Skill cards · Mythic

Tornado

16.0s cooldown

Game data 1.6.0 · Reviewed 19 September 2026

Overview

Loose a tornado that wanders a 40m band for 5.0s, bouncing off the arena. Every pass deals 95% DMG and drags nearby enemies along with it

16.0s cooldown

  • Ascension 5 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.

StatValue
Skill multiplier95%
Cooldown16.0s
Windup0.26s
Duration5.0s
Recovery0.32s
Range40m
Width5m
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
1Mythic95%5.0s16.0sLoose a tornado that wanders a 40m band for 5.0s, bouncing off the arena. Every pass deals 95% DMG and drags nearby enemies along with it
2Mythic115%5.0s15.0sLoose a tornado that wanders a 40m band for 5.0s, bouncing off the arena. Every pass deals 115% DMG and drags nearby enemies along with it
3Mythic135%6.0s14.0sLoose a tornado that wanders a 40m band for 6.0s, bouncing off the arena. Every pass deals 135% DMG and drags nearby enemies along with it
4 · CosmicCosmic135%6.0s14.0sLoose a tornado that wanders a 40m band for 6.0s, bouncing off the arena. Every pass deals 135% DMG and drags nearby enemies along with it

Element variants

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

Hydro

Tide Spiral

Tide Spiral — Each pass leaves the target Drenched. Stacks

Applies to whatever this card leaves behind touches.

Pyro

Firestorm

Firestorm — Each pass sets the target Burning for 4s. Stacks

Applies to whatever this card leaves behind touches.

Geo

Dust Devil

Dust Devil — 50% Chance each pass to shred DEF −10% for 6s. Stacks

Applies to whatever this card leaves behind touches.

Aero

Gale Vortex

Gale Vortex — A far stronger pull - the vortex drags caught enemies along with it

Applies to your locked target when you cast this card.

Phumi

Radiant Gyre

Radiant Gyre — Each pass leaves the target Vulnerable. Stacks

Applies to whatever this card leaves behind touches.

Kali

Umbral Maelstrom

Umbral Maelstrom — Each pass destroys 2% of the target's MAX HP permanently

Applies to whatever this card leaves behind touches.

Cosmic

Starstorm

Starstorm — The storm deals TRUE damage that ignores DEF Each pass grants you a random buff for 3s

Applies to your locked target when you cast this card. 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 points

Search the wiki

Type a name or topic to begin.