Overview
Opens a gate 8m ahead and its twin 30m beyond for 4.0s. Anything entering either mouth leaves the other one heading back toward the middle - your attacks come out stronger, theirs come out weaker
16.0s cooldown
- Ascension 5 or above
- 1 completed run
- Reward pool
Mechanics
Use this skill to support the rest of your hand. Its duration, cooldown and elemental variant determine when it fits into your sequence.
| Stat | Value |
|---|---|
| Skill multiplier | 100% |
| Cooldown | 16.0s |
| Windup | 0.22s |
| Duration | 4.0s |
| Recovery | 0.22s |
| Range | 8m |
| Width | 4m |
| 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 | Mythic | 100% | 4.0s | 16.0s | Opens a gate 8m ahead and its twin 30m beyond for 4.0s. Anything entering either mouth leaves the other one heading back toward the middle - your attacks come out stronger, theirs come out weaker |
| 2 | Mythic | 100% | 5.0s | 16.0s | Opens a gate 8m ahead and its twin 30m beyond for 5.0s. Anything entering either mouth leaves the other one heading back toward the middle - your attacks come out stronger, theirs come out weaker |
| 3 | Mythic | 100% | 6.0s | 14.0s | Opens a gate 8m ahead and its twin 30m beyond for 6.0s. Anything entering either mouth leaves the other one heading back toward the middle - your attacks come out stronger, theirs come out weaker |
| 4 · Cosmic | Cosmic | 100% | 6.0s | 14.0s | Opens a gate 8m ahead and its twin 30m beyond for 6.0s. Anything entering either mouth leaves the other one heading back toward the middle - your attacks come out stronger, theirs come out weaker |
Element variants
A primary element changes this skill’s behavior. The descriptions below resolve the same variant definitions used by the game.
Tidal Gate
Tidal Gate — Increases the damage of HYDRO infused skills that go through the portal
Applies to your locked target when you cast this card.
Ember Gate
Ember Gate — Increases the damage of PYRO infused skills that go through the portal
Applies to your locked target when you cast this card.
Stone Gate
Stone Gate — Increases the damage of GEO infused skills that go through the portal
Applies to your locked target when you cast this card.
Gale Gate
Gale Gate — Increases the damage of AERO infused skills that go through the portal
Applies to your locked target when you cast this card.
Radiant Gate
Radiant Gate — Increases the damage of PHUMI infused skills that go through the portal
Applies to your locked target when you cast this card.
Umbral Gate
Umbral Gate — Increases the damage of KALI infused skills that go through the portal
Applies to your locked target when you cast this card.
Star Gate
Star Gate — Increases the damage of COSMIC infused skills that go through the portal
Applies to your locked target 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.