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.
| Stat | Value |
|---|---|
| Skill multiplier | 240% |
| Cooldown | 9.0s |
| Windup | 0.24s |
| Duration | 0.38s |
| Recovery | 0.38s |
| Range | 45m |
| 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 | Rare | 240% | 0.38s | 9.0s | Dash up to 45m to deal 240% DMG 1x. Guard Break on impact. Return to 22m after the hit |
| 2 | Epic | 290% | 0.38s | 8.2s | Dash up to 50m to deal 290% DMG 1x. Guard Break on impact. Return to 24m after the hit |
| 3 | Legendary | 340% | 0.38s | 7.4s | Dash up to 55m to deal 340% DMG 1x. Guard Break on impact. Return to 26m after the hit |
| 4 · Cosmic | Mythic | 340% | 0.38s | 7.4s | Dash 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.
Tide Knuckle
Tide Knuckle — Apply Drenched Doubles it if the target is already Drenched
Applies to whatever this card hits.
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.
Stone Knuckle
Stone Knuckle — Adds 3s to the target's Stun if it is already stunned
Applies to whatever this card hits.
Gale Knuckle
Gale Knuckle — Apply Weaken Doubles it if the target is already Weakened
Applies to whatever this card hits.
Light Knuckle
Light Knuckle — Apply Vulnerable Doubles it if the target is already Vulnerable
Applies to whatever this card hits.
Venom Knuckle
Venom Knuckle — Apply Poison Doubles it if the target is already Poisoned
Applies to whatever this card hits.
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 pointsIn-game appearance
Captured from Last Attack X’s game renderer.