Skill cards · Legendary

Energy Bomb

18.0s cooldown

Game data 1.6.0 · Reviewed 19 September 2026

Overview

Channel in place for 2.0s to build an energy sphere, tapping to grow it, then hurl it for 930% DMG 1x. You tank ordinary damage while it builds

18.0s cooldown

  • Ascension 4 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 multiplier930%
Cooldown18.0s
Windup0.26s
Duration2.0s
Recovery0.42s
Range70m
Width3.2m
Stationary channel2.0s

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
1Legendary930%2.0s18.0sChannel in place for 2.0s to build an energy sphere, tapping to grow it, then hurl it for 930% DMG 1x. You tank ordinary damage while it builds
2Mythic1140%2.0s15.0sChannel in place for 2.0s to build an energy sphere, tapping to grow it, then hurl it for 1140% DMG 1x. You tank ordinary damage while it builds
3Mythic1380%1.7s12.0sChannel in place for 1.7s to build an energy sphere, tapping to grow it, then hurl it for 1380% DMG 1x. You tank ordinary damage while it builds
4 · CosmicCosmic1380%1.7s12.0sChannel in place for 1.7s to build an energy sphere, tapping to grow it, then hurl it for 1380% DMG 1x. You tank ordinary damage while it builds

Element variants

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

Hydro

Tidal Column

Tidal Column — The burst leaves a column of water that DRENCHES anything inside it

Applies to whatever this card hits.

Pyro

Pyre Column

Pyre Column — The burst leaves a column of fire that BURNS anything inside it

Applies to whatever this card hits.

Geo

Stone Column

Stone Column — The burst leaves a stone column that grinds DEF off anything inside it

Applies to whatever this card hits.

Aero

Gale Charge

Gale Charge — The sphere swells more than twice as fast per tap, and grows bigger

Applies to YOU when you cast this card.

Phumi

Radiant Column

Radiant Column — The burst leaves a pillar of light that BLINDS anything inside it

Applies to whatever this card hits.

Kali

Umbral Column

Umbral Column — The burst leaves a column of blight that POISONS anything inside it

Applies to whatever this card hits.

Cosmic

Astral Columns

Astral Columns — The burst raises THREE columns in a ring, each leaving what they touch VULNERABLE Three columns instead of one, standing in a ring around the burst

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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