Overview
Ignite a fighting aura - channel in place for 1.0s and any hit breaks it, then increase SPD +6%, DEF +6% and ATK +6% for 15.0s
14.0s cooldown
- Reward pool
Mechanics
Use this skill to support the rest of your hand. Its duration, cooldown and elemental variant determine when it fits into your sequence.
| Stat | Value |
|---|---|
| Skill multiplier | 100% |
| Cooldown | 14.0s |
| Windup | 0.14s |
| Duration | 15.0s |
| Recovery | 0.16s |
| Range | 30m |
| Width | 2m |
| Stationary channel | 1.0s |
Timing values describe the skill itself. Buffs, relics and individual projectile behavior can modify the result.
Upgrades
Upgrade at an Ascension Shrine or take a card upgrade after a boss. The normal card level cap is 3. A Cosmic Super Element raises the effective level by one; a higher displayed rarity does not guarantee another increase to every stat.
| Level | Rarity | Multiplier | Duration | Cooldown | Effect |
|---|---|---|---|---|---|
| 1 | Common | 100% | 15.0s | 14.0s | Ignite a fighting aura - channel in place for 1.0s and any hit breaks it, then increase SPD +6%, DEF +6% and ATK +6% for 15.0s |
| 2 | Uncommon | 100% | 18.0s | 14.0s | Ignite a fighting aura - channel in place for 1.0s and any hit breaks it, then increase SPD +6%, DEF +6% and ATK +6% for 18.0s |
| 3 | Rare | 100% | 21.0s | 11.9s | Ignite a fighting aura - channel in place for 1.0s and any hit breaks it, then increase SPD +6%, DEF +6% and ATK +6% for 21.0s |
| 4 · Cosmic | Epic | 100% | 21.0s | 11.9s | Ignite a fighting aura - channel in place for 1.0s and any hit breaks it, then increase SPD +6%, DEF +6% and ATK +6% for 21.0s |
Element variants
A primary element changes this skill’s behavior. The descriptions below resolve the same variant definitions used by the game.
Tide Aura
Tide Aura — While the aura burns an enemy that MELEE attacks you has a 15% Chance to be Drenched for 4s
Answers every enemy that attacks you while the aura burns.
Ember Aura
Ember Aura — While the aura burns an enemy that MELEE attacks you has a 15% Chance to Burn for 4s
Answers every enemy that attacks you while the aura burns.
Stone Aura
Stone Aura — While the aura burns an enemy that MELEE attacks you has a 5% Chance to be Stunned for 2s
Answers every enemy that attacks you while the aura burns.
Gale Aura
Gale Aura — While the aura burns an enemy that MELEE attacks you has a 15% Chance to be Weakened for 6s
Answers every enemy that attacks you while the aura burns.
Radiant Aura
Radiant Aura — While the aura burns an enemy that MELEE attacks you has a 15% Chance to be made Vulnerable for 6s
Answers every enemy that attacks you while the aura burns.
Venom Aura
Venom Aura — While the aura burns an enemy that MELEE attacks you has a 15% Chance to be Poisoned for 6s
Answers every enemy that attacks you while the aura burns.
Ascendant Aura
Ascendant Aura — While the aura burns every enemy MELEE attack raises your SPD DEF and ATK by a further 5% for 7s
Answers every enemy that attacks you while the aura burns.
Build considerations
Choose a primary for the effect you need, then a Super Element whose trigger you can reliably activate. A hit-triggered effect suits an attack that connects repeatedly; a first-card or last-card trigger depends on the order in which you use your hand.
Balance your damage options with stamina recovery, healing or protection. Four individually strong cards can still leave you without an answer during a long recovery.
Explore practical build starting pointsIn-game appearance
Captured from Last Attack X’s game renderer.