Skill cards · Mythic

Aureole Crown

20.0s cooldown

Game data 1.6.0 · Reviewed 19 September 2026

Overview

Crown yourself with 6 spheres for 15.0s. Each melee hit spends one for 120% DMG and Guard Break

20.0s cooldown

  • Ascension 5 or above
  • 1 completed run
  • Reward pool

Mechanics

Use the windup and recovery to judge when you can safely commit. The listed multiplier is the skill’s authored value; repeated hits, projectile ticks, elemental effects and your target’s DEF can change the final damage.

StatValue
Skill multiplier120%
Cooldown20.0s
Windup0.18s
Duration15.0s
Recovery0.22s
Range30m
Width2m
Stationary channel0.0s

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.

LevelRarityMultiplierDurationCooldownEffect
1Mythic120%15.0s20.0sCrown yourself with 6 spheres for 15.0s. Each melee hit spends one for 120% DMG and Guard Break
2Mythic145%15.0s19.0sCrown yourself with 7 spheres for 15.0s. Each melee hit spends one for 145% DMG and Guard Break
3Mythic170%18.0s18.0sCrown yourself with 8 spheres for 18.0s. Each melee hit spends one for 170% DMG and Guard Break
4 · CosmicCosmic170%18.0s18.0sCrown yourself with 8 spheres for 18.0s. Each melee hit spends one for 170% DMG and Guard Break

Element variants

A primary element changes this skill’s behavior. The descriptions below resolve the same variant definitions used by the game.

Hydro

Tidal Halo

Tidal Halo — Heal each time a sphere strikes

Applies to YOU when you cast this card.

Pyro

Ember Halo

Ember Halo — Burn the target each time a sphere strikes

Applies to your locked target when you cast this card.

Geo

Stone Halo

Stone Halo — Shred the target's DEF each time a sphere strikes

Applies to your locked target when you cast this card.

Aero

Gale Halo

Gale Halo — Move faster each time a sphere strikes

Applies to YOU when you cast this card.

Phumi

Radiant Halo

Radiant Halo — Stack Vulnerable on the target each time a sphere strikes

Applies to your locked target when you cast this card.

Kali

Umbral Halo

Umbral Halo — Every sphere is a guaranteed critical hit

Applies to your locked target when you cast this card.

Cosmic

Twin Halo

Twin Halo — A second crown over the target rains a sphere every time you attack

Applies to your locked target when you cast this card.

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 points

Search the wiki

Type a name or topic to begin.