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.
| Stat | Value |
|---|---|
| Skill multiplier | 320% |
| Cooldown | 13.0s |
| Windup | 0.9s |
| Duration | 0.4s |
| Recovery | 0.32s |
| Range | 70m |
| Width | 1.9m |
| 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 | Legendary | 320% | 0.4s | 13.0s | Charge 0.9s, then fire a heavy shell dealing 320% DMG across 12m. Leaves a burning zone for 6.0s |
| 2 | Mythic | 390% | 0.4s | 12.0s | Charge 0.9s, then fire a heavy shell dealing 390% DMG across 12m. Leaves a burning zone for 6.0s |
| 3 | Mythic | 470% | 0.4s | 11.0s | Charge 0.8s, then fire a heavy shell dealing 470% DMG across 12m. Leaves a burning zone for 6.0s |
| 4 · Cosmic | Cosmic | 470% | 0.4s | 11.0s | Charge 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.
Deluge Shell
Deluge Shell — The burst soaks the whole blast radius - Drenched for 5s
Applies to whatever this card hits.
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.
Cracking Shell
Cracking Shell — The shell cracks armour - Guard Break across the whole radius
Applies to whatever this card hits.
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.
Flash Charge
Flash Charge — A flash charge - Blind the whole radius for 6s
Applies to whatever this card hits.
Unmaking Shell
Unmaking Shell — Destructive, literally - 5% of MAX HP is gone from everything caught, permanently
Applies to whatever this card hits.
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.
Explore practical build starting pointsIn-game appearance
Captured from Last Attack X’s game renderer.