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.
| Stat | Value |
|---|---|
| Skill multiplier | 300% |
| Cooldown | 7.0s |
| Windup | 0.5s |
| Duration | 1.4s |
| Recovery | 0.4s |
| Range | 80m |
| Width | 1.2m |
| 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 | 300% | 1.4s | 7.0s | Channel a focused beam for 1.4s that deals 300% DMG |
| 2 | Epic | 360% | 1.6s | 6.5s | Channel a focused beam for 1.6s that deals 360% DMG |
| 3 | Legendary | 430% | 1.8s | 6.0s | Channel a focused beam for 1.8s that deals 430% DMG |
| 4 · Cosmic | Mythic | 430% | 1.8s | 6.0s | Channel 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.
Water Debuff
Water Debuff — Drenches the target for 4s - 20% slower movement and fire rate
Applies to whatever this card hits.
Burn
Burn — Burns for 12% of power every 0.5s for 4s - stacks with other Burns
Applies to whatever this card hits.
Fault Line
Fault Line — 20% Chance to Stun for 2s when the beam ends
Applies to the target when this card finishes.
Air Burst
Air Burst — Knockback when the beam ends - adds 1s to the target’s recovery
Applies to the target when this card finishes.
Blind
Blind — Blinds for 6s when the beam ends - 50% Chance to MISS outright
Applies to the target when this card finishes.
Executioner
Executioner — Every tick of this beam has a bonus chance to critically hit
Changes every hit this card lands.
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.
Explore practical build starting pointsIn-game appearance
Captured from Last Attack X’s game renderer.