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.
| Stat | Value |
|---|---|
| Skill multiplier | 190% |
| Cooldown | 6.0s |
| Windup | 0.14s |
| Duration | 0.42s |
| Recovery | 0.22s |
| Range | 16m |
| 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 | Common | 190% | 0.42s | 6.0s | Punch-kick combo that deals 190% DMG. Ends with a kick that inflicts Knockback 14m to ranged distance |
| 2 | Uncommon | 235% | 0.42s | 6.0s | Punch-kick combo that deals 235% DMG. Ends with a kick that inflicts Knockback 17m to ranged distance |
| 3 | Rare | 290% | 0.42s | 5.2s | Punch-kick combo that deals 290% DMG. Ends with a kick that inflicts Knockback 21m to ranged distance |
| 4 · Cosmic | Epic | 290% | 0.42s | 5.2s | Punch-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.
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.
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.
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.
Gale Fists
Gale Fists — A whirlwind grips the target for 5s - its basic blasts fire in random directions
Applies to whatever this card hits.
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.
Seal Fists
Seal Fists — Silenced for 4s - the target cannot perform ANY attack, no basics and no skills
Applies to whatever this card hits.
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.
Explore practical build starting pointsIn-game appearance
Captured from Last Attack X’s game renderer.