Chrome Disaster

Chrome DisasterINFORMATION




  • N/A




  • DARK




  • Clear Story. Purchase in BP Shop



Show/Hide Special Moves



 SP-rushing1  Drain Chase  Rushing Attack. A forward thrust with the blade followed by a vicious bite. Absorbs HP.

  • GAUGE COST: 200
 SP-combo4  Endless Dark  Combo Attack. A visceral combo containing wire hook attacks, blade slashes and a final vicious bite.

  • GAUGE COST: 400




Show/Hide Incarnate Skills



 I-power2  Wire Hook Capture  Power Attack. Uses the Wire hook to pull in an enemy and bashes them with a violent blade slash. “GET OVER HERE!!”

*If the target is too heavy to pull in, Chrome Disaster will instead fling himself at the target to perform the attack.

  • COOLDOWN: 10
 I-counter2 Prediction Counter  Counter Attack. Rushes in and counters incoming attacks with 2 heavy vertical sword slashes.

*Counter activates upon receiving damage during start-up of attack (Projectiles & magic do not count).

**This counter is unique because it will perform a different attack if damage wasn’t received during start-up.

  • COOLDOWN: 10
 I-AoE3  Howl of Wrath  Area of Effect Attack.  Unleashes a roar of malicious energy that damages an area around Chrome Disaster.

  • COOLDOWN: 15




Show/Hide Healing & Buffs



 Relive  Recurring Calamity Allows Chrome Disaster to come back from the dead. One use per cast.

  • HP Recovery:
    • Lv1 = 50%
    • Lv500 = 75%
    • Lv1000 = 100%
  • Duration:
    • Lv1 = 100 Seconds
    • Lv500 = 200 Seconds
    • Lv1000 = 300 Seconds
  • COOLDOWN: 180
 PerformanceATK  Wild Instinct Increases Self Attack.

  • Attack Increase:
    • Lv1 = 30%
    • Lv500 = 35%
    • Lv1000 = 40%
  • Duration: 20 Seconds
  • COOLDOWN: 180 Seconds




Show/Hide Passive Skills



 Neo Acceleration  Allows the use of faster Accel Move & Super Jump techniques.
 Rampaging Fang  Chrome Disaster’s unique fighting style.
 Increase Critical Rate  Increases the probability of landing a critical strike by 20%.
 Increase Dark Attack  Increases damage of Dark based attacks by 10%.
 Increase Dark Resistance  Reduces damage received from Dark based attacks by 20%.
 Stamina Saver  Reduces the cost of stamina based actions by 20%.
 Increase Special Gauge  Increases Max Special Gauge by 10%.
 Increase Special Gauge Regeneration  Increases the rate of gaining Special Gauge by 10%.
 Cooldown Time Decrease  Decreases the cooldown time of Sword Skills & Special Moves by 10%.
 Increase Attack  Increases physical damage dealt by weapons by 10%.
 Increase Down Resistance  Increases resistance to DOWN and Stagger status ailments.
 Increase Physical Defense  Decrease amount of damage received by physical attacks by 10%.
 Switch Boost  Increases the power of Switch by 10%.
 Skill Connect Boost  Increases power of Skill Connect by 10%.
 Increase Attack+  Increases physical damage dealt by weapons by 20%.
 Increase Dark Attack+  Increases damage of Dark based attacks by 20%.
 Increase Dark Resistance+  Reduces damage received from Dark based attacks by 36%.
 Increase Special Gauge+  Increases Max Special Gauge by 30%.
 Increase Special Gauge Regeneration+  Increases the rate of gaining Special Gauge by 30%.
 Cooldown Time Decrease+  Decreases the cooldown time of Sword Skills & Special Moves by 20%.
[Lv1000] Increase Physical Defense+  Decrease amount of damage received by physical attacks by 20%.
[Lv1050] Increased Guard Efficiency  Reduces the amount of stamina used when guarding attacks.
[Lv1100] Increase Jump Efficiency  Decreases the amount of stamina used by jumping related actions.
[Lv1200] Increased Guard Efficiency+  Even further reduces the amount of stamina used when guarding attacks.



This section is written as an more in-depth extension to the AW & SAO Character Overview post and is meant to be used hand in hand with the General Leveling Guide. The purpose of this How-To-Play is to offer players of all levels a skeleton plan which enables them to build their characters up to their full potential. With that being said, it is indeed recommended that you do follow the steps described here.

Accel World characters need a solid team (In particular, a competent Buffer) in order for them to truly shine. They serve as mainly Elemental Attackers and should only typically be used when the team already has all of the key characters that make up Buffer, Debuffer and Healer.

I am aware that AW characters are PvP oriented but I don’t really care about PvP so this How-To-Play is written with co-op play mind.

