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.
| Stat | Value |
|---|---|
| Skill multiplier | 120% |
| Cooldown | 20.0s |
| Windup | 0.18s |
| Duration | 15.0s |
| Recovery | 0.22s |
| Range | 30m |
| Width | 2m |
| Stationary channel | 0.0s |
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 | Mythic | 120% | 15.0s | 20.0s | Crown yourself with 6 spheres for 15.0s. Each melee hit spends one for 120% DMG and Guard Break |
| 2 | Mythic | 145% | 15.0s | 19.0s | Crown yourself with 7 spheres for 15.0s. Each melee hit spends one for 145% DMG and Guard Break |
| 3 | Mythic | 170% | 18.0s | 18.0s | Crown yourself with 8 spheres for 18.0s. Each melee hit spends one for 170% DMG and Guard Break |
| 4 · Cosmic | Cosmic | 170% | 18.0s | 18.0s | Crown 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.
Tidal Halo
Tidal Halo — Heal each time a sphere strikes
Applies to YOU when you cast this card.
Ember Halo
Ember Halo — Burn the target each time a sphere strikes
Applies to your locked target when you cast this card.
Stone Halo
Stone Halo — Shred the target's DEF each time a sphere strikes
Applies to your locked target when you cast this card.
Gale Halo
Gale Halo — Move faster each time a sphere strikes
Applies to YOU when you cast this card.
Radiant Halo
Radiant Halo — Stack Vulnerable on the target each time a sphere strikes
Applies to your locked target when you cast this card.
Umbral Halo
Umbral Halo — Every sphere is a guaranteed critical hit
Applies to your locked target when you cast this card.
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 pointsIn-game appearance
Captured from Last Attack X’s game renderer.