Circuits are the skill system used in CrossWorlds. They can be activated in the Circuit Menu, which is unlocked at the end of Rhombus Dungeon. The Circuit Menu is split into five Circuit Trees, one for each element. The neutral tree is unlocked by default, and the elemental trees are unlocked on obtaining their element. You can also reset your Circuit Trees with a
Circuit Override. However the only way to get these is to beat certain bosses, or through expensive late-game trades.
There are two types of Circuits: Passive Circuits and Combat Arts. Passive Circuits provide stat boosts or other background benefits. Combat Arts are active skills for use in battle, and are mostly detailed on their own page. All circuits in the elemental trees are only active while in that element mode; those in the neutral tree are always active, but are only half as effective in element modes. A circuit can only be unlocked if its parent circuit is already unlocked.
Each tree consists of four major paths, where Combat Arts associated with the four basic Combat actions are found, and several minor paths offering only passive circuits. Each of the neutral tree's major paths are balanced, but each elemental tree has two large paths, a medium path, and a small path, emphasizing certain combat actions over others based on the element's style. For example, Heat's Melee and Guard paths are large, Dash is medium and Throw is small.
Branches
The major circuit paths contain split structures called Branches, of two parallel paths of three circuit skills each, including at least one Combat Art. Although it is not possible to have both branches active at once, once one is unlocked, the active branch can be switched at any time at no cost. This allows the player to easily switch their active Combat Arts to match the situation.
Circuit Points
Circuit Points, or CP, are used to unlock Circuits. Circuits cost between 1 and 4 Circuit Points, with Circuits near the end of their tree being more expensive. Each tree has a separate pool of Circuit Points in order to allow the trees unlocked later to be as useful as those unlocked immediately. Every Level up grants one Circuit Point to each tree. The level cap of 99 means a maximum of 98 CP can be earned in this way. Fully unlocking the neutral tree requires 104 CP, while the elemental trees each require 108 CP. Enough bonus CP can be obtained to fully unlock all trees, although the A New Home DLC is necessary for this.
Sources of Bonus CP
Quests
DLC Quests
DLC Story
- Complete the Challenge of Para Island - 2 CP for the neutral tree
Arena Shop (DLC)
List of Passive Circuits
For your convenience, you will find here a list for every circuit tree that shows how much of each kind of passive circuit is found in that tree and the maximum relevant modifier possible.
Most trees, with the exception of the Wave tree, have a unique circuit that is only found on that tree, and provides a fixed benefit rather than a percentage increase to a stat. Neutral has Appetite, Heat has Once More, Cold has Bastion and Shock has Extra Dash. Appetite and Extra Dash can also be obtained from items, but Once More and Bastion are only available through their respective circuit trees.
If you are seeking an exhaustive representation of how each circuit is organized in the trees, you should boot up CrossCode and inspect the actual Circuits menu directly, because even though it follows a regular pattern, it is very complex.
Neutral Tree
Once again, almost everything in this tree applies half of their effects to the other four trees.
Circuit |
1 CP |
2 CP |
4 CP |
Max
|
MaxHP + |
4% |
6% |
10% x 2 |
30%
|
Increases MaxHP by [x]%. Determines how much HP you can have to survive damage.
|
Attack + |
4% |
6% |
10% x 2 |
30%
|
Increases Attack by [x]%. Increases the damage you can deal with your attacks.
|
Defense + |
4% |
6% |
10% x 2 |
30%
|
Increases Defense by [x]%. Decreases the damage you take and improves guarding.
|
Focus + |
4% |
6% |
10% x 2 |
30%
|
Increases Focus by [x]%. Determines frequency of critical hits and status effects, the time window for parry and dash invincibility and your SP gain.
|
Elemental Armor |
|
8% x 2 |
14% |
30%
|
Increases resistance to all elements by [x]%.
|
Appetite |
|
|
ONE |
ONE
|
Unlocks one additional buff slot.
|
Assault |
|
20% |
|
20%
|
Melee attacks fire additional small projectiles for [x]% of the base damage.
|
Brawler |
|
12% |
22% |
34%
|
Increases the damage of melee attacks by [x]%.
|
Bulk Calibre |
|
30% |
|
30%
|
Increases the knockback distance of charged projectiles by [x]%.
|
Bullseye |
|
30% |
|
30%
|
Increases the damage of critical strikes by [x]%.
|
Flash Step |
|
20% |
|
20%
|
Prolongs the invincibility when dashing by [x]%.
