Overview
Fire a three-shot spread dealing 206% DMG. Guard Break straight through a raised guard
5.5s cooldown
- 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 | 206% |
| Cooldown | 5.5s |
| Windup | 0.14s |
| Duration | 0.4s |
| Recovery | 0.18s |
| Range | 62m |
| Width | 0.78m |
| 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 | 206% | 0.4s | 5.5s | Fire a three-shot spread dealing 206% DMG. Guard Break straight through a raised guard |
| 2 | Uncommon | 256% | 0.4s | 5.0s | Fire a three-shot spread dealing 256% DMG. Guard Break straight through a raised guard |
| 3 | Rare | 312% | 0.4s | 4.4s | Fire a three-shot spread dealing 312% DMG. Guard Break straight through a raised guard |
| 4 · Cosmic | Epic | 312% | 0.4s | 4.4s | Fire a three-shot spread dealing 312% DMG. Guard Break straight through a raised guard |
Element variants
A primary element changes this skill’s behavior. The descriptions below resolve the same variant definitions used by the game.
Tide Split
Tide Split — Each landed shot scatters 3 motes - catch one to heal 8% of your Max HP
Applies to every shot this card lands.
Ember Split
Ember Split — Each landed shot scatters 3 motes - catch one for +5% ATK for 6s
Applies to every shot this card lands.
Stone Split
Stone Split — Each landed shot scatters 3 motes - catch one for 5% of your Max HP as Block
Applies to every shot this card lands.
Gale Split
Gale Split — Each landed shot scatters 3 motes - catch one for +5% movement speed for 6s
Applies to every shot this card lands.
Radiant Split
Radiant Split — Each landed shot scatters 3 motes - catch one to instantly refill Blast and Stamina
Applies to every shot this card lands.
Venom Split
Venom Split — Each landed shot scatters 3 motes - catch one for +15% critical hit chance for 6s
Applies to every shot this card lands.
Cosmic Split
Cosmic Split — Each landed shot scatters 3 motes - catch one to instantly fire another Triple Shot
Applies to every shot 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.