Skill cards · Common

Energy Dagger

2 charges per battle (refilled at battle start)

Game data 1.6.0 · Reviewed 19 September 2026

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.

StatValue
Skill multiplier360%
Cooldown2.2s
Windup0.09s
Duration0.4s
Recovery0.12s
Range70m
Width0.3m
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
1Common360%0.4s2.2sThrow an energy dagger that deals 360% DMG 1x. Has 2 charges
2Uncommon444%0.4s2.2sThrow an energy dagger that deals 444% DMG 1x. Has 3 charges
3Rare528%0.4s1.8sThrow an energy dagger that deals 528% DMG 1x. Has 4 charges
4 · CosmicEpic528%0.4s1.8sThrow 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.

Hydro

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.

Pyro

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.

Geo

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.

Aero

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.

Phumi

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.

Kali

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.

Cosmic

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 points

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