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Good against mobs grouped together and finishing off bosses when you're in a bad spot.
Not the best idea unless you get those kills.
If you were going to use it though, I'd recommend using it with Scherezard. On a characters turn before Scherazard you can use chain (with everyone other than Scherezard), then use all your S breaks, then use Scherezard's abiity to make them all move again instantly.
Burst, not sustained damage. The delay after that is liable to get you killed if you mess it up, but if buffs are up, you're also liable to take out whatever you point it at and cut a fight short.
https://www.youtube.com/watch?v=P8psX9s06yc
Another, more obscure use of chain crafts is controlling the flow of turn bonusses.
Let's say your turn order is: Kevin - Ries - Tita - Enemy 1 - Enemy 2.
If the fourth slot has a Death turn bonus, the best way to avoid Enemy 1 from insta-killing one of your party members is to have Kevin cast a quick Tear spell, which inserts an additional turn into the queue and causes the Death bonus to stick to Tita's turn instead of the enemy's.
If, however, the fifth slot has a Death turn bonus, Kevin casting Tear would merely shift the bonus from Enemy 2 to Enemy 1. You could have Ries also cast Tear, but instead you could also have Kevin initiate a chain craft with either Ries, Tita or both. This causes Ries and/or Tita to immediately get plucked out of the queue causing the bonus to be given to whoever comes after Enemy 2. (which is probably Kevin again since initiating a chain craft doesn't have as much delay as participating in one)
Likewise, if the 3rd slot had a Guard bonus, which would waste Tita's turn, plucking Ries or Tita out of the queue by making Kevin initiate a chain craft with them causes the Guard bonus to land on either Enemy 1 or Enemy 2.