Overview
Hurl an axe 45m that becomes a gravity vortex for 4.0s, pinning what it catches. The finale deals 280% DMG plus 50% of the damage you charged into it
14.0s cooldown
- Ascension 2 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 | 280% |
| Cooldown | 14.0s |
| Windup | 0.2s |
| Duration | 4.0s |
| Recovery | 0.35s |
| Range | 45m |
| 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 | Legendary | 280% | 4.0s | 14.0s | Hurl an axe 45m that becomes a gravity vortex for 4.0s, pinning what it catches. The finale deals 280% DMG plus 50% of the damage you charged into it |
| 2 | Mythic | 340% | 4.0s | 13.0s | Hurl an axe 45m that becomes a gravity vortex for 4.0s, pinning what it catches. The finale deals 340% DMG plus 50% of the damage you charged into it |
| 3 | Mythic | 400% | 4.0s | 12.0s | Hurl an axe 45m that becomes a gravity vortex for 4.0s, pinning what it catches. The finale deals 400% DMG plus 65% of the damage you charged into it |
| 4 · Cosmic | Cosmic | 400% | 4.0s | 12.0s | Hurl an axe 45m that becomes a gravity vortex for 4.0s, pinning what it catches. The finale deals 400% DMG plus 65% of the damage you charged into it |
Element variants
A primary element changes this skill’s behavior. The descriptions below resolve the same variant definitions used by the game.
Tide Reaver
Tide Reaver — Each tick of the vortex heals you
Applies to YOU when you cast this card.
Ember Reaver
Ember Reaver — 30% Chance to each tick of the vortex has a chance to Burn for 4s
Applies to your locked target when you cast this card.
Stone Reaver
Stone Reaver — Each tick shreds the target's DEF Each tick breaks block and shield
Applies to your locked target when you cast this card.
Gale Reaver
Gale Reaver — The vortex spins twice as fast, dealing twice as many ticks
Applies to your locked target when you cast this card.
Radiant Reaver
Radiant Reaver — 35% Chance to each tick has a chance to grant you a random buff
Applies to YOU when you cast this card.
Umbral Reaver
Umbral Reaver — Each tick raises your CRIT DMG by 10% for 3s
Applies to YOU when you cast this card.
Star Reaver
Star Reaver — Each tick releases a wave that clears hazards and grants Endure for 7s
Applies to YOU 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.