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Phantom Chain

Phantom Chain icon

Phantom Chain

SKILL_PhantomChain · Active Magic Ranged MultipleHostile

Summons chains of souls to all nearby enemies, striking the chained targets with magic lightning every second for 3 seconds, dealing damage equal to 100% of Magic Attack Power. Enemies who are unable to break free from the chains until the skill ends are dealt additional damage equal to 180% of Magic Attack Power and are affected by Rooting for 4 seconds.

Effects & keywords

  • Rooting (on enemy): Unable to move from the current position.

Range in context

Phantom Chain range and area shown on a dungeon room
1 target: 183 dmg | 3 targets: 550 dmg
15s

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
Abyss Chain Knight SentinelAbyss F1970186464580697
Chain Knight SentinelFestering Burrow F574197492615738
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).
Two damage parts (physical and magic) are each mitigated by the matching resistance.
Magic Saturation (optional campaign toggle) adds up to +100% by day 100; assumed additive with the tier multiplier, unverified in game.

Numbers

Range1
AreaCircle, radius 5
Start delay0s
End delay0.2s
Cooldown15s
Energy cost0
Skill points to learn5
Required level0
Basic attack skillno
Delay scales with attack speedno
Can target over wallsno
Raw values3, 100, 180, 4

Range and area

Range and area of Phantom Chain

Blue caster; light blue range (1 tile); orange area hit (Circle, radius 5). 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.