Two mechanics define the chain and sickle and shape everything about how to build it in The Adventures of Elliot: The Millennium Tales: a 360-degree regular attack that sweeps every nearby enemy simultaneously, and a charge attack that pulls enemies toward Elliot rather than knocking them away. Both reward careful mid-range positioning - get too close, and faster enemies evade the arc.

Magicite builds split between a status-effect approach - pairing Frost Swing and Binding Chain with Afflicted Efficacy - and a hit-count approach maximising what the sweeping regular attack deals per rotation. Below, we'll cover the standouts for both paths, explain why Penetrator is a weapon-altering risk, and share our endgame build.

All Chain And Sickle Magicite

Magicite

Effect

Attack Up

Increases damage.

Critical Damage Up

Increases how much extra damage critical hits inflict.

Critical Rate Up

Increases how often you get critical hits.

Charge Time Down

Reduces the time it takes to fully charge.

Double Swing

Regular attacks are weaker, but they hit twice.

Lashes

Increases the damage dealt per hit during regular attacks.

Footwork

Increases movement speed while charging.

Fire Dance

Launches fireballs while charging/twirling the chain.

Binding Chain

Charge attacks may stun enemies.

Afflicted Efficacy

Increases the damage dealt to enemies with status conditions.

Frost Swing

Regular attacks may freeze enemies.

Mind's Eye

Hitting enemies behind you with regular attacks will always crit.

Penetrator

Charge attacks now travel through enemies instead of drawing them in, but damage is lower.

Risky Gamble

Increases charge attack damage, but missing attacks deals damage to Elliot.

Succor Stance

Charged attacks heal you when you are low on health.

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Best Chain And Sickle Magicite

The scythe chain's identity is built around two key mechanics: a 360-degree regular attack that sweeps every nearby enemy simultaneously, and a charge attack that pulls enemies toward Elliot rather than knocking them away. Both reward a specific kind of spatial awareness; regular attacks are best executed at mid-range, where the arc fully connects, rather than point-blank, where fast enemies can slip within it. Build choices flow naturally from this.

Two directions work well here. The first leans into the status-effect loop: inflicting freeze or stun on multiple enemies and then exploiting their weakened state for bonus damage. The second focuses on maximising how much the regular attack actually deals per sweep, investing in raw hit-count and per-hit bonuses. Both are strong, with the status-effect route particularly rewarding against groups of smaller enemies and the damage route more reliable in single-target boss situations.

The standout picks:

  • Lashes is one of the highest-value picks for the chain and sickle specifically. The 360-degree sweep procs its per-hit damage bonus on every enemy caught in a single rotation — against groups, this adds up extremely quickly.
  • Double Swing and Lashes form a strong pairing. Double Swing's trade-off of weaker individual hits for twice the number of attacks becomes a net positive when Lashes is rewarding each additional hit, and doubly so against groups.
  • Frost Swing and Binding Chain are the core of any status-effect build. Frost Swing brings a freeze chance to regular attacks, Binding Chain adds a stun chance to charge attacks, and both create consistent windows to exploit Afflicted Efficacy.
  • Afflicted Efficacy is a must-have if either of the above is in your build. Given how reliably the chain can maintain a status condition across an entire group of nearby enemies, the damage bonus is almost always active.
  • Charge Time Down is nearly essential for any build leaning on charge attacks, and pairs well with Footwork, which allows movement during charging without cancelling the animation.

Two magicite to approach carefully:

  1. Penetrator fundamentally changes the charge attack. Removing the pull mechanic and replacing it with a pass-through effect at reduced damage. That pull is genuinely one of the chain and sickle's most useful tools for controlling enemy positioning and setting up follow-up attacks, so losing it is a steep cost. Only worthwhile if you're committed to regular attacks and barely using charges at all.
  2. Risky Gamble offers a tempting charge damage boost, but missing a charge attack damages Elliot, and the forward thrust can easily sail past faster or more evasive enemies. It needs confident, precise positioning before it's worth the slot.

Best Endgame Build

This build is what I used during my playthrough, where I leaned into the status-infliction magicite and paired the weapon with either the spear or hammer for raw damage. The following build has everything at five stars and uses a magicite box at full capacity.

Notably, it uses Succor Stance, as the Chain and Sickle can be a tricky weapon to work with.

Attack Up

Critical Rate Up

Charge Time Down

Double Swing

Lashes

Fire Dance

Binding Chain

Afflicted Efficacy

Frost Swing

Succor Stance

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