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.
| Stat | Value |
|---|---|
| Skill multiplier | 100% |
| Cooldown | 18.0s |
| Windup | 0.08s |
| Duration | 0.4s |
| Recovery | 0.18s |
| 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% | 0.4s | 18.0s | Instantly refill ALL stamina |
| 2 | Uncommon | 100% | 0.4s | 15.0s | Instantly refill ALL stamina |
| 3 | Rare | 100% | 0.4s | 12.0s | Instantly refill ALL stamina |
| 4 · Cosmic | Epic | 100% | 0.4s | 12.0s | Instantly 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.
Tidal Breath
Tidal Breath — Regen for 4s — heals 3% of Max HP every 0.5s
Applies to YOU when you cast this card.
Ember Breath
Ember Breath — Increased ATK for 6s
Applies to YOU when you cast this card.
Stone Breath
Stone Breath — DEF increased by 50% for 15s
Applies to YOU when you cast this card.
Gale Breath
Gale Breath — A wind barrier deflects all basic blast attacks
Applies to YOU when you cast this card.
Radiant Breath
Radiant Breath — Stamina regenerates much faster for 7s
Applies to YOU when you cast this card.
Umbral Breath
Umbral Breath — Vanish for 5s — invisible until you attack, and that attack hits harder
Applies to YOU when you cast this card.
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.
Explore practical build starting pointsIn-game appearance
Captured from Last Attack X’s game renderer.