Overview
Throw an energy arc dealing 175% DMG that returns along its path, hitting on every pass. Tap again to send it back out
9.0s 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 | 175% |
| Cooldown | 9.0s |
| Windup | 0.18s |
| Duration | 0.4s |
| Recovery | 0.2s |
| Range | 46m |
| Width | 1.1m |
| 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 | Epic | 175% | 0.4s | 9.0s | Throw an energy arc dealing 175% DMG that returns along its path, hitting on every pass. Tap again to send it back out |
| 2 | Legendary | 215% | 0.4s | 8.2s | Throw an energy arc dealing 215% DMG that returns along its path, hitting on every pass. Tap again to send it back out |
| 3 | Mythic | 265% | 0.4s | 7.4s | Throw an energy arc dealing 265% DMG that returns along its path, hitting on every pass. Tap again to send it back out |
| 4 · Cosmic | Cosmic | 265% | 0.4s | 7.4s | Throw an energy arc dealing 265% DMG that returns along its path, hitting on every pass. Tap again to send it back out |
Element variants
A primary element changes this skill’s behavior. The descriptions below resolve the same variant definitions used by the game.
Tide Arc
Tide Arc — Each pass soaks - Drenched for 4s, stacking while you keep the arc in the air
Applies to whatever this card hits.
Cinder Arc
Cinder Arc — Each pass kindles another Burn - 10% of power every 0.5s for 4s
Applies to whatever this card hits.
Grinding Arc
Grinding Arc — Each pass grinds DEF −10% off the target for 6s - the juggle IS the armour break
Applies to whatever this card hits.
Whirl Arc
Whirl Arc — The returning arc leaves a whirlwind - the target fires on random bearings for 4s
Applies to whatever this card hits.
Flare Arc
Flare Arc — Each pass is a flash - Blind for as long as you keep the arc in the air
Applies to whatever this card hits.
Leeching Arc
Leeching Arc — Each pass adds Poison for 6s - the arc bleeds the target dry
Applies to whatever this card hits.
Prism Ribbon
Prism Ribbon — The arc paints a ribbon along its whole flight path, dealing 45% True DMG to anything on the line
Applies to your locked target 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.