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.
| Stat | Value |
|---|---|
| Skill multiplier | 60% |
| Cooldown | 12.0s |
| Windup | 0.2s |
| Duration | 5.0s |
| Recovery | 0.26s |
| Range | 10m |
| 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 | Uncommon | 60% | 5.0s | 12.0s | 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% |
| 2 | Rare | 75% | 5.0s | 11.0s | Blast 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% |
| 3 | Epic | 90% | 6.0s | 10.0s | Blast 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 · Cosmic | Legendary | 90% | 6.0s | 10.0s | Blast 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.
Tide Pillars
Tide Pillars — Enemies that touch a pillar are Drenched. Stacks
Applies to whatever this card leaves behind touches.
Ember Pillars
Ember Pillars — Enemies that touch a pillar Burn. Stacks
Applies to whatever this card leaves behind touches.
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.
Gale Pillars
Gale Pillars — Enemies that touch a pillar are Weakened. Stacks
Applies to whatever this card leaves behind touches.
Light Pillars
Light Pillars — Enemies that touch a pillar are Vulnerable. Stacks
Applies to whatever this card leaves behind touches.
Venom Pillars
Venom Pillars — Enemies that touch a pillar are Poisoned. Stacks
Applies to whatever this card leaves behind touches.
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.
Explore practical build starting pointsIn-game appearance
Captured from Last Attack X’s game renderer.