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Soaring Archers - War Suit Skills

Date: 2021-08-03 00:00 Source: Official Views:
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Note: There may still be changes before the expansion is released, please refer to the final version.

Stone Cracker Skills


Icon

Name

Level

Active Effect

Passive Effect

Arrow Blades

0

The normal attack adds a layer of charged energy and consumes a layer, dealing 300% damage to targets (80% damage to human targets) in a rectangular area, increasing 5% damage in the next attack.

The 3rd normal attack will activate Arrow Blades.

1

The normal attack adds a layer of charged energy and consumes a layer, dealing 300% damage to targets (82% damage to human targets) in a rectangular area, increasing 5% damage in the next attack.

2

The normal attack adds a layer of charged energy and consumes a layer, dealing 300% damage to targets (84% damage to human targets) in a rectangular area, increasing 5% damage in the next attack.

3

The normal attack adds a layer of charged energy and consumes a layer, dealing 300% damage to targets (86% damage to human targets) in a rectangular area, increasing 5% damage in the next attack.

4

The normal attack adds a layer of charged energy and consumes a layer, dealing 300% damage to targets (88% damage to human targets) in a rectangular area, increasing 5% damage in the next attack.

5

The normal attack adds a layer of charged energy and consumes a layer, dealing 300% damage to targets (90% damage to human targets) in a rectangular area, increasing 5% damage in the next attack.

6

The normal attack adds a layer of charged energy and consumes a layer, dealing 300% damage to targets (92% damage to human targets) in a rectangular area, increasing 5% damage in the next attack.

7

The normal attack adds a layer of charged energy and consumes a layer, dealing 300% damage to targets (94% damage to human targets) in a rectangular area, increasing 5% damage in the next attack.

8

The normal attack adds a layer of charged energy and consumes a layer, dealing 300% damage to targets (96% damage to human targets) in a rectangular area, increasing 5% damage in the next attack.

9

The normal attack adds a layer of charged energy and consumes a layer, dealing 300% damage to targets (98% damage to human targets) in a rectangular area, increasing 5% damage in the next attack.

10

The normal attack adds a layer of charged energy and consumes a layer, dealing 300% damage to targets (100% damage to human targets) in a rectangular area, increasing 5% damage in the next attack.

11

The normal attack adds a layer of charged energy and consumes a layer, dealing 300% damage to targets (102% damage to human targets) in a rectangular area, increasing 5% damage in the next attack.

12

The normal attack adds a layer of charged energy and consumes a layer, dealing 300% damage to targets (104% damage to human targets) in a rectangular area, increasing 5% damage in the next attack.

13

The normal attack adds a layer of charged energy and consumes a layer, dealing 300% damage to targets (106% damage to human targets) in a rectangular area, increasing 5% damage in the next attack.

14

The normal attack adds a layer of charged energy and consumes a layer, dealing 300% damage to targets (108% damage to human targets) in a rectangular area, increasing 5% damage in the next attack.

15

The normal attack adds a layer of charged energy and consumes a layer, dealing 300% damage to targets (110% damage to human targets) in a rectangular area, increasing 5% damage in the next attack.

16

The normal attack adds a layer of charged energy and consumes a layer, dealing 300% damage to targets (112% damage to human targets) in a rectangular area, increasing 5% damage in the next attack.

17

The normal attack adds a layer of charged energy and consumes a layer, dealing 300% damage to targets (114% damage to human targets) in a rectangular area, increasing 5% damage in the next attack.

18

The normal attack adds a layer of charged energy and consumes a layer, dealing 300% damage to targets (116% damage to human targets) in a rectangular area, increasing 5% damage in the next attack.

19

The normal attack adds a layer of charged energy and consumes a layer, dealing 300% damage to targets (118% damage to human targets) in a rectangular area, increasing 5% damage in the next attack.

Arch Shadow

0

None

The closer the targets, the higher the damage. It has a 10% chance to extend the intervals between using potions by 0.16s, lasting for 5s. The chance to be triggered will be upgraded by 1% when it reaches level 10.

1

The closer the targets, the higher the damage. It has a 10% chance to extend the intervals between using potions by 0.17s, lasting for 5s.

2

The closer the targets, the higher the damage. It has a 10% chance to extend the intervals between using potions by 0.18s, lasting for 5s. The chance to be triggered will be upgraded by 1% when it reaches level 10.

