Skill cards · Common

Triple Shot

5.5s cooldown

Game data 1.6.0 · Reviewed 19 September 2026

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.

StatValue
Skill multiplier206%
Cooldown5.5s
Windup0.14s
Duration0.4s
Recovery0.18s
Range62m
Width0.78m
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
1Common206%0.4s5.5sFire a three-shot spread dealing 206% DMG. Guard Break straight through a raised guard
2Uncommon256%0.4s5.0sFire a three-shot spread dealing 256% DMG. Guard Break straight through a raised guard
3Rare312%0.4s4.4sFire a three-shot spread dealing 312% DMG. Guard Break straight through a raised guard
4 · CosmicEpic312%0.4s4.4sFire 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.

Hydro

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.

Pyro

Ember Split

Ember Split — Each landed shot scatters 3 motes - catch one for +5% ATK for 6s

Applies to every shot this card lands.

Geo

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.

Aero

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.

Phumi

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.

Kali

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

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 points

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