Overview
Shockwave 18m around you dealing 165% DMG 1x. Inflict Knockback 13m on everything and reflect incoming shots. Castable while another skill is active
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 | 165% |
| Cooldown | 10.0s |
| Windup | 0.26s |
| Duration | 0.4s |
| Recovery | 0.3s |
| Range | 18m |
| 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 | 165% | 0.4s | 10.0s | Shockwave 18m around you dealing 165% DMG 1x. Inflict Knockback 13m on everything and reflect incoming shots. Castable while another skill is active |
| 2 | Epic | 205% | 0.4s | 10.0s | Shockwave 21m around you dealing 205% DMG 1x. Inflict Knockback 16m on everything and reflect incoming shots. Castable while another skill is active |
| 3 | Legendary | 255% | 0.4s | 9.0s | Shockwave 24m around you dealing 255% DMG 1x. Inflict Knockback 19m on everything and reflect incoming shots. Castable while another skill is active |
| 4 · Cosmic | Mythic | 255% | 0.4s | 9.0s | Shockwave 24m around you dealing 255% DMG 1x. Inflict Knockback 19m on everything and reflect incoming shots. Castable while another skill is active |
Element variants
A primary element changes this skill’s behavior. The descriptions below resolve the same variant definitions used by the game.
Tidal Wall
Tidal Wall — The wave is a wall of water - everything it shoves is Drenched for 4s
Applies to whatever this card hits.
Ignition Pulse
Ignition Pulse — The pulse ignites - Burn 14% of power every 0.5s for 4s on everything in the ring
Applies to whatever this card hits.
Faultquake
Faultquake — The ground bucks - Stun everything the wave catches for 1.8s
Applies to whatever this card hits.
Wind Shell
Wind Shell — The wave leaves a wind shell that deflects basic blasts for 5s
Applies to YOU when you cast this card.
Radiant Burst
Radiant Burst — The flash Blind everything the wave catches for 5s
Applies to whatever this card hits.
Rot Wave
Rot Wave — The wave carries rot - Poison everything it washes over for 6s
Applies to whatever this card hits.
Unmaking Ring
Unmaking Ring — The pulse tears 4% of MAX HP off everything it touches, permanently
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.