Overview
Channel a wide beam for 1.8s that deals 300% DMG across 3.2m
14.0s cooldown
- Ascension 1 or above
- 1 completed run
- 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 | 300% |
| Cooldown | 14.0s |
| Windup | 0.7s |
| Duration | 1.8s |
| Recovery | 0.52s |
| Range | 92m |
| Width | 3.2m |
| 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 | Legendary | 300% | 1.8s | 14.0s | Channel a wide beam for 1.8s that deals 300% DMG across 3.2m |
| 2 | Mythic | 370% | 2.0s | 14.0s | Channel a wide beam for 2.0s that deals 370% DMG across 3.2m |
| 3 | Mythic | 450% | 2.2s | 12.5s | Channel a wide beam for 2.2s that deals 450% DMG across 3.2m |
| 4 · Cosmic | Cosmic | 450% | 2.2s | 12.5s | Channel a wide beam for 2.2s that deals 450% DMG across 3.2m |
Element variants
A primary element changes this skill’s behavior. The descriptions below resolve the same variant definitions used by the game.
Deluge
Deluge — Inflicts Drench for 6s
Applies to whatever this card hits.
Conflagration
Conflagration — Inflicts Burn for 6s
Applies to whatever this card hits.
Landslide
Landslide — Knockback all the way to the ring’s edge - adds 2s to the target’s recovery when the beam ends
Applies to the target when this card finishes.
Thunderclap
Thunderclap — 35% Chance to Stun for 2s when the beam ends
Applies to the target when this card finishes.
Sunblind
Sunblind — Blinds the target for 8s when the beam ends
Applies to the target when this card finishes.
Death Sentence
Death Sentence — Double chance to critically hit per beam tick
Changes every hit this card lands.
Annihilation
Annihilation — True damage that ignores DEF and dominates beam clashes
Changes every hit this card lands.
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.