Overview
Call an ally with 90 HP for 15.0s. It strikes for 55% DMG and soaks incoming fire
16.0s cooldown
- Defeat a guardian
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 | 55% |
| Cooldown | 16.0s |
| Windup | 0.32s |
| Duration | 15.0s |
| Recovery | 0.32s |
| Range | 9m |
| 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 | Epic | 55% | 15.0s | 16.0s | Call an ally with 90 HP for 15.0s. It strikes for 55% DMG and soaks incoming fire |
| 2 | Legendary | 68% | 18.0s | 16.0s | Call an ally with 115 HP for 18.0s. It strikes for 68% DMG and soaks incoming fire |
| 3 | Mythic | 82% | 21.0s | 16.0s | Call an ally with 145 HP for 21.0s. It strikes for 82% DMG and soaks incoming fire |
| 4 · Cosmic | Cosmic | 82% | 21.0s | 16.0s | Call an ally with 145 HP for 21.0s. It strikes for 82% DMG and soaks incoming fire |
Element variants
A primary element changes this skill’s behavior. The descriptions below resolve the same variant definitions used by the game.
Tide Warden
Tide Warden — 35% Chance to guardian attacks have a chance to Drench the enemy for 4s
Applies to your locked target when you cast this card.
Ember Warden
Ember Warden — 35% Chance to guardian attacks have a chance to Burn the enemy for 4s
Applies to your locked target when you cast this card.
Stone Warden
Stone Warden — 20% Chance to guardian attacks have a chance to Stun the enemy for 1.5s
Applies to your locked target when you cast this card.
Gale Warden
Gale Warden — 35% Chance to guardian attacks have a chance to Weaken the enemy for 4s
Applies to your locked target when you cast this card.
Radiant Warden
Radiant Warden — 35% Chance to guardian attacks have a chance to steal the enemy's buffs for both of you
Applies to your locked target when you cast this card.
Umbral Warden
Umbral Warden — 35% Chance to guardian attacks have a chance to Poison the enemy
Applies to your locked target when you cast this card.
Twin Wardens
Twin Wardens — You get two Guardians
Applies to your locked target 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.