Overview
Sweep a 26m stream dealing 240% DMG over 4.0s, ramping +30% per second held on a target up to +120%, and leaving energy pools behind
12.0s cooldown
- Ascension 3 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 | 240% |
| Cooldown | 12.0s |
| Windup | 0.15s |
| Duration | 4.0s |
| Recovery | 0.3s |
| Range | 26m |
| Width | 2.6m |
| 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 | 240% | 4.0s | 12.0s | Sweep a 26m stream dealing 240% DMG over 4.0s, ramping +30% per second held on a target up to +120%, and leaving energy pools behind |
| 2 | Mythic | 290% | 4.0s | 11.0s | Sweep a 29m stream dealing 290% DMG over 4.0s, ramping +30% per second held on a target up to +120%, and leaving energy pools behind |
| 3 | Mythic | 340% | 4.0s | 10.0s | Sweep a 32m stream dealing 340% DMG over 4.0s, ramping +45% per second held on a target up to +150%, and leaving energy pools behind |
| 4 · Cosmic | Cosmic | 340% | 4.0s | 10.0s | Sweep a 32m stream dealing 340% DMG over 4.0s, ramping +45% per second held on a target up to +150%, and leaving energy pools behind |
Element variants
A primary element changes this skill’s behavior. The descriptions below resolve the same variant definitions used by the game.
Tide Pools
Tide Pools — Leaves water pools - they heal you while you stand in them and drench enemies caught inside
Applies to whatever this card leaves behind touches.
Cinder Pools
Cinder Pools — Leaves fire pools - every tick has a 35% Chance to set an enemy inside burning. Stacks
Applies to whatever this card leaves behind touches.
Stone Pools
Stone Pools — Leaves rock pools - every tick strips another 10% of the DEF of anything standing in one. Stacks
Applies to whatever this card leaves behind touches.
Gale Pools
Gale Pools — Leaves wind pools - enemies inside are weakened and deal 15% less damage
Applies to whatever this card leaves behind touches.
Light Pools
Light Pools — Leaves light pools - they cleanse your debuffs while you stand in them and blind enemies caught inside
Applies to whatever this card leaves behind touches.
Void Pools
Void Pools — Leaves dark pools - every tick has a 25% Chance to destroy 5% of the max HP of an enemy inside
Applies to whatever this card leaves behind touches.
Prism Pools
Prism Pools — 40% Chance to leaves prism pools - each one takes on a random elemental pool effect when it forms
Applies to whatever this card leaves behind touches.
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.