3

The closer the targets, the higher the damage. It has a 10% chance to extend the intervals between using potions by 0.19s, lasting for 5s. The chance to be triggered will be upgraded by 1% when it reaches level 10.

4

The closer the targets, the higher the damage. It has a 10% chance to extend the intervals between using potions by 0.20s, lasting for 5s. The chance to be triggered will be upgraded by 1% when it reaches level 10.

5

The closer the targets, the higher the damage. It has a 10% chance to extend the intervals between using potions by 0.21s, lasting for 5s. The chance to be triggered will be upgraded by 1% when it reaches level 10.

6

The closer the targets, the higher the damage. It has a 10% chance to extend the intervals between using potions by 0.22s, lasting for 5s. The chance to be triggered will be upgraded by 1% when it reaches level 10.

7

The closer the targets, the higher the damage. It has a 10% chance to extend the intervals between using potions by 0.23s, lasting for 5s. The chance to be triggered will be upgraded by 1% when it reaches level 10.

8

The closer the targets, the higher the damage. It has a 10% chance to extend the intervals between using potions by 0.24s, lasting for 5s. The chance to be triggered will be upgraded by 1% when it reaches level 10.

9

The closer the targets, the higher the damage. It has a 10% chance to extend the intervals between using potions by 0.25s, lasting for 5s. The chance to be triggered will be upgraded by 1% when it reaches level 10.

10

The closer the targets, the higher the damage. It has an 11% chance to extend the intervals between using potions by 0.25s, lasting for 5s. The chance to be triggered will be upgraded by 1% when it reaches level 11.

11

The closer the targets, the higher the damage. It has a 12% chance to extend the intervals between using potions by 0.25s, lasting for 5s. The chance to be triggered will be upgraded by 1% when it reaches level 12.

12

The closer the targets, the higher the damage. It has a 13% chance to extend the intervals between using potions by 0.25s, lasting for 5s. The chance to be triggered will be upgraded by 1% when it reaches level 13.

13

The closer the targets, the higher the damage. It has a 14% chance to extend the intervals between using potions by 0.25s, lasting for 5s. The chance to be triggered will be upgraded by 1% when it reaches level 14.

14

The closer the targets, the higher the damage. It has a 15% chance to extend the intervals between using potions by 0.25s, lasting for 5s. The chance to be triggered will be upgraded by 1% when it reaches level 15.

15

The closer the targets, the higher the damage. It has a 16% chance to extend the intervals between using potions by 0.25s, lasting for 5s. The chance to be triggered will be upgraded by 1% when it reaches level 16.

16

The closer the targets, the higher the damage. It has a 17% chance to extend the intervals between using potions by 0.25s, lasting for 5s. The chance to be triggered will be upgraded by 1% when it reaches level 17.

17

The closer the targets, the higher the damage. It has an 18% chance to extend the intervals between using potions by 0.25s, lasting for 5s. The chance to be triggered will be upgraded by 1% when it reaches level 18.

18

The closer the targets, the higher the damage. It has a 19% chance to extend the intervals between using potions by 0.25s, lasting for 5s. The chance to be triggered will be upgraded by 1% when it reaches level 19.

19

The closer the targets, the higher the damage. It has a 20% chance to extend the intervals between using potions by 0.25s, lasting for 5s.

Star Flow

0

None

After using Archer's skill (Rapid Fire/Scatter Fire/Arrow Blades) 3 times, attack targets in a circle with you in the center point, dealing 400% damage (100% damage to human targets).

1

After using Archer's skill (Rapid Fire/Scatter Fire/Arrow Blades) 3 times, attack targets in a circle with you in the center point, dealing 400% damage (101% damage to human targets).

2

After using Archer's skill (Rapid Fire/Scatter Fire/Arrow Blades) 3 times, attack targets in a circle with you in the center point, dealing 400% damage (102% damage to human targets).

3

After using Archer's skill (Rapid Fire/Scatter Fire/Arrow Blades) 3 times, attack targets in a circle with you in the center point, dealing 400% damage (103% damage to human targets).

4

After using Archer's skill (Rapid Fire/Scatter Fire/Arrow Blades) 3 times, attack targets in a circle with you in the center point, dealing 400% damage (104% damage to human targets).