|
HP Regen |
|
|
50% |
50%
|
Regenerates [x]% of HP over 60 seconds of combat. Healing frequency increases with higher percentage.
|
Iron Stance |
|
4% |
|
4%
|
Increases the immunity to knockback from attacks by [x]%, depending on MaxHP.
|
Item Booster |
|
25% |
|
25%
|
Increases the effect of healing and the duration of buffs from items by [x]%.
|
Pin Body |
|
30% |
|
30%
|
When guarding, reflects [x]% of the total absorbed damage back on the attacker.
|
Scope |
|
|
40% |
40%
|
Decreases time needed to aim by [x]%.
|
Shooter |
|
12% |
22% |
34%
|
Increases the damage of ranged attacks by [x]%.
|
Solid Guard |
|
|
32% |
32%
|
Strengthens your shield and decreases the damage taken when guarding by [x]%.
|
Status Mend |
|
30% |
|
30%
|
Increases the recovery speed from all negative status conditions by [x]%.
|
X Counter |
|
|
40% |
40%
|
Increases damage on enemies that are attacking or charging by [x]%.
|
Heat Tree
Circuit |
1 CP |
2 CP |
3 CP |
Max
|
MaxHP + |
4% x 4 |
7% x 2 |
|
30%
|
Increases MaxHP by [x]%. Determines how much HP you can have to survive damage.
|
Attack + |
4% x 5 |
7% x 2 |
9% |
43%
|
Increases Attack by [x]%. Increases the damage you can deal with your attacks.
|
Defense + |
4% x 3 |
7% |
|
19%
|
Increases Defense by [x]%. Decreases the damage you take and improves guarding.
|
Focus + |
4% x 4 |
7% x 2 |
|
30%
|
Increases Focus by [x]%. Determines frequency of critical hits and status effects, the time window for parry and dash invincibility and your SP gain.
|
Heat Armor |
5% x 4 |
9% x 2 |
13% |
51%
|
Increases resistance to heat by [x]%.
|
Cold Armor |
7% x 2 |
13% |
19% |
46%
|
Increases resistance to cold by [x]%.
|
Assault |
|
20% |
30% |
50%
|
Melee attacks fire additional small projectiles for [x]% of the base damage.
|
Avenger |
10% |
|
|
10%
|
Restores SP on guard based on [x]% of the attack's power. (double for perfect guard)
|
Balance |
10% x 2 |
20% |
30% |
70%
|
Slows down the elemental overload by [x]%.
|
Berserker |
|
20% |
|
20%
|
Increases damage by [x]% when at critical HP. (below 33% of MAXHP)
|
Brawler |
6% x 2 |
11% |
15% |
38%
|
Increases the damage of melee attacks by [x]%.
|
Bulk Calibre |
|
30% |
|
30%
|
Increases the knockback distance of charged projectiles by [x]%.
|
Bullseye |
15% |
30% |
45% |
90%
|
Increases the damage of critical strikes by [x]%.
|
Burn Protect |
|
35% |
50% |
85%
|
Increases the resistance against the Burn condition and reduces its effect by [x]%. Burn causes damage over time, depending on the MAXHP of the victim.
|
Burn Rush |
|
25% |
35% |
60%
|
Increases the speed of inflicting the Burn condition and its effect by [x]%. Burn causes damage over time, depending on the MAXHP of the victim.
|
Flash Step |
|
20% |
|
20%
|
Prolongs the invincibility when dashing by [x]%.
|
HP Regen |
|
25% |
|
25%
|
Regenerates [x]% of HP over 60 seconds of combat. Healing frequency increases with higher percentage.
|
Iron Stance |
|
|
6% |
6%
|
Increases the immunity to knockback from attacks by [x]%, depending on MaxHP.
|
Legwork |
|
|
24% |
24%
|
Increases your movement speed while aiming by [x]%.
|
Once More |
|
|
ONE |
ONE
|
Survive exactly one attack that would normally kill you.
|
Scope |
10% |
|
|
10%
|
Decreases time needed to aim by [x]%.
|
Shooter |
6% x 2 |
11% |
|
23%
|
Increases the damage of ranged attacks by [x]%.
|
Solid Guard |
|
|
24% |
24%
|
Strengthens your shield and decreases the damage taken when guarding by [x]%.
|
Status Mend |
13% |
|
|
13%
|
Increases the recovery speed from all negative status conditions by [x]%.
|
Steady Shot |
|
40% |
|
40%
|
Decreases the loss of aim from quick aim movement and dashes by [x]%.
