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.
| Stat | Value |
|---|---|
| Skill multiplier | 95% |
| Cooldown | 16.0s |
| Windup | 0.26s |
| Duration | 5.0s |
| Recovery | 0.32s |
| Range | 40m |
| Width | 5m |
| 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 | Mythic | 95% | 5.0s | 16.0s | 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 |
| 2 | Mythic | 115% | 5.0s | 15.0s | Loose 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 |
| 3 | Mythic | 135% | 6.0s | 14.0s | Loose 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 · Cosmic | Cosmic | 135% | 6.0s | 14.0s | Loose 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.
Tide Spiral
Tide Spiral — Each pass leaves the target Drenched. Stacks
Applies to whatever this card leaves behind touches.
Firestorm
Firestorm — Each pass sets the target Burning for 4s. Stacks
Applies to whatever this card leaves behind touches.
Dust Devil
Dust Devil — 50% Chance each pass to shred DEF −10% for 6s. Stacks
Applies to whatever this card leaves behind touches.
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.
Radiant Gyre
Radiant Gyre — Each pass leaves the target Vulnerable. Stacks
Applies to whatever this card leaves behind touches.
Umbral Maelstrom
Umbral Maelstrom — Each pass destroys 2% of the target's MAX HP permanently
Applies to whatever this card leaves behind touches.
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 pointsIn-game appearance
Captured from Last Attack X’s game renderer.