5

After using Archer's skill (Rapid Fire/Scatter Fire/Arrow Blades) 3 times, attack targets in a circle with you in the center point, dealing 400% damage (105% damage to human targets).

6

After using Archer's skill (Rapid Fire/Scatter Fire/Arrow Blades) 3 times, attack targets in a circle with you in the center point, dealing 400% damage (106% damage to human targets).

7

After using Archer's skill (Rapid Fire/Scatter Fire/Arrow Blades) 3 times, attack targets in a circle with you in the center point, dealing 400% damage (107% damage to human targets).

8

After using Archer's skill (Rapid Fire/Scatter Fire/Arrow Blades) 3 times, attack targets in a circle with you in the center point, dealing 400% damage (108% damage to human targets).

9

After using Archer's skill (Rapid Fire/Scatter Fire/Arrow Blades) 3 times, attack targets in a circle with you in the center point, dealing 400% damage (109% damage to human targets).

10

After using Archer's skill (Rapid Fire/Scatter Fire/Arrow Blades) 3 times, attack targets in a circle with you in the center point, dealing 400% damage (110% damage to human targets).

11

After using Archer's skill (Rapid Fire/Scatter Fire/Arrow Blades) 3 times, attack targets in a circle with you in the center point, dealing 400% damage (111% damage to human targets).

12

After using Archer's skill (Rapid Fire/Scatter Fire/Arrow Blades) 3 times, attack targets in a circle with you in the center point, dealing 400% damage (112% damage to human targets).

13

After using Archer's skill (Rapid Fire/Scatter Fire/Arrow Blades) 3 times, attack targets in a circle with you in the center point, dealing 400% damage (113% damage to human targets).

14

After using Archer's skill (Rapid Fire/Scatter Fire/Arrow Blades) 3 times, attack targets in a circle with you in the center point, dealing 400% damage (114% damage to human targets).

15

After using Archer's skill (Rapid Fire/Scatter Fire/Arrow Blades) 3 times, attack targets in a circle with you in the center point, dealing 400% damage (115% damage to human targets).

16

After using Archer's skill (Rapid Fire/Scatter Fire/Arrow Blades) 3 times, attack targets in a circle with you in the center point, dealing 400% damage (116% damage to human targets).

17

After using Archer's skill (Rapid Fire/Scatter Fire/Arrow Blades) 3 times, attack targets in a circle with you in the center point, dealing 400% damage (117% damage to human targets).

18

After using Archer's skill (Rapid Fire/Scatter Fire/Arrow Blades) 3 times, attack targets in a circle with you in the center point, dealing 400% damage (118% damage to human targets).

19

After using Archer's skill (Rapid Fire/Scatter Fire/Arrow Blades) 3 times, attack targets in a circle with you in the center point, dealing 400% damage (120% damage to human targets).

Cold Moon Skills


Icon

Name

Level

Active Effect

Passive Effect

Revenge

0

Use it to get into the Revenge status, with a 100% chance to dodge damage, lasting for 8s. Use it again to dash to the target spot, dealing 100% damage to the targets (600% damage to monsters) in a square area of 4x4 paces. The P-DEF of the damaged targets will be decreased by 1000, and their M-DEF will be decreased by 100, lasting for 5s. Cooldown: 50s.

 

1

Use it to get into the Revenge status, with a 100% chance to dodge damage, lasting for 8s. Use it again to dash to the target spot, dealing 100% damage to the targets (600% damage to monsters) in a square area of 4x4 paces. The P-DEF of the damaged targets will be decreased by 1050, and their M-DEF will be decreased by 150, lasting for 5s. Cooldown: 49s.

 

2

Use it to get into the Revenge status, with a 100% chance to dodge damage, lasting for 8s. Use it again to dash to the target spot, dealing 101% damage to the targets (600% damage to monsters) in a square area of 4x4 paces. The P-DEF of the damaged targets will be decreased by 1100, and their M-DEF will be decreased by 200, lasting for 5s. Cooldown: 48s.

 

3

Use it to get into the Revenge status, with a 100% chance to dodge damage, lasting for 8s. Use it again to dash to the target spot, dealing 101% damage to the targets (600% damage to monsters) in a square area of 4x4 paces. The P-DEF of the damaged targets will be decreased by 1150, and their M-DEF will be decreased by 250, lasting for 5s. Cooldown: 47s.

