Overview
Guard for 4.0s to Block 100% of incoming damage and Regen 1% of your MAX HP per second
10.0s 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 | 10.0s |
| Windup | 0.12s |
| Duration | 4.0s |
| Recovery | 0.3s |
| Range | 30m |
| 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 | Common | 100% | 4.0s | 10.0s | Guard for 4.0s to Block 100% of incoming damage and Regen 1% of your MAX HP per second |
| 2 | Uncommon | 100% | 4.6s | 9.2s | Guard for 4.6s to Block 100% of incoming damage and Regen 1% of your MAX HP per second |
| 3 | Rare | 100% | 5.2s | 8.4s | Guard for 5.2s to Block 100% of incoming damage and Regen 1% of your MAX HP per second |
| 4 · Cosmic | Epic | 100% | 5.2s | 8.4s | Guard for 5.2s to Block 100% of incoming damage and Regen 1% of your MAX HP per second |
Element variants
A primary element changes this skill’s behavior. The descriptions below resolve the same variant definitions used by the game.
Tidewall
Tidewall — Raises the barrier's healing to 5% of max HP per second
Works while the barrier is up.
Emberwall
Emberwall — Basic blasts that hit the barrier return as fire shots at the attacker
Works while the barrier is up.
Bulwark
Bulwark — Attacks that strike the barrier stagger the attacker
Works while the barrier is up.
Cyclone Guard
Cyclone Guard — Basic blasts return as a tornado that knocks the enemy up and back
Works while the barrier is up.
Lightstep
Lightstep — Avoid the next two attacks completely and regenerates stamina faster for 4s
Works while the barrier is up. Applies to YOU when you cast this card.
Retribution
Retribution — All damage taken is exploded back out in a shockwave that can critically strike
Works while the barrier is up.
Event Horizon
Event Horizon — Absorbs all attacks including special and charged attacks
Works while the barrier is up.
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.