|
X Counter |
|
20% |
|
20%
|
Increases damage on enemies that are attacking or charging by [x]%.
|
Cold Tree
Circuit |
1 CP |
2 CP |
3 CP |
Max
|
MaxHP + |
4% x 4 |
7% x 2 |
|
30%
|
Increases MaxHP by [x]%. Determines how much HP you can have to survive damage.
|
Attack + |
4% x 3 |
7% |
|
19%
|
Increases Attack by [x]%. Increases the damage you can deal with your attacks.
|
Defense + |
4% x 5 |
7% x 2 |
9% |
43%
|
Increases Defense by [x]%. Decreases the damage you take and improves guarding.
|
Focus + |
4% x 4 |
7% x 2 |
|
30%
|
Increases Focus by [x]%. Determines frequency of critical hits and status effects, the time window for parry and dash invincibility and your SP gain.
|
Cold Armor |
5% x 4 |
9% x 2 |
13% |
51%
|
Increases resistance to cold by [x]%.
|
Heat Armor |
7% x 2 |
13% |
19% |
46%
|
Increases resistance to heat by [x]%.
|
Assault |
|
20% |
|
20%
|
Melee attacks fire additional small projectiles for [x]% of the base damage.
|
Balance |
10% x 2 |
20% |
30% |
70%
|
Slows down the elemental overload by [x]%.
|
Bastion |
|
ONE |
ONE |
TWO
|
Allows to guard against attacks from the side. Activate twice to guard attacks from above too.
|
Berserker |
|
20% |
|
20%
|
Increases damage by [x]% when at critical HP. (below 33% of MAXHP)
|
Brawler |
6% x 2 |
11% |
15% |
38%
|
Increases the damage of melee attacks by [x]%.
|
Bullseye |
15% |
30% |
45% |
90%
|
Increases the damage of critical strikes by [x]%.
|
Chill Protect |
|
35% |
50% |
85%
|
Increases the resistance against the Chill condition and reduces its effect by [x]%. Chill decreases the overall speed of the victim.
|
Chill Rush |
|
25% |
35% |
60%
|
Increases the speed of inflicting the Chill condition and its effect by [x]%. Chill decreases the overall speed of the victim.
|
HP Regen |
13% |
|
|
13%
|
Regenerates [x]% of HP over 60 seconds of combat. Healing frequency increases with higher percentage.
|
Iron Stance |
2% |
4% |
6% |
12%
|
Increases the immunity to knockback from attacks by [x]%, depending on MaxHP.
|
Pin Body |
15% |
30% |
45% |
90%
|
When guarding, reflects [x]% of the total absorbed damage back on the attacker.
|
Scope |
|
20% |
|
20%
|
Decreases time needed to aim by [x]%.
|
Shooter |
6% x 2 |
11% |
|
23%
|
Increases the damage of ranged attacks by [x]%.
|
Solid Guard |
|
16% |
24% |
40%
|
Strengthens your shield and decreases the damage taken when guarding by [x]%.
|
Steady Shot |
|
|
60% |
60%
|
Decreases the loss of aim from quick aim movement and dashes by [x]%.
|
Shock Tree
Circuit |
1 CP |
2 CP |
3 CP |
Max
|
MaxHP + |
4% x 3 |
7% |
|
19%
|
Increases MaxHP by [x]%. Determines how much HP you can have to survive damage.
|
Attack + |
4% x 4 |
7% x 2 |
|
30%
|
Increases Attack by [x]%. Increases the damage you can deal with your attacks.
|
Defense + |
4% x 4 |
7% x 2 |
|
30%
|
Increases Defense by [x]%. Decreases the damage you take and improves guarding.
|
Focus + |
4% x 5 |
7% x 2 |
9% |
43%
|
Increases Focus by [x]%. Determines frequency of critical hits and status effects, the time window for parry and dash invincibility and your SP gain.
|
Shock Armor |
5% x 4 |
9% x 2 |
13% |
51%
|
Increases resistance to shock by [x]%.
|
Wave Armor |
7% x 2 |
13% |
19% |
46%
|
Increases resistance to wave by [x]%.
|
Avenger |
10% |
|
|
10%
|
Restores SP on guard based on [x]% of the attack's power. (double for perfect guard)
|
Balance |
10% x 2 |
20% |
30% |
70%
|
Slows down the elemental overload by [x]%.
|
Brawler |
6% x 2 |
11% |
|
23%
|
Increases the damage of melee attacks by [x]%.
|
Bullseye |
15% x 2 |
30% |
45% |
105%
|
Increases the damage of critical strikes by [x]%.