 

4

Use it to get into the Revenge status, with a 100% chance to dodge damage, lasting for 8s. Use it again to dash to the target spot, dealing 102% damage to the targets (600% damage to monsters) in a square area of 4x4 paces. The P-DEF of the damaged targets will be decreased by 1200, and their M-DEF will be decreased by 300, lasting for 5s. Cooldown: 46s.

 

5

Use it to get into the Revenge status, with a 100% chance to dodge damage, lasting for 8s. Use it again to dash to the target spot, dealing 102% damage to the targets (600% damage to monsters) in a square area of 4x4 paces. The P-DEF of the damaged targets will be decreased by 1250, and their M-DEF will be decreased by 350, lasting for 5s. Cooldown: 45s.

 

6

Use it to get into the Revenge status, with a 100% chance to dodge damage, lasting for 8s. Use it again to dash to the target spot, dealing 103% damage to the targets (600% damage to monsters) in a square area of 4x4 paces. The P-DEF of the damaged targets will be decreased by 1300, and their M-DEF will be decreased by 400, lasting for 5s. Cooldown: 44s.

 

7

Use it to get into the Revenge status, with a 100% chance to dodge damage, lasting for 8s. Use it again to dash to the target spot, dealing 103% damage to the targets (600% damage to monsters) in a square area of 4x4 paces. The P-DEF of the damaged targets will be decreased by 1350, and their M-DEF will be decreased by 400, lasting for 5s. Cooldown: 43s.

 

8

Use it to get into the Revenge status, with a 100% chance to dodge damage, lasting for 8s. Use it again to dash to the target spot, dealing 104% damage to the targets (600% damage to monsters) in a square area of 4x4 paces. The P-DEF of the damaged targets will be decreased by 1400, and their M-DEF will be decreased by 400, lasting for 5s. Cooldown: 42s.

 

9

Use it to get into the Revenge status, with a 100% chance to dodge damage, lasting for 8s. Use it again to dash to the target spot, dealing 104% damage to the targets (600% damage to monsters) in a square area of 4x4 paces. The P-DEF of the damaged targets will be decreased by 1450, and their M-DEF will be decreased by 400, lasting for 5s. Cooldown: 41s.

 

10

Use it to get into the Revenge status, with a 100% chance to dodge damage, lasting for 8s. Use it again to dash to the target spot, dealing 105% damage to the targets (600% damage to monsters) in a square area of 4x4 paces. The P-DEF of the damaged targets will be decreased by 1500, and their M-DEF will be decreased by 400, lasting for 5s. Cooldown: 40s.

 

11

Use it to get into the Revenge status, with a 100% chance to dodge damage, lasting for 8s. Use it again to dash to the target spot, dealing 105% damage to the targets (600% damage to monsters) in a square area of 4x4 paces. The P-DEF of the damaged targets will be decreased by 1550, and their M-DEF will be decreased by 400, lasting for 5s. Cooldown: 39s.

 

12

Use it to get into the Revenge status, with a 100% chance to dodge damage, lasting for 8s. Use it again to dash to the target spot, dealing 106% damage to the targets (600% damage to monsters) in a square area of 4x4 paces. The P-DEF of the damaged targets will be decreased by 1600, and their M-DEF will be decreased by 400, lasting for 5s. Cooldown: 38s.

 

13

Use it to get into the Revenge status, with a 100% chance to dodge damage, lasting for 8s. Use it again to dash to the target spot, dealing 106% damage to the targets (600% damage to monsters) in a square area of 4x4 paces. The P-DEF of the damaged targets will be decreased by 1650, and their M-DEF will be decreased by 400, lasting for 5s. Cooldown: 37s.

 

14

Use it to get into the Revenge status, with a 100% chance to dodge damage, lasting for 8s. Use it again to dash to the target spot, dealing 107% damage to the targets (600% damage to monsters) in a square area of 4x4 paces. The P-DEF of the damaged targets will be decreased by 1700, and their M-DEF will be decreased by 400, lasting for 5s. Cooldown: 36s.

 

15

Use it to get into the Revenge status, with a 100% chance to dodge damage, lasting for 8s. Use it again to dash to the target spot, dealing 107% damage to the targets (600% damage to monsters) in a square area of 4x4 paces. The P-DEF of the damaged targets will be decreased by 1700, and their M-DEF will be decreased by 450, lasting for 5s. Cooldown: 35s.

