and Sickle damage dealt with special attacks by 30% | Increases Chain and Sickle damage dealt with special attacks by 50% | 9 to 7 |
Fire Dance | Launches fireballs forward while charging with Chain and Sickle | 8 to 6 | |
Afflicted Efficacy | Increases Chain and Sickle damage dealt to status-afflicted enemies by 10% | Increases Chain and Sickle damage dealt to status-afflicted enemies by 50% | 8 |
Mind's Eye | Regular Chain and Sickle attacks deliver guaranteed critical hits to enemies positioned to the rear | 12 to 8 | |
Critical Rate Up | Increases Chain and Sickle critical-hit rate by 6% | Increases Chain and Sickle critical-hit rate by 20% | 6 to 4 |
Double Swing | Causes regular Chain and Sickle attacks to hit twice | 6 to 4 | |
Frost Swing | Creates a 20% chance of freezing enemies hit with regular Chain and Sickle attacks | Creates a 40% chance of freezing enemies hit with regular Chain and Sickle attacks | 10 to 8 |
Penetrator | Chain and Sickle special attacks pass through enemies instead of drawing them in | 11 to 9 | |
Succor Stance | Restores x1 Life when landing a hit with Chain and Sickle special attacks while Life is 3 or below | Restores x1 Life when landing a hit with Chain and Sickle special attacks while Life is 5 or below | 10 to 8 |