Skill cards · Legendary

Power Stream

12.0s cooldown

Game data 1.6.0 · Reviewed 19 September 2026

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.

StatValue
Skill multiplier240%
Cooldown12.0s
Windup0.15s
Duration4.0s
Recovery0.3s
Range26m
Width2.6m
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
1Legendary240%4.0s12.0sSweep 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
2Mythic290%4.0s11.0sSweep 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
3Mythic340%4.0s10.0sSweep 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 · CosmicCosmic340%4.0s10.0sSweep 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.

Hydro

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.

Pyro

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.

Geo

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.

Aero

Gale Pools

Gale Pools — Leaves wind pools - enemies inside are weakened and deal 15% less damage

Applies to whatever this card leaves behind touches.

Phumi

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.

Kali

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.

Cosmic

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 points

Search the wiki

Type a name or topic to begin.