Skill cards · Uncommon

Recover

1.5s cooldown

Game data 1.6.0 · Reviewed 19 September 2026

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.

StatValue
Skill multiplier100%
Cooldown1.5s
Windup0.12s
Duration0.4s
Recovery0.26s
Range30m
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
1Uncommon100%0.4s1.5sInstantly Heal for 25% of your MAX HP
2Rare100%0.4s1.5sInstantly Heal for 38% of your MAX HP
3Epic100%0.4s1.5sInstantly Heal for 52% of your MAX HP
4 · CosmicLegendary100%0.4s1.5sInstantly 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.

Hydro

Mending Waters

Mending Waters — Keeps healing after the cast - 10% of Max HP over 4s

Applies to YOU when you cast this card.

Pyro

Ember Ward

Ember Ward — Become immune to Burn for 15s

Applies to YOU when you cast this card.

Geo

Stone Ward

Stone Ward — Become immune to Stun for 15s

Applies to YOU when you cast this card.

Aero

Gale Ward

Gale Ward — Become immune to Knockback for 15s

Applies to YOU when you cast this card.

Phumi

Radiant Ward

Radiant Ward — Become immune to Blind for 15s

Applies to YOU when you cast this card.

Kali

Antivenom Ward

Antivenom Ward — Become immune to Poison for 15s

Applies to YOU when you cast this card.

Cosmic

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.

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