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.
| Stat | Value |
|---|---|
| Skill multiplier | 100% |
| Cooldown | 11.0s |
| Windup | 0.2s |
| Duration | 7.0s |
| Recovery | 0.26s |
| Range | 20m |
| 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 | Rare | 100% | 7.0s | 11.0s | Raise a 20m wall that creeps forward for 7.0s, stopping blasts and slowing anything that crosses it |
| 2 | Epic | 100% | 8.2s | 10.2s | Raise a 24m wall that creeps forward for 8.2s, stopping blasts and slowing anything that crosses it |
| 3 | Legendary | 100% | 9.5s | 9.5s | Raise a 28m wall that creeps forward for 9.5s, stopping blasts and slowing anything that crosses it |
| 4 · Cosmic | Mythic | 100% | 9.5s | 9.5s | Raise 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.
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.
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.
Stonewall
Stonewall — Enemies that pass through the wall have 10% less DEF for 6s. Stacks
Applies to whatever this card leaves behind touches.
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.
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.
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.
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.
Explore practical build starting pointsIn-game appearance
Captured from Last Attack X’s game renderer.