Overview
Throw an energy dagger that deals 360% DMG 1x. Has 2 charges
2 charges per battle (refilled at battle start)
- 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 | 360% |
| Cooldown | 2.2s |
| Windup | 0.09s |
| Duration | 0.4s |
| Recovery | 0.12s |
| Range | 70m |
| Width | 0.3m |
| 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 | 360% | 0.4s | 2.2s | Throw an energy dagger that deals 360% DMG 1x. Has 2 charges |
| 2 | Uncommon | 444% | 0.4s | 2.2s | Throw an energy dagger that deals 444% DMG 1x. Has 3 charges |
| 3 | Rare | 528% | 0.4s | 1.8s | Throw an energy dagger that deals 528% DMG 1x. Has 4 charges |
| 4 · Cosmic | Epic | 528% | 0.4s | 1.8s | Throw an energy dagger that deals 528% DMG 1x. Has 4 charges |
Element variants
A primary element changes this skill’s behavior. The descriptions below resolve the same variant definitions used by the game.
Tide Daggers
Tide Daggers — Each landed dagger DRENCHES for 4s - 20% slower per stack, and a Drenched enemy cannot raise its guard
Applies to whatever this card hits.
Cinder Daggers
Cinder Daggers — Each landed dagger kindles a 4s Burn - burns bite 50% harder into a guarding enemy
Applies to whatever this card hits.
Stone Daggers
Stone Daggers — Daggers slip clean through block and shielding - and every landed hit freezes the frame a beat longer
Applies to YOU when you cast this card.
Gale Daggers
Gale Daggers — Daggers fly 50% faster and the throw comes off cooldown instantly - chain them back to back while charges last
Applies to YOU when you cast this card.
Light Daggers
Light Daggers — The first landed dagger hurls your afflictions onto the target - burns and poisons swap owners and you are cleansed
Applies to whatever this card hits.
Venom Daggers
Venom Daggers — Each landed dagger adds a 6s Poison stack - every attack the target lands costs it 3% of its max HP per stack
Applies to whatever this card hits.
Prism Daggers
Prism Daggers — Daggers leave a thin rainbow trail on the field - TRUE damage to any enemy touching it
Applies to YOU when you cast this card.
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.