RIFTCOMBO

Combo · CHAIN · 8 points

Eight in one turn with no Conquer and no combat: two Holds, three Trinity Forces, three third moves

8 cards · body + chaos · verified

Pieces

Payoff

Score arbitrary pointsBurst of points in one scoring event

Deck

Prerequisites

Steps

  1. EARLIER TURNS. Play three Yasuo, Windrider (E5 + 1 Chaos Power each); each enters exhausted (143.4) and is readied at your next Awaken (315.1.b). Play three Trinity Force (E4 each) and pay each [Equip] cost of one Body Power (818.1, 818.1.b: 'Equip has a cost to activate and Attaches the card with Equip to a chosen Unit when the cost is paid'), one onto each Yasuo. Establish Control of both battlefields of the Duel and end a turn with the three Yasuo standing on them, split across the two.
  2. FINISHING TURN, AWAKEN (315.1.b): everything you control readies, so all three Yasuo are ready before a single move is made.
  3. BEGINNING PHASE, SCORING STEP (315.2.b.2): 'The Turn Player Holds all Battlefields they Control.' Both battlefields Score. 471.1 gains one point for each - POINTS 1 AND 2 - and 470's once-per-battlefield cap is spent here and nowhere else.
  4. 471.2 then triggers the Score abilities at each battlefield that Scored. Every Trinity Force carrier is present (383.4.d.2.a), so all three instances of 'When I hold, score 1 point' resolve - POINTS 3, 4 AND 5. These are 194.1.c gains by Triggered Ability, not Scores, so 470 does not see them.
  5. MAIN PHASE, NEUTRAL OPEN STATE (144.1.a). Standard-Move all three Yasuo from their battlefields to your base in one game action (144.3 with 144.3.b allowing the different origins, 144.4.b for the destination, 144.2 exhausting all three simultaneously under 144.3.c). MOVE ONE for each of them. No Contested is applied to anything (190.3.a.1 and 450 speak only of a Battlefield Destination).
  6. Play On the Hunt for 1 Energy and 2 Power: 'Ready your units.' All three Yasuo are ready again (415.1).
  7. Standard-Move all three from base to a battlefield you already control (144.4.a). MOVE TWO. 190.3.a.1 applies no Contested because you already control it, so no Showdown is staged at 323.8 and no Combat at 323.9.
  8. Play the second On the Hunt for 1 Energy and 2 Power. All three ready again.
  9. Standard-Move all three back to your base (144.4.b). MOVE THREE for each. 'The third time I move in a turn, you score 1 point' fires three times - POINTS 6, 7 AND 8, all under 194.1.c.
  10. At the next Cleanup, 472: 'When a cleanup occurs and a player has accrued Points greater than or equal to the Victory Score for their Mode of Play, and if they have more points than any opponent, they Win the Game.' 194.3 puts the Victory Score at 8. 323.6 strips your Control of the now-empty battlefields at that same Cleanup, which costs nothing: 471.1 already Gained every point.

Per iteration

8 points in one turn from a standing board of three units, for 2 Energy and 4 Power on the finishing turn; repeatable as 5 points a turn (two Holds and three Trinity Forces) plus 3 a turn from the moves for as long as the three bodies survive

How it ends

eight points inside a single turn, across two scoring phases with no opponent turn in between - five in the Beginning Phase (315.2.b.2) and three in the Main Phase (316)

Sources

Published elsewhere

Walked here, in this project

How this entry was audited

REFUTE = a refutation pass, with its date and verdict · WOUNDED = the pass found a flaw and the entry was rewritten · BUDGETED = the pass checked the recycle-and-draw ledger · lens = the hunt that proposed it.

It was designed target-first: the availability census showed body/chaos with 118 catalogued entries available to it and ZERO of class INFINITE, BURST or CHAIN, so the question asked was 'what is the largest number of points Body/Chaos can put on the board in one turn', not 'what does this card enable'. The answer is that Body owns the only unconditional repeatable Hold payoff in the pool that is not gated on a condition (SFD-115 Trinity Force, three copies, no clause) and Chaos owns the only repeatable point that is not a Score at all (OGN-205 Yasuo, Windrider), and that the pair had never been summed because no single card points at the other. Full walk done, hence verified and not candidate: card text pasted verbatim from data/corpus_flat.txt; every paragraph opened in data/Riftbound-Core-Rules-2026-07-16.txt and quoted untruncated - 103.1.b, 103.2.b, 103.2.d.1, 103.2.d.2, 137.3, 137.3.a, 143.4, 144.1.a, 144.2, 144.3, 144.3.a, 144.3.b, 144.3.c, 144.4.a, 144.4.b, 144.4.c.1, 161.2.b, 164.2.b, 187.5, 190.3.a.1, 194.1, 194.1.a, 194.1.b, 194.1.c, 194.2, 194.3, 315.1.b, 315.2.b.2, 315.3.b, 323.6, 323.8, 323.9, 381, 383.4.d, 383.4.d.1, 383.4.d.2.a, 415.1, 415.1.b, 415.1.c, 434.1.c, 450, 457.1, 469.1, 469.2, 470, 471.1, 471.1.a.1, 471.1.b, 471.2, 472, 485.4, 719.5, 810.1.c.3, 818.1, 818.1.b. Legality checked against data/legality.json: none of SFD-115, OGN-205, SFD-235, SFD-204, SFD-203, SFD-250 appears in entries[], whose only non-banned row is the 2v2 restriction on OGS-019. Domain identity computed from data/cards.json and not from prose: Trinity Force ['body'], Yasuo ['chaos'], On the Hunt ['body','chaos'] - union {body, chaos}. Legend census run against cards.json rather than typed: exactly two legends carry the Sivir champion tag, SFD-203 and SFD-250 Battle Mistress, both Body/Chaos. Arithmetic against the entry's own declared quantities: 2 Holds + 3 Trinity Force + 3 Yasuo = 8 with 3/3/2 copies. Trap check: no token, no [Temporary], no [Repeat], no Conquer (so 471.1.b never engages), no combat (so the empty-battlefield trap never arises), no unruled reading except R2 which is ruled A. Coverage checked with .scratch/have.mjs before writing: the only hit was on-the-hunt-yasuo-triple-third-move as a strict subset, cross-referenced in a notable of each.

Walked against Core Rules 2026-07-16

Match a deck list against the whole catalogue