 

16

Use it to get into the Revenge status, with a 100% chance to dodge damage, lasting for 8s. Use it again to dash to the target spot, dealing 108% damage to the targets (600% damage to monsters) in a square area of 4x4 paces. The P-DEF of the damaged targets will be decreased by 1700, and their M-DEF will be decreased by 500, lasting for 5s. Cooldown: 34s.

 

17

Use it to get into the Revenge status, with a 100% chance to dodge damage, lasting for 8s. Use it again to dash to the target spot, dealing 108% damage to the targets (600% damage to monsters) in a square area of 4x4 paces. The P-DEF of the damaged targets will be decreased by 1750, and their M-DEF will be decreased by 500, lasting for 5s. Cooldown: 33s.

 

18

Use it to get into the Revenge status, with a 100% chance to dodge damage, lasting for 8s. Use it again to dash to the target spot, dealing 109% damage to the targets (600% damage to monsters) in a square area of 4x4 paces. The P-DEF of the damaged targets will be decreased by 1800, and their M-DEF will be decreased by 550, lasting for 5s. Cooldown: 32s.

 

19

Use it to get into the Revenge status, with a 100% chance to dodge damage, lasting for 8s. Use it again to dash to the target spot, dealing 110% damage to the targets (600% damage to monsters) in a square area of 4x4 paces. The P-DEF of the damaged targets will be decreased by 2000, and their M-DEF will be decreased by 600, lasting for 5s. Cooldown: 30s.

 

Hunter

0

 

It has a 5% chance to be triggered when you're attacked and get you into the Hunter status, with a 10% chance to dodge the damage.

1

It has a 5% chance to be triggered when you're attacked and get you into the Hunter status, with an 11% chance to dodge the damage.

2

It has a 5% chance to be triggered when you're attacked and get you into the Hunter status, with a 12% chance to dodge the damage.

3

It has a 5% chance to be triggered when you're attacked and get you into the Hunter status, with a 13% chance to dodge the damage.

4

It has a 5% chance to be triggered when you're attacked and get you into the Hunter status, with a 14% chance to dodge the damage.

5

It has a 5% chance to be triggered when you're attacked and get you into the Hunter status, with a 15% chance to dodge the damage.

6

It has a 5% chance to be triggered when you're attacked and get you into the Hunter status, with a 16% chance to dodge the damage.

7

It has a 5% chance to be triggered when you're attacked and get you into the Hunter status, with a 17% chance to dodge the damage.

8

It has a 5% chance to be triggered when you're attacked and get you into the Hunter status, with an 18% chance to dodge the damage.

9

It has a 5% chance to be triggered when you're attacked and get you into the Hunter status, with a 19% chance to dodge the damage.

10

It has a 5% chance to be triggered when you're attacked and get you into the Hunter status, with a 20% chance to dodge the damage.

11

It has a 5% chance to be triggered when you're attacked and get you into the Hunter status, with a 21% chance to dodge the damage.

12

It has a 5% chance to be triggered when you're attacked and get you into the Hunter status, with a 22% chance to dodge the damage.

13

It has a 5% chance to be triggered when you're attacked and get you into the Hunter status, with a 23% chance to dodge the damage.

14

It has a 5% chance to be triggered when you're attacked and get you into the Hunter status, with a 24% chance to dodge the damage.

15

It has a 5% chance to be triggered when you're attacked and get you into the Hunter status, with a 25% chance to dodge the damage.

16

It has a 5% chance to be triggered when you're attacked and get you into the Hunter status, with a 26% chance to dodge the damage.

17

It has a 5% chance to be triggered when you're attacked and get you into the Hunter status, with a 27% chance to dodge the damage.

18

It has a 5% chance to be triggered when you're attacked and get you into the Hunter status, with a 28% chance to dodge the damage.

19

It has a 5% chance to be triggered when you're attacked and get you into the Hunter status, with a 30% chance to dodge the damage.

