Skill cards · Rare

Blast Knuckle

9.0s cooldown

Game data 1.6.0 · Reviewed 19 September 2026

Overview

Dash up to 45m to deal 240% DMG 1x. Guard Break on impact. Return to 22m after the hit

9.0s 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.

StatValue
Skill multiplier240%
Cooldown9.0s
Windup0.24s
Duration0.38s
Recovery0.38s
Range45m
Width2m
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
1Rare240%0.38s9.0sDash up to 45m to deal 240% DMG 1x. Guard Break on impact. Return to 22m after the hit
2Epic290%0.38s8.2sDash up to 50m to deal 290% DMG 1x. Guard Break on impact. Return to 24m after the hit
3Legendary340%0.38s7.4sDash up to 55m to deal 340% DMG 1x. Guard Break on impact. Return to 26m after the hit
4 · CosmicMythic340%0.38s7.4sDash up to 55m to deal 340% DMG 1x. Guard Break on impact. Return to 26m after the hit

Element variants

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

Hydro

Tide Knuckle

Tide Knuckle — Apply Drenched Doubles it if the target is already Drenched

Applies to whatever this card hits.

Pyro

Burn Knuckle

Burn Knuckle — Burn for 4s on contact - the kindling the doubling feeds on For every burn already on the target, add one more - the burns double (capped at the burn's stack max)

Applies to whatever this card hits.

Geo

Stone Knuckle

Stone Knuckle — Adds 3s to the target's Stun if it is already stunned

Applies to whatever this card hits.

Aero

Gale Knuckle

Gale Knuckle — Apply Weaken Doubles it if the target is already Weakened

Applies to whatever this card hits.

Phumi

Light Knuckle

Light Knuckle — Apply Vulnerable Doubles it if the target is already Vulnerable

Applies to whatever this card hits.

Kali

Venom Knuckle

Venom Knuckle — Apply Poison Doubles it if the target is already Poisoned

Applies to whatever this card hits.

Cosmic

Prism Knuckle

Prism Knuckle — Apply a random debuff for each debuff already on the target

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 points

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