Overview
Project a frontal barrier for 7.0s that blocks every attack from the front, even specials, and shoves enemies back 7m
8.0s cooldown
- Ascension 1 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 | 8.0s |
| Windup | 0.18s |
| Duration | 7.0s |
| Recovery | 0.24s |
| Range | 6m |
| 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 | 100% | 7.0s | 8.0s | Project a frontal barrier for 7.0s that blocks every attack from the front, even specials, and shoves enemies back 7m |
| 2 | Legendary | 100% | 8.4s | 7.5s | Project a frontal barrier for 8.4s that blocks every attack from the front, even specials, and shoves enemies back 9m |
| 3 | Mythic | 100% | 9.8s | 7.0s | Project a frontal barrier for 9.8s that blocks every attack from the front, even specials, and shoves enemies back 11m |
| 4 · Cosmic | Cosmic | 100% | 9.8s | 7.0s | Project a frontal barrier for 9.8s that blocks every attack from the front, even specials, and shoves enemies back 11m |
Element variants
A primary element changes this skill’s behavior. The descriptions below resolve the same variant definitions used by the game.
Tide Shield
Tide Shield — The shield banks the damage it blocks. A full meter explodes and Drenches everything nearby for 6s
Applies to whatever this card leaves behind touches.
Ember Shield
Ember Shield — The shield banks the damage it blocks. A full meter explodes and Burns everything nearby for 6s
Applies to whatever this card leaves behind touches.
Stone Shield
Stone Shield — The shield banks the damage it blocks. A full meter explodes and stuns everything nearby for 2s
Applies to whatever this card leaves behind touches.
Gale Shield
Gale Shield — The shield banks the damage it blocks. A full meter explodes into two tornados that bounce around the ring hurting enemies and clearing hazards
Applies to whatever this card leaves behind touches.
Light Shield
Light Shield — Blasts stopped by the shield are hurled straight back at the attacker as a homing bolt
Applies to whatever this card leaves behind touches.
Venom Shield
Venom Shield — The shield banks the damage it blocks. A full meter explodes and destroys 10% of every caught enemy's Max HP
Applies to whatever this card leaves behind touches.
Void Shield
Void Shield — Charge an attack and the shield flies forward. It explodes on the enemy for TRUE damage and steals every resource it had
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 pointsIn-game appearance
Captured from Last Attack X’s game renderer.