 
Thorn Cutter Skills
Icon
Name
Level
Active Effect
Passive Effect
Crack Shot
0
Use it to shoot a giant arrow, dealing 20% damage to the target (500% damage to monsters), and a random Elemental Arrow will be shot to the target as well, dealing extra 30% damage (500% damage to monsters). You'll also benefit from the Element Balls for 10s.
Fire: +20 P-Attack
Ice: +1000 P-Defense & +200 M-Defense
Poison: +5% Break & +5% Anti-break
Thunder: +500 Min Attack
Wind: +20% Movement Speed
It consumes 15 SP.
 
1
Use it to shoot a giant arrow, dealing 21% damage to the target (500% damage to monsters), and a random Elemental Arrow will be shot to the target as well, dealing extra 31% damage (500% damage to monsters). You'll also benefit from the Element Balls for 10s.
Fire: +40 P-Attack
Ice: +1050 P-Defense & +220 M-Defense
Poison: +5% Break & +5% Anti-break
Thunder: +550 Min Attack
Wind: +20% Movement Speed
It consumes 15 SP.
 
2
Use it to shoot a giant arrow, dealing 22% damage to the target (500% damage to monsters), and a random Elemental Arrow will be shot to the target as well, dealing extra 32% damage (500% damage to monsters). You'll also benefit from the Element Balls for 10s.
Fire: +60 P-Attack
Ice: +1100 P-Defense & +240 M-Defense
Poison: +5% Break & +5% Anti-break
Thunder: +600 Min Attack
Wind: +20% Movement Speed
It consumes 15 SP.
 
3
Use it to shoot a giant arrow, dealing 23% damage to the target (500% damage to monsters), and a random Elemental Arrow will be shot to the target as well, dealing extra 33% damage (500% damage to monsters). You'll also benefit from the Element Balls for 10s.
Fire: +80 P-Attack
Ice: +1150 P-Defense & +260 M-Defense
Poison: +5% Break & +5% Anti-break
Thunder: +650 Min Attack
Wind: +20% Movement Speed
It consumes 15 SP.
 
4
Use it to shoot a giant arrow, dealing 25% damage to the target (500% damage to monsters), and a random Elemental Arrow will be shot to the target as well, dealing extra 34% damage (500% damage to monsters). You'll also benefit from the Element Balls for 10s.
Fire: +100 P-Attack
Ice: +1200 P-Defense & +280 M-Defense
Poison: +5% Break & +5% Anti-break
Thunder: +700 Min Attack
Wind: +20% Movement Speed
It consumes 15 SP.
 
5
Use it to shoot a giant arrow, dealing 27% damage to the target (500% damage to monsters), and a random Elemental Arrow will be shot to the target as well, dealing extra 35% damage (500% damage to monsters). You'll also benefit from the Element Balls for 10s.
Fire: +120 P-Attack
Ice: +1250 P-Defense & +300 M-Defense
Poison: +5% Break & +5% Anti-break
Thunder: +750 Min Attack
Wind: +20% Movement Speed
It consumes 15 SP.
 
6
Use it to shoot a giant arrow, dealing 29% damage to the target (500% damage to monsters), and a random Elemental Arrow will be shot to the target as well, dealing extra 36% damage (500% damage to monsters). You'll also benefit from the Element Balls for 10s.
Fire: +140 P-Attack
Ice: +1300 P-Defense & +320 M-Defense
Poison: +10% Break & +10% Anti-break
Thunder: +800 Min Attack
Wind: +20% Movement Speed
It consumes 15 SP.
 
7
Use it to shoot a giant arrow, dealing 31% damage to the target (500% damage to monsters), and a random Elemental Arrow will be shot to the target as well, dealing extra 37% damage (500% damage to monsters). You'll also benefit from the Element Balls for 10s.
Fire: +160 P-Attack
Ice: +1350 P-Defense & +320 M-Defense
Poison: +10% Break & +10% Anti-break
Thunder: +850 Min Attack
Wind: +20% Movement Speed
It consumes 15 SP.
 
8
Use it to shoot a giant arrow, dealing 33% damage to the target (500% damage to monsters), and a random Elemental Arrow will be shot to the target as well, dealing extra 38% damage (500% damage to monsters). You'll also benefit from the Element Balls for 10s.
Fire: +180 P-Attack
Ice: +1400 P-Defense & +360 M-Defense
Poison: +10% Break & +10% Anti-break
Thunder: +900 Min Attack
Wind: +20% Movement Speed
It consumes 15 SP.
 
