Overview
Instantly Heal for 25% of your MAX HP
1.5s cooldown
- 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 | 1.5s |
| Windup | 0.12s |
| Duration | 0.4s |
| Recovery | 0.26s |
| Range | 30m |
| 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 | Uncommon | 100% | 0.4s | 1.5s | Instantly Heal for 25% of your MAX HP |
| 2 | Rare | 100% | 0.4s | 1.5s | Instantly Heal for 38% of your MAX HP |
| 3 | Epic | 100% | 0.4s | 1.5s | Instantly Heal for 52% of your MAX HP |
| 4 · Cosmic | Legendary | 100% | 0.4s | 1.5s | Instantly Heal for 52% of your MAX HP |
Element variants
A primary element changes this skill’s behavior. The descriptions below resolve the same variant definitions used by the game.
Mending Waters
Mending Waters — Keeps healing after the cast - 10% of Max HP over 4s
Applies to YOU when you cast this card.
Ember Ward
Ember Ward — Become immune to Burn for 15s
Applies to YOU when you cast this card.
Stone Ward
Stone Ward — Become immune to Stun for 15s
Applies to YOU when you cast this card.
Gale Ward
Gale Ward — Become immune to Knockback for 15s
Applies to YOU when you cast this card.
Radiant Ward
Radiant Ward — Become immune to Blind for 15s
Applies to YOU when you cast this card.
Antivenom Ward
Antivenom Ward — Become immune to Poison for 15s
Applies to YOU when you cast this card.
Purity
Purity — Removes every debuff currently on you and makes you immune to all debuffs for 8s
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.