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Blood Tear

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Blood Tear icon

Blood Tear

SKILL_BloodTear · Active Magic Ranged SingleHostile Basic attack

Deals magic damage equal to 100% of Magic Attack Power and applies 3 Bleeding for 10 seconds.

Effects & keywords

  • Bleeding (on enemy): 5 physical damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 99). Example: 10 stacks = 50 physical damage/second. Duration is set by the applying skill.

Range in context

Blood Tear range and area shown on a dungeon room
65 magic damage / target

Damage to your units

Expected hit against stock Lowell at the level cap, per combat difficulty tier. The tier set in the menu bar is highlighted; pick a saved unit to use its own resistances.

MonsterWhereEasyNormalHardVery HardDevastation
EyeBallany923597388

Also applies 3 Bleeding for 10 s (150 flat damage per application, 5/stack/s). Damage-over-time is flat and ignores resistance and the tier scaling above.

Each number is the expected hit against the selected unit (stock Lowell at the level cap by default), after that unit's resistance and the tier's attack multiplier, and before hit chance, dodge and guard. Monsters have no energy cost - their skills are gated by cooldown only (energy is a player-unit resource).
Magic Saturation (optional campaign toggle) is capped at 100. Abyss casters on this page: Day 100 is health x2, both attacks x2, they deal x1.5. Combat difficulty percents add with saturation, then apply once.

Granted by

Units: EyeBall

Numbers

Range8
Start delay0.8s
End delay0.2s
Cooldown0s
Energy cost0
Durability cost1 (None)
Skill points to learn0
Required level0
Basic attack skillyes
Delay scales with attack speedyes
Can target over wallsyes
Raw values100, 10, 3

Range and area

Range and area of Blood Tear

Blue caster; light blue range (8 tiles); orange area hit (single target). The range distance metric shown is approximate; the area shape is exact.

Skill animation

The skill's effect striking the training scarecrow (the game's practice dummy), which recoils as it takes the hit. Frame timing is approximate.