Skill cards · Rare

Beam

7.0s cooldown

Game data 1.6.0 · Reviewed 19 September 2026

Overview

Channel a focused beam for 1.4s that deals 300% DMG

7.0s cooldown

  • 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 multiplier300%
Cooldown7.0s
Windup0.5s
Duration1.4s
Recovery0.4s
Range80m
Width1.2m
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
1Rare300%1.4s7.0sChannel a focused beam for 1.4s that deals 300% DMG
2Epic360%1.6s6.5sChannel a focused beam for 1.6s that deals 360% DMG
3Legendary430%1.8s6.0sChannel a focused beam for 1.8s that deals 430% DMG
4 · CosmicMythic430%1.8s6.0sChannel a focused beam for 1.8s that deals 430% DMG

Element variants

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

Hydro

Water Debuff

Water Debuff — Drenches the target for 4s - 20% slower movement and fire rate

Applies to whatever this card hits.

Pyro

Burn

Burn — Burns for 12% of power every 0.5s for 4s - stacks with other Burns

Applies to whatever this card hits.

Geo

Fault Line

Fault Line — 20% Chance to Stun for 2s when the beam ends

Applies to the target when this card finishes.

Aero

Air Burst

Air Burst — Knockback when the beam ends - adds 1s to the target’s recovery

Applies to the target when this card finishes.

Phumi

Blind

Blind — Blinds for 6s when the beam ends - 50% Chance to MISS outright

Applies to the target when this card finishes.

Kali

Executioner

Executioner — Every tick of this beam has a bonus chance to critically hit

Changes every hit this card lands.

Cosmic

Void Lance

Void Lance — True damage that ignores DEF and dominates beam clashes

Changes every hit this card lands.

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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