Skill cards · Legendary

Destructive Shot

13.0s cooldown

Game data 1.6.0 · Reviewed 19 September 2026

Overview

Charge 0.9s, then fire a heavy shell dealing 320% DMG across 12m. Leaves a burning zone for 6.0s

13.0s cooldown

  • Ascension 2 or above
  • 1 completed run
  • 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 multiplier320%
Cooldown13.0s
Windup0.9s
Duration0.4s
Recovery0.32s
Range70m
Width1.9m
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
1Legendary320%0.4s13.0sCharge 0.9s, then fire a heavy shell dealing 320% DMG across 12m. Leaves a burning zone for 6.0s
2Mythic390%0.4s12.0sCharge 0.9s, then fire a heavy shell dealing 390% DMG across 12m. Leaves a burning zone for 6.0s
3Mythic470%0.4s11.0sCharge 0.8s, then fire a heavy shell dealing 470% DMG across 12m. Leaves a burning zone for 6.0s
4 · CosmicCosmic470%0.4s11.0sCharge 0.8s, then fire a heavy shell dealing 470% DMG across 12m. Leaves a burning zone for 6.0s

Element variants

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

Hydro

Deluge Shell

Deluge Shell — The burst soaks the whole blast radius - Drenched for 5s

Applies to whatever this card hits.

Pyro

Detonating Ember

Detonating Ember — The shell detonates every Burn on the target at once, for its full remaining DMG and re-kindles Burn 16% of power every 0.5s for 4s

Applies to whatever this card hits.

Geo

Cracking Shell

Cracking Shell — The shell cracks armour - Guard Break across the whole radius

Applies to whatever this card hits.

Aero

Concussive Shell

Concussive Shell — A concussive shell - Knockback everything in the radius 14m and it cannot rush straight back in

Applies to whatever this card hits.

Phumi

Flash Charge

Flash Charge — A flash charge - Blind the whole radius for 6s

Applies to whatever this card hits.

Kali

Unmaking Shell

Unmaking Shell — Destructive, literally - 5% of MAX HP is gone from everything caught, permanently

Applies to whatever this card hits.

Cosmic

Chaos Shell

Chaos Shell — For every debuff the target already carries, the shell rolls another

Applies to whatever this card hits.

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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