9
Use it to shoot a giant arrow, dealing 35% damage to the target (500% damage to monsters), and a random Elemental Arrow will be shot to the target as well, dealing extra 39% damage (500% damage to monsters). You'll also benefit from the Element Balls for 10s.
Fire: +200 P-Attack
Ice: +1450 P-Defense & +380 M-Defense
Poison: +10% Break & +10% Anti-break
Thunder: +950 Min Attack
Wind: +20% Movement Speed
It consumes 15 SP.
 
10
Use it to shoot a giant arrow, dealing 37% damage to the target (500% damage to monsters), and a random Elemental Arrow will be shot to the target as well, dealing extra 40% damage (500% damage to monsters). You'll also benefit from the Element Balls for 10s.
Fire: +220 P-Attack
Ice: +1500 P-Defense & +400 M-Defense
Poison: +10% Break & +10% Anti-break
Thunder: +1000 Min Attack
Wind: +20% Movement Speed
It consumes 15 SP.
 
11
Use it to shoot a giant arrow, dealing 39% damage to the target (500% damage to monsters), and a random Elemental Arrow will be shot to the target as well, dealing extra 41% damage (500% damage to monsters). You'll also benefit from the Element Balls for 10s.
Fire: +240 P-Attack
Ice: +1550 P-Defense & +420 M-Defense
Poison: +10% Break & +10% Anti-break
Thunder: +1050 Min Attack
Wind: +20% Movement Speed
It consumes 15 SP.
 
12
Use it to shoot a giant arrow, dealing 41% damage to the target (500% damage to monsters), and a random Elemental Arrow will be shot to the target as well, dealing extra 42% damage (500% damage to monsters). You'll also benefit from the Element Balls for 10s.
Fire: +260 P-Attack
Ice: +1600 P-Defense & +440 M-Defense
Poison: +10% Break & +10% Anti-break
Thunder: +1100 Min Attack
Wind: +20% Movement Speed
It consumes 15 SP.
 
13
Use it to shoot a giant arrow, dealing 43% damage to the target (500% damage to monsters), and a random Elemental Arrow will be shot to the target as well, dealing extra 43% damage (500% damage to monsters). You'll also benefit from the Element Balls for 10s.
Fire: +280 P-Attack
Ice: +1650 P-Defense & +460 M-Defense
Poison: +15% Break & +15% Anti-break
Thunder: +1150 Min Attack
Wind: +20% Movement Speed
It consumes 15 SP.
 
14
Use it to shoot a giant arrow, dealing 45% damage to the target (500% damage to monsters), and a random Elemental Arrow will be shot to the target as well, dealing extra 44% damage (500% damage to monsters). You'll also benefit from the Element Balls for 10s.
Fire: +300 P-Attack
Ice: +1700 P-Defense & +480 M-Defense
Poison: +15% Break & +15% Anti-break
Thunder: +1200 Min Attack
Wind: +20% Movement Speed
It consumes 15 SP.
 
15
Use it to shoot a giant arrow, dealing 47% damage to the target (500% damage to monsters), and a random Elemental Arrow will be shot to the target as well, dealing extra 45% damage (500% damage to monsters). You'll also benefit from the Element Balls for 10s.
Fire: +320 P-Attack
Ice: +1750 P-Defense & +500 M-Defense
Poison: +15% Break & +15% Anti-break
Thunder: +1250 Min Attack
Wind: +20% Movement Speed
It consumes 15 SP.
 
16
Use it to shoot a giant arrow, dealing 49% damage to the target (500% damage to monsters), and a random Elemental Arrow will be shot to the target as well, dealing extra 46% damage (500% damage to monsters). You'll also benefit from the Element Balls for 10s.
Fire: +340 P-Attack
Ice: +1800 P-Defense & +520 M-Defense
Poison: +15% Break & +15% Anti-break
Thunder: +1300 Min Attack
Wind: +20% Movement Speed
It consumes 15 SP.
 
17
Use it to shoot a giant arrow, dealing 51% damage to the target (500% damage to monsters), and a random Elemental Arrow will be shot to the target as well, dealing extra 47% damage (500% damage to monsters). You'll also benefit from the Element Balls for 10s.
Fire: +360 P-Attack
Ice: +1850 P-Defense & +540 M-Defense
Poison: +15% Break & +15% Anti-break
Thunder: +1350 Min Attack
Wind: +20% Movement Speed
It consumes 15 SP.
 