-Equipment Selection-

Chrome Disaster’s Main Element is Dark so he is highly compatible with Dark Engraved Stones and Enhanced Armaments that Increase Dark Abilities.

But since a AW characters rely on Elemental Damage for their main damage output, they can benefit greatly from simply using the appropriate Elemental Engraved Stones & Elemental Equipment for each corresponding Boss Weakness. It may appear as a hassle to constantly change equipment for every Boss Weakness but the difference is effectively Double Damage since elemental damage is multiplied by 2 if a boss is weak to that element (Also, if a boss resists an element, that specific Elemental Damage will be reduced by 90%).

For information on which each Bosses weaknesses and resistances, there are Weak/Resist spreadsheets on the Boss Guides page.

In the event that a boss is indeed Resistant to all elements, pick the Engraved Stone and the Elemental Equipment that the team will most likely end up using. Example: a team with Strea, Seven & Kirito will result in a definite use of Enhance Earth since there is no other Elemental Enhance in the team makeup.

**For some tips on how to select the appropriate Accessories for your character, consult the Selecting Equipment guide.

-AW Combat Guide-

AW characters cannot fly. On top of this, using Special Moves consumes the Special Gauge which is only filled by landing Square & Triangle attacks. This makes AW Combat a lot more complicated as you constantly have to be attacking to build the Special Gauge meter while at the same time trying to control your altitude. But don’t worry, a little bit of practice and picking up some good habits will help you become effective at combat as well as gain enjoyment from using these characters.

Building Special Gauge Meter:

When a fight starts, you will typically always have 0 meter. It would be ideal if there was a nearby mob monster you could smack around for meter gain but if there isn’t do not rush straight to the boss. If you rush straight to the boss you could become out of range of the SAO characters buffs with increase your strength tremendously. Patiently wait for your SAO teammates to cast all of their buff skills and once they are finished, Accel Move in for combat.

Spend the first few moments of the Boss fight restricting yourself to Square and Triangle attacks in order to build a good amount of meter. You can use your Incarnate Skills to punctuate your normal attacks but the purpose here is meter building, not damage output.

Triangle attacks build the most meter but don’t use them if you have below 50% stamina. If you run out of stamina, you will simply fall straight to the ground since you will become unable to Jump, Dash, Super Jump & Accel Move which are important for maintaining altitude.

Once you have around 60%+ meter, you can start using Special Moves rather aggressively and do Skill Connect combos into Incarnate Skills. Just keep in mind that you will be restricted to building meter if you completely exhaust your meter gauge. Because of this, it is recommended that you can get into the good rhythm of using short Skill Connect combos into Incarnate Skills and then building meter while the Incarnate Skills are on cooldown.

The reason why is a good idea to never completely exhaust your meter gauge is for CHRISTMAS. “Christmas” is what I call it when a boss is either DOWNED or does an attack with long duration and is rendered completely helpless for around 30 seconds. This is the time when everyone drops what they are doing and focuses completely on damage output. A lot of AW characters wait for Christmas so they can activate their Mega Buffs and deal high damage. So if you don’t have any meter when it’s Christmas, you will miss out on your biggest chance to deal maximum damage.

Controlling Altitude:

Majority of the Bosses in this game do in fact fly. Therefore it is extremely important for characters who cannot fly to know who to maintain a stable altitude where they feel comfortable and are in full control of the situation.

Your 4 main tools for controlling altitude are Square Attacks, Jumps, Super Jumps and Accel Moves.

Since all of the tools used for Vertical Movement consume a considerable amount of Stamina, there are times when you will just have to float in a safe place and use Square Attacks in order to maintain altitude while regenerating Stamina. Square Attacks don’t use any Stamina. So if you ever run out of Stamina, use Square attacks so that you don’t fall all the way to the ground.

For advanced players, would be ideal if you could land these Square Attacks on a Boss since you could build meter at the same time. If you spot an incoming attack you can simply Jump Cancel the Square Attack into a a quick Guard. If your timing is perfect, you can Instant Block the attack and go right back into Square Attacks without losing any altitude.

Jumps can be used to maintain altitude but be careful. If you use many jumps in quick succession you will rapidly drain your Stamina Gauge and fall right to the ground in failure. For this reason, you should train yourself to use basic jumps simply for maintaining your level of altitude as opposed to long distance upward movement.

Super Jumps and Accel Moves are the tools used to cover large amounts of distance. Quite often when you use one of these techniques, you can move a lot more than intended to and be caught off guard that you are now more displaced than you expected to be. This is especially the case with the Super Jump.

When you are in a boss fight and you have fallen considerably far underneath a boss, use the Accel Move in order to get back onto the Boss’ same Altitude level. Note that this will only work if you can still lock on to the boss. Do not use the Super Jump if you can still lock on to the boss unless you are prepared to elevate much higher than the boss. If you cannot lock on to the boss it means that you are really far below a boss and a Super Jump will be needed to put you into lock-on range.