|
Extra Dash |
|
|
ONE |
ONE
|
Grants one additional dash step.
|
Flash Step |
|
20% |
30% |
50%
|
Prolongs the invincibility when dashing by [x]%.
|
Jolt Protect |
|
35% |
50% |
85%
|
Increases the resistance against the Jolt condition and reduces its effect by [x]%. Jolt causes damage and stuns in short intervals.
|
Jolt Rush |
|
25% |
35% |
60%
|
Increases the speed of inflicting the Jolt condition and its effect by [x]%. Jolt causes damage and stuns in short intervals.
|
Legwork |
|
16% |
24% |
40%
|
Increases your movement speed while aiming by [x]%.
|
Scope |
|
20% |
|
20%
|
Decreases time needed to aim by [x]%.
|
Shooter |
6% x 2 |
11% |
15% |
38%
|
Increases the damage of ranged attacks by [x]%.
|
Solid Guard |
|
16% |
|
16%
|
Strengthens your shield and decreases the damage taken when guarding by [x]%.
|
Status Mend |
13% |
25% |
35% |
73%
|
Increases the recovery speed from all negative status conditions by [x]%.
|
Steady Shot |
|
40% |
60% |
100%
|
Decreases the loss of aim from quick aim movement and dashes by [x]%.
|
X Counter |
|
20% |
|
20%
|
Increases damage on enemies that are attacking or charging by [x]%.
|
Wave Tree
Circuit |
1 CP |
2 CP |
3 CP |
Max
|
MaxHP + |
4% x 5 |
7% x 2 |
9% |
43%
|
Increases MaxHP by [x]%. Determines how much HP you can have to survive damage.
|
Attack + |
4% x 4 |
7% x 2 |
|
30%
|
Increases Attack by [x]%. Increases the damage you can deal with your attacks.
|
Defense + |
4% x 4 |
7% x 2 |
|
30%
|
Increases Defense by [x]%. Decreases the damage you take and improves guarding.
|
Focus + |
4% x 3 |
7% |
|
19%
|
Increases Focus by [x]%. Determines frequency of critical hits and status effects, the time window for parry and dash invincibility and your SP gain.
|
Wave Armor |
5% x 4 |
9% x 2 |
13% |
51%
|
Increases resistance to wave by [x]%.
|
Shock Armor |
7% x 2 |
13% |
19% |
46%
|
Increases resistance to shock by [x]%.
|
Avenger |
|
20% |
30% |
50%
|
Restores SP on guard based on [x]% of the attack's power. (double for perfect guard)
|
Balance |
10% x 2 |
20% |
30% |
70%
|
Slows down the elemental overload by [x]%.
|
Berserker |
10% |
20% |
30% |
60%
|
Increases damage by [x]% when at critical HP. (below 33% of MAXHP)
|
Brawler |
6% x 2 |
11% |
|
23%
|
Increases the damage of melee attacks by [x]%.
|
Bulk Calibre |
|
30% |
45% |
75%
|
Increases the knockback distance of charged projectiles by [x]%.
|
Bullseye |
|
30% |
|
30%
|
Increases the damage of critical strikes by [x]%.
|
Flash Step |
|
|
30% |
30%
|
Prolongs the invincibility when dashing by [x]%.
|
HP Regen |
13% |
25% |
36% |
74%
|
Regenerates [x]% of HP over 60 seconds of combat. Healing frequency increases with higher percentage.
|
Iron Stance |
|
4% |
|
4%
|
Increases the immunity to knockback from attacks by [x]%, depending on MaxHP.
|
Mark Protect |
|
35% |
50% |
85%
|
Increases the resistance against the Mark condition and reduces its effect by [x]%. Mark increases the received ranged damage by 50%.
|
Mark Rush |
|
25% |
35% |
60%
|
Increases the speed of inflicting the Mark condition and its effect by [x]%. Mark increases the received ranged damage by 50%.
|
Pin Body |
15% |
|
|
15%
|
When guarding, reflects [x]% of the total absorbed damage back on the attacker.
|
Scope |
|
20% |
30% |
50%
|
Decreases time needed to aim by [x]%.
|
Shooter |
6% x 2 |
11% |
15% |
38%
|
Increases the damage of ranged attacks by [x]%.
|
Solid Guard |
|
16% |
|
16%
|
Strengthens your shield and decreases the damage taken when guarding by [x]%.
|
Status Mend |
13% |
|
|
13%
|
Increases the recovery speed from all negative status conditions by [x]%.
|