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.
| Stat | Value |
|---|---|
| Skill multiplier | 930% |
| Cooldown | 18.0s |
| Windup | 0.26s |
| Duration | 2.0s |
| Recovery | 0.42s |
| Range | 70m |
| Width | 3.2m |
| Stationary channel | 2.0s |
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 | 930% | 2.0s | 18.0s | 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 |
| 2 | Mythic | 1140% | 2.0s | 15.0s | Channel 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 |
| 3 | Mythic | 1380% | 1.7s | 12.0s | Channel 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 · Cosmic | Cosmic | 1380% | 1.7s | 12.0s | Channel 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.
Tidal Column
Tidal Column — The burst leaves a column of water that DRENCHES anything inside it
Applies to whatever this card hits.
Pyre Column
Pyre Column — The burst leaves a column of fire that BURNS anything inside it
Applies to whatever this card hits.
Stone Column
Stone Column — The burst leaves a stone column that grinds DEF off anything inside it
Applies to whatever this card hits.
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.
Radiant Column
Radiant Column — The burst leaves a pillar of light that BLINDS anything inside it
Applies to whatever this card hits.
Umbral Column
Umbral Column — The burst leaves a column of blight that POISONS anything inside it
Applies to whatever this card hits.
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.
Explore practical build starting pointsIn-game appearance
Captured from Last Attack X’s game renderer.