But be careful since using an Accel Move from underneath a Boss puts you directly in front of the boss and you will be vulnerable its attacks.

-Video of Offensive Skills & Play Sample-
-Using Chrome Disaster-

Accel World characters are built for combat. They do not have many buff skills so they do not have to worry about constantly casting buffs the way SAO characters do. Because of this, they have a lot of freedom in their playstyle and benefit a lot from being played aggressively. But keep in mind that there is a huge difference between playing Aggressively and playing Recklessly. AW characters don’t have free access to Healing Skills so you have to play with caution.

Chrome Disaster has a good split of Special Moves and Incarnate Skills. This means that he doesn’t have to spend too much time building up meter sand canfocus on attacking the enemy for the most part. On top of this, Chrome Disaster has a very solid set of skills. He can cover distance, handle AoE and deal damage when he needs to. His list of skills arent exceptionally strong but they do have some hidden properties that make them very interesting.

His Drain Chase attack recovers HP on the final hit. Considering this Skill as well as his his Revive buff, Chrome Disaster is actually very hard to kill.

His Counter Skill is the only counter that can be used as a normal move and combo-ed from even if you don’t recive a hit during startup. If Disaster does in fact recieve a hit during the startup of the counter, the move changes into something that deals a good amount of damage.

His Wire Hook Capture skill has an interesting property where he will bring an opponent towards him. If the opponent is too big, he will instead fling himself at the target to do the attack.

His AoE as well as his Wire Hook Capture do have some solid Stun/DOWN potential meaning that Chrome Disaster can be played in many interesting ways.

Overall he has a good number of skills that have Super Armor and since he has a skill that can Drain HP, Chrome Disaster can play fairly Recklessly and still be in control of the situation. The only real downside to his moveset is that he lacks a true outlet for power and he is also really really slow. You kind of have to plan you Sword Skill Connect chains ahead based on what you think the boss might do next or you might just end up whiffing one of your strongest move.

This is unrelated to his Sword Skills, but its worth noting that Chrome Disaster’s Accel Move attack (The double bite) absorbs a small amount of HP on hit.

-Using Buff Skills-

Accel World character buffs typically provide a larger increase than SAO buffs but have a considerably shorter duration. Since Buffs can be overwritten in this game I would like to emphasize that AW chara buffs do in fact overwrite SAO Buffs, but once the AW buff duration is over, they revert back to the SAO buffs. However, This doesn’t hold true when an AW buff changes the kind of element used when it comes to Element Enhance buffs (Same Element overwrites are still good though).

“Recurring Calamity” has a duration that outlasts the cooldown time so you should always keep this buff on. If you have just died and come back to life be sure to recast it if you have it open.

“Wild Instinct” grants a huge attack boost. The probelm here is that it has an extremely short duration. Only cast this right before you get a big opportunity to deal huge damage.


Chrome Disaster’s Drain Chase can recover HP. If you slip that into your Skill Connect Combos often, you should be able to offset most damage recieved due to the general length of his skills.

AW characters have no access to Healing Magic. Therefore, Healing Items become their main source of HP Recovery outside of relying on Healer teammates. Since they have few skills and end up having lots of free space in their Pallet, you can equip tons of Healing Items directly to their Pallet for quick healing access.

Since using a Healing Item leaves you vulnerable to attacks, its good form to first super jump as high as you can and then use an item while falling to the ground.

When you take damage with AW characters, don’t be a hero. Pop a quick HP Regen item and then continue fighting cautiously. If you have taken considerable damage, fall back to safety and use an Ancient Fruit (Full Recovery item) or a Pure Healing Crystal (Party HP 50% Recovery item).

It would be the best thing for you, as an AW character, if you had a healer who would care about you and heal you constantly. But don’t be a burden to the team. Understand that you don’t have free access to healing and don’t fight recklessly.

 -BK’s Opinion on Chrome Disaster-

Hmm. This character almost great. He’s got a counter, HP drain and AoE with sick DOWN potential. On top of this he has a short 40% Attack buff and a revive that is cast in the blink of an eye.

So.. why isn’t he great..? With all these tools he looks downright awesome on paper but…

I don’t know. Something just doesn’t click here. Its probably due to the fact that he is one of the slowest characters in the game but he isn’t able to deal Naito/Lotus/Ash Roller/Unica-chan damage.

I’m not saying he’s weak because he isn’t. But its just that you’d expect more damage out of him because of his list of skills but hes isn’t able to deal that much.

Damage aside he’s a joy to play. And hard to kill (X_X)

Thank God I don’t play PvP because Chrome Disaster would dominate in PvP.