Overview
Fire a hook up to 40m that deals 90% DMG 1x and reels the target into melee
10.0s cooldown
- 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 | 90% |
| Cooldown | 10.0s |
| Windup | 0.26s |
| Duration | 0.7s |
| Recovery | 0.3s |
| Range | 40m |
| Width | 2m |
| 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 | Epic | 90% | 0.7s | 10.0s | Fire a hook up to 40m that deals 90% DMG 1x and reels the target into melee |
| 2 | Legendary | 120% | 0.7s | 9.2s | Fire a hook up to 40m that deals 120% DMG 1x and reels the target into melee |
| 3 | Mythic | 150% | 0.7s | 8.4s | Fire a hook up to 46m that deals 150% DMG 1x and reels the target into melee |
| 4 · Cosmic | Cosmic | 150% | 0.7s | 8.4s | Fire a hook up to 46m that deals 150% DMG 1x and reels the target into melee |
Element variants
A primary element changes this skill’s behavior. The descriptions below resolve the same variant definitions used by the game.
Tide Hook
Tide Hook — The tether drains life - every 0.3s of the pull siphons health out of the target and into you
Applies to your locked target when you cast this card.
Ember Hook
Ember Hook — The tether burns - the target takes damage every 0.3s for as long as it is reeled in
Applies to your locked target when you cast this card.
Stone Hook
Stone Hook — The hook shatters a guard, a bubble and a rush shield on the way in
Applies to whatever this card hits.
Gale Hook
Gale Hook — The reel travels twice as fast - the target is in your face in half the time
Applies to YOU when you cast this card.
Light Hook
Light Hook — Nothing can touch you while the grapple is active
Applies to YOU when you cast this card.
Ruin Hook
Ruin Hook — Every 0.3s of the pull destroys 3% of the max HP of the target for good
Applies to your locked target when you cast this card.
Astral Hook
Astral Hook — When the pull lands, the next card you play casts one level higher - once
Applies to YOU when you cast this card.
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.