Skill cards · Common

Punch Kick Combo

6.0s cooldown

Game data 1.6.0 · Reviewed 19 September 2026

Overview

Punch-kick combo that deals 190% DMG. Ends with a kick that inflicts Knockback 14m to ranged distance

6.0s 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 multiplier190%
Cooldown6.0s
Windup0.14s
Duration0.42s
Recovery0.22s
Range16m
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
1Common190%0.42s6.0sPunch-kick combo that deals 190% DMG. Ends with a kick that inflicts Knockback 14m to ranged distance
2Uncommon235%0.42s6.0sPunch-kick combo that deals 235% DMG. Ends with a kick that inflicts Knockback 17m to ranged distance
3Rare290%0.42s5.2sPunch-kick combo that deals 290% DMG. Ends with a kick that inflicts Knockback 21m to ranged distance
4 · CosmicEpic290%0.42s5.2sPunch-kick combo that deals 290% DMG. Ends with a kick that inflicts Knockback 21m to ranged distance

Element variants

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

Hydro

Tide Sap

Tide Sap — Each landed hit weakens the target for 6s - it deals 15% less damage per stack

Applies to whatever this card hits.

Pyro

Cinder Burst

Cinder Burst — A landed hit detonates any Burn on the target for its FULL remaining damage at once and sets the target burning for 4s

Applies to whatever this card hits.

Geo

Stone Fists

Stone Fists — Geo spheres sheath your fists for the string - enemy basic blasts near you are smashed apart and every hit breaks guard - shields, raised guards and rush stances shatter

Applies to YOU when you cast this card. Applies to whatever this card hits.

Aero

Gale Fists

Gale Fists — A whirlwind grips the target for 5s - its basic blasts fire in random directions

Applies to whatever this card hits.

Phumi

Siphon Fists

Siphon Fists — Each landed hit restores 1 Blast pip and tops up your Ki regen so the next pip is instant

Applies to YOU when you cast this card.

Kali

Seal Fists

Seal Fists — Silenced for 4s - the target cannot perform ANY attack, no basics and no skills

Applies to whatever this card hits.

Cosmic

Echo Fists

Echo Fists — A cosmic shadow afterimages the combo - up to 2 echo hits of TRUE damage that ignore DEF

Applies to YOU 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.

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