Skill cards · Uncommon

Sonic Pillars

12.0s cooldown

Game data 1.6.0 · Reviewed 19 September 2026

Overview

Blast a 10m cone for 60% DMG, then raise three sound pillars for 5.0s. Each pillar hit deals 45% DMG and amplifies the next by 15%

12.0s 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 multiplier60%
Cooldown12.0s
Windup0.2s
Duration5.0s
Recovery0.26s
Range10m
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
1Uncommon60%5.0s12.0sBlast a 10m cone for 60% DMG, then raise three sound pillars for 5.0s. Each pillar hit deals 45% DMG and amplifies the next by 15%
2Rare75%5.0s11.0sBlast a 10m cone for 75% DMG, then raise three sound pillars for 5.0s. Each pillar hit deals 55% DMG and amplifies the next by 18%
3Epic90%6.0s10.0sBlast a 12m cone for 90% DMG, then raise three sound pillars for 6.0s. Each pillar hit deals 65% DMG and amplifies the next by 22%
4 · CosmicLegendary90%6.0s10.0sBlast a 12m cone for 90% DMG, then raise three sound pillars for 6.0s. Each pillar hit deals 65% DMG and amplifies the next by 22%

Element variants

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

Hydro

Tide Pillars

Tide Pillars — Enemies that touch a pillar are Drenched. Stacks

Applies to whatever this card leaves behind touches.

Pyro

Ember Pillars

Ember Pillars — Enemies that touch a pillar Burn. Stacks

Applies to whatever this card leaves behind touches.

Geo

Stone Pillars

Stone Pillars — Enemies that touch a pillar have 10% less DEF for 6s. Stacks and the pillar collapses on whoever touched it for a burst of extra damage

Applies to whatever this card leaves behind touches.

Aero

Gale Pillars

Gale Pillars — Enemies that touch a pillar are Weakened. Stacks

Applies to whatever this card leaves behind touches.

Phumi

Light Pillars

Light Pillars — Enemies that touch a pillar are Vulnerable. Stacks

Applies to whatever this card leaves behind touches.

Kali

Venom Pillars

Venom Pillars — Enemies that touch a pillar are Poisoned. Stacks

Applies to whatever this card leaves behind touches.

Cosmic

Prism Pillars

Prism Pillars — Enemies that touch a pillar take one random debuff. Stacks

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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