Skill cards · Epic

Return Shot

9.0s cooldown

Game data 1.6.0 · Reviewed 19 September 2026

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.

StatValue
Skill multiplier175%
Cooldown9.0s
Windup0.18s
Duration0.4s
Recovery0.2s
Range46m
Width1.1m
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
1Epic175%0.4s9.0sThrow an energy arc dealing 175% DMG that returns along its path, hitting on every pass. Tap again to send it back out
2Legendary215%0.4s8.2sThrow an energy arc dealing 215% DMG that returns along its path, hitting on every pass. Tap again to send it back out
3Mythic265%0.4s7.4sThrow an energy arc dealing 265% DMG that returns along its path, hitting on every pass. Tap again to send it back out
4 · CosmicCosmic265%0.4s7.4sThrow 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.

Hydro

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.

Pyro

Cinder Arc

Cinder Arc — Each pass kindles another Burn - 10% of power every 0.5s for 4s

Applies to whatever this card hits.

Geo

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.

Aero

Whirl Arc

Whirl Arc — The returning arc leaves a whirlwind - the target fires on random bearings for 4s

Applies to whatever this card hits.

Phumi

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.

Kali

Leeching Arc

Leeching Arc — Each pass adds Poison for 6s - the arc bleeds the target dry

Applies to whatever this card hits.

Cosmic

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 points

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