Overview
Your melee attacks gain Super Armor for 7.0s — they cannot be knocked back or interrupted
14.0s cooldown
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 | 14.0s |
| Windup | 0.12s |
| Duration | 7.0s |
| Recovery | 0.16s |
| 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 | Common | 100% | 7.0s | 14.0s | Your melee attacks gain Super Armor for 7.0s — they cannot be knocked back or interrupted |
| 2 | Uncommon | 100% | 8.5s | 14.0s | Your melee attacks gain Super Armor for 8.5s — they cannot be knocked back or interrupted |
| 3 | Rare | 100% | 10.0s | 12.0s | Your melee attacks gain Super Armor for 10.0s — they cannot be knocked back or interrupted |
| 4 · Cosmic | Epic | 100% | 10.0s | 12.0s | Your melee attacks gain Super Armor for 10.0s — they cannot be knocked back or interrupted |
Element variants
A primary element changes this skill’s behavior. The descriptions below resolve the same variant definitions used by the game.
Tide Guard
Tide Guard — Armoured and regenerating - Regen 2% of your MAX HP every 0.5s for 7s
Applies to YOU when you cast this card.
Ember Fists
Ember Fists — Armoured fists hit harder - melee deals 25% more DMG for 7s
Applies to YOU when you cast this card.
Unbroken Stance
Unbroken Stance — The armour becomes unconditional - Super Armor on everything you do for 7s, not only melee
Applies to YOU when you cast this card.
Gale Cadence
Gale Cadence — You act 20% faster while armoured, for 7s
Applies to YOU when you cast this card.
Radiant Draught
Radiant Draught — Armoured strikes drink - Heal for 8% of the DMG you deal for 7s
Applies to YOU when you cast this card.
Executioner Fists
Executioner Fists — Armoured strikes land killing blows - increase CRIT DMG +40% for 7s
Applies to YOU when you cast this card.
Ascendant Fists
Ascendant Fists — The next Card power-up you play is one level stronger
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 points