Skill cards · Rare

Advancing Wall

11.0s cooldown

Game data 1.6.0 · Reviewed 19 September 2026

Overview

Raise a 20m wall that creeps forward for 7.0s, stopping blasts and slowing anything that crosses it

11.0s 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.

StatValue
Skill multiplier100%
Cooldown11.0s
Windup0.2s
Duration7.0s
Recovery0.26s
Range20m
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
1Rare100%7.0s11.0sRaise a 20m wall that creeps forward for 7.0s, stopping blasts and slowing anything that crosses it
2Epic100%8.2s10.2sRaise a 24m wall that creeps forward for 8.2s, stopping blasts and slowing anything that crosses it
3Legendary100%9.5s9.5sRaise a 28m wall that creeps forward for 9.5s, stopping blasts and slowing anything that crosses it
4 · CosmicMythic100%9.5s9.5sRaise a 28m wall that creeps forward for 9.5s, stopping blasts and slowing anything that crosses it

Element variants

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

Hydro

Tidewall

Tidewall — Enemy fire that passes through the wall becomes a healing orb you can fly into

Applies to whatever this card leaves behind touches.

Pyro

Scorching Wall

Scorching Wall — Anything that walks through the wall burns for 18% of power every 0.5s for 4s

Applies to whatever this card leaves behind touches.

Geo

Stonewall

Stonewall — Enemies that pass through the wall have 10% less DEF for 6s. Stacks

Applies to whatever this card leaves behind touches.

Aero

Galewall

Galewall — The wall shoves enemies along as it travels and knocks them back once they reach the ring edge

Applies to whatever this card leaves behind touches.

Phumi

Lightwall

Lightwall — The wall blocks ALL incoming damage - even the charged and special attacks that normally pass through

Applies to whatever this card leaves behind touches.

Kali

Venomwall

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

Applies to whatever this card leaves behind touches.

Cosmic

Voidwall

Voidwall — Enemy fire that passes through the wall deals only 1 damage and grants you a random buff for 4s

Applies to whatever this card leaves behind touches.

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.

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