Primary elements

Kali

An insidious element of attrition and execution - it poisons, silences, and destroys MAX HP for good

Game data 1.6.0 · Reviewed 19 September 2026

Overview

An insidious element of attrition and execution - it poisons, silences, and destroys MAX HP for good.

Slot Kali into a skill’s primary socket to change that skill’s behavior. Each skill has its own variants, so the element’s general identity is a starting point rather than a complete description of every combination.

  • Ascension 1 or above
  • 1 completed run

Element matchups

These multipliers apply to elemental affinity in the damage formula. Unlisted pairings are neutral (1×). True-damage and skill-specific effects have their own rules.

AgainstMultiplier
Hydro1×
Pyro1×
Geo1×
Aero1×
Phumi1.15×
Kali1×
Cosmic1×

Fusion recipes

Skill variants

Beam

Executioner — Every tick of this beam has a bonus chance to critically hit

Barrier

Retribution — All damage taken is exploded back out in a shockwave that can critically strike

Shoulder Charge

Venom Ram — Poisons for 6s - every attack the target lands costs it 3% of its max HP

Second Breath

Umbral Breath — Vanish for 5s — invisible until you attack, and that attack hits harder

Energy Surge

Venom Surge — Kali buffs from skills you cast this hand cycle last 3s longer

War Cry

Venom Cry — Dark-infused skills deal a further 10% damage for 15s

Quicken

Venomstep — Halves how long Poison lasts on you - the one already on you and any that lands soon after

Shadow Dance

Venom Afterimage — The afterimage is venomous - Poison the attacker for 6s per slip

Recover

Antivenom Ward — Become immune to Poison for 15s

Sword Combo

Ruin Edge — Each sword strike destroys 3% of the target's Max HP permanently

Grapple

Ruin Hook — Every 0.3s of the pull destroys 3% of the max HP of the target for good

Energy Dagger

Venom Daggers — Each landed dagger adds a 6s Poison stack - every attack the target lands costs it 3% of its max HP per stack

Triple Shot

Venom Split — Each landed shot scatters 3 motes - catch one for +15% critical hit chance for 6s

Destructive Shot

Unmaking Shell — Destructive, literally - 5% of MAX HP is gone from everything caught, permanently

Return Shot

Leeching Arc — Each pass adds Poison for 6s - the arc bleeds the target dry

Super Beam

Death Sentence — Double chance to critically hit per beam tick

Punch Kick Combo

Seal Fists — Silenced for 4s - the target cannot perform ANY attack, no basics and no skills

Power Wave

Rot Wave — The wave carries rot - Poison everything it washes over for 6s

Blink Assault

Seal Blink — Silences the target for 4s - it cannot attack at all

Smoke Bomb

Miasma — Every 1s in the cloud applies a poison stack - the target pays in blood each time it attacks

Portal

Umbral Gate — Increases the damage of KALI infused skills that go through the portal

Energy Bomb

Umbral Column — The burst leaves a column of blight that POISONS anything inside it

Fighting Aura

Venom Aura — While the aura burns an enemy that MELEE attacks you has a 15% Chance to be Poisoned for 6s

Advancing Wall

Venomwall — An enemy that touches the wall is 15% easier to critically hit for 6s. Stacks

Guardian's Call

Umbral Warden — 35% Chance to guardian attacks have a chance to Poison the enemy

Shockwave

Umbralwash — The shockwaves apply Poison for 6s as they pass

Blast Knuckle

Venom Knuckle — Apply Poison Doubles it if the target is already Poisoned

Power Stream

Void Pools — Leaves dark pools - every tick has a 25% Chance to destroy 5% of the max HP of an enemy inside

Spirit Axe

Umbral Reaver — Each tick raises your CRIT DMG by 10% for 3s

Power Shield

Venom Shield — The shield banks the damage it blocks. A full meter explodes and destroys 10% of every caught enemy's Max HP

Sonic Pillars

Venom Pillars — Enemies that touch a pillar are Poisoned. Stacks

Aureole Crown

Umbral Halo — Every sphere is a guaranteed critical hit

World King's Armor

Tyrant's Due — The king takes back what is spent - Heal for 12% of the DMG you deal for 15s

Tornado

Umbral Maelstrom — Each pass destroys 2% of the target's MAX HP permanently

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