Skill cards · Common

Smoke Bomb

8.0s cooldown

Game data 1.6.0 · Reviewed 19 September 2026

Overview

Drop a 13m smoke cloud for 3.0s. Enemies inside lose their aim, you still see them

8.0s 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%
Cooldown8.0s
Windup0.14s
Duration3.0s
Recovery0.16s
Range13m
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
1Common100%3.0s8.0sDrop a 13m smoke cloud for 3.0s. Enemies inside lose their aim, you still see them
2Uncommon100%4.5s7.5sDrop a 15m smoke cloud for 4.5s. Enemies inside lose their aim, you still see them
3Rare100%6.0s7.0sDrop a 17m smoke cloud for 6.0s. Enemies inside lose their aim, you still see them
4 · CosmicEpic100%6.0s7.0sDrop a 17m smoke cloud for 6.0s. Enemies inside lose their aim, you still see them

Element variants

A primary element changes this skill’s behavior. The descriptions below resolve the same variant definitions used by the game.

Hydro

Choking Fumes

Choking Fumes — Enemies in the cloud act 30% slower - movement fire rate and cooldowns

Applies to whatever this card leaves behind touches.

Pyro

Cinder Cloud

Cinder Cloud — Burns enemies standing in the cloud for 8% of power every 0.5s

Applies to whatever this card leaves behind touches.

Geo

Dust Devil

Dust Devil — Inflicts blind on enemies in the cloud - the classic smoke

Applies to whatever this card leaves behind touches.

Aero

Windwall

Windwall — Enemy projectiles that cross the cloud lose 40% of their damage

Applies to whatever this card leaves behind touches.

Phumi

Lens Flare

Lens Flare — Your projectiles that pass through the cloud gain 35% damage

Applies to whatever this card leaves behind touches.

Kali

Miasma

Miasma — Every 1s in the cloud applies a poison stack - the target pays in blood each time it attacks

Applies to whatever this card leaves behind touches.

Cosmic

Shooting Star

Shooting Star — Marks enemies in the cloud - your shots curve toward the marked

Applies to whatever this card leaves behind touches.

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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