Skill cards · Common

Second Breath

18.0s cooldown

Game data 1.6.0 · Reviewed 19 September 2026

Overview

Instantly refill ALL stamina

18.0s 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%
Cooldown18.0s
Windup0.08s
Duration0.4s
Recovery0.18s
Range30m
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%0.4s18.0sInstantly refill ALL stamina
2Uncommon100%0.4s15.0sInstantly refill ALL stamina
3Rare100%0.4s12.0sInstantly refill ALL stamina
4 · CosmicEpic100%0.4s12.0sInstantly refill ALL stamina

Element variants

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

Hydro

Tidal Breath

Tidal Breath — Regen for 4s — heals 3% of Max HP every 0.5s

Applies to YOU when you cast this card.

Pyro

Ember Breath

Ember Breath — Increased ATK for 6s

Applies to YOU when you cast this card.

Geo

Stone Breath

Stone Breath — DEF increased by 50% for 15s

Applies to YOU when you cast this card.

Aero

Gale Breath

Gale Breath — A wind barrier deflects all basic blast attacks

Applies to YOU when you cast this card.

Phumi

Radiant Breath

Radiant Breath — Stamina regenerates much faster for 7s

Applies to YOU when you cast this card.

Kali

Umbral Breath

Umbral Breath — Vanish for 5s — invisible until you attack, and that attack hits harder

Applies to YOU when you cast this card.

Cosmic

Star Breath

Star Breath — The next Power Up skill you use 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.

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