18
Use it to shoot a giant arrow, dealing 53% damage to the target (500% damage to monsters), and a random Elemental Arrow will be shot to the target as well, dealing extra 48% damage (500% damage to monsters). You'll also benefit from the Element Balls for 10s.
Fire: +380 P-Attack
Ice: +1900 P-Defense & +560 M-Defense
Poison: +15% Break & +15% Anti-break
Thunder: +1400 Min Attack
Wind: +20% Movement Speed
It consumes 15 SP.
 
19
Use it to shoot a giant arrow, dealing 55% damage to the target (500% damage to monsters), and a random Elemental Arrow will be shot to the target as well, dealing extra 50% damage (500% damage to monsters). You'll also benefit from the Element Balls for 10s.
Fire: +450 P-Attack
Ice: +2000 P-Defense & +600 M-Defense
Poison: +20% Break & +20% Anti-break
Thunder: +1500 Min Attack
Wind: +20% Movement Speed
It consumes 15 SP.
 
Elemental Arrow
0
 
Consumes an Element Ball to shoot an Elemental Arrow, with extra effect added.
Fire: Deals 25% ranged damage to the targets (400% damage to monsters), with 3 times of exploding.
Ice: Stops the targets from charging their XP for 1s.
Poison: Deducts 25% of the remaining HP from the targets.
Thunder: Stuns the target for 0.5s.
Wind: Decreases the target's defense by 1000 and consumes 5 SP.
If the targets are within 1 pace away from you, you'll have a 100% chance to consume all your Element Balls and shoot Element Birds to the targets, dealing 206% damage (400% damage to monsters). Each Element Ball increases 20% damage (20% damage to monsters). Element Balls are required.
1
Consumes an Element Ball to shoot an Elemental Arrow, with extra effect added.
Fire: Deals 26% ranged damage to the targets (400% damage to monsters), with 3 times of exploding.
Ice: Stops the targets from charging their XP for 2s.
Poison: Deducts 26% of the remaining HP from the targets.
Thunder: Stuns the target for 1s.
Wind: Decreases the target's defense by 1100 and consumes 5 SP.
If the targets are within 1 pace away from you, you'll have a 100% chance to consume all your Element Balls and shoot Element Birds to the targets, dealing 208% damage (400% damage to monsters). Each Element Ball increases 20% damage (20% damage to monsters). Element Balls are required.
2
Consumes an Element Ball to shoot an Elemental Arrow, with extra effect added.
Fire: Deals 27% ranged damage to the targets (400% damage to monsters), with 3 times of exploding.
Ice: Stops the targets from charging their XP for 3s.
Poison: Deducts 27% of the remaining HP from the targets.
Thunder: Stuns the target for 1.5s.
Wind: Decreases the target's defense by 1200 and consumes 5 SP.
If the targets are within 1 pace away from you, you'll have a 100% chance to consume all your Element Balls and shoot Element Birds to the targets, dealing 210% damage (400% damage to monsters). Each Element Ball increases 20% damage (20% damage to monsters). Element Balls are required.
3
Consumes an Element Ball to shoot an Elemental Arrow, with extra effect added.
Fire: Deals 28% ranged damage to the targets (400% damage to monsters), with 3 times of exploding.
Ice: Stops the targets from charging their XP for 4s.
Poison: Deducts 28% of the remaining HP from the targets.
Thunder: Stuns the target for 2s.
Wind: Decreases the target's defense by 1300 and consumes 5 SP.
If the targets are within 1 pace away from you, you'll have a 100% chance to consume all your Element Balls and shoot Element Birds to the targets, dealing 212% damage (400% damage to monsters). Each Element Ball increases 20% damage (20% damage to monsters). Element Balls are required.
4
Consumes an Element Ball to shoot an Elemental Arrow, with extra effect added.
Fire: Deals 29% ranged damage to the targets (400% damage to monsters), with 3 times of exploding.
Ice: Stops the targets from charging their XP for 5s.
Poison: Deducts 29% of the remaining HP from the targets.
Thunder: Stuns the target for 2.5s.
Wind: Decreases the target's defense by 1400 and consumes 5 SP.
If the targets are within 1 pace away from you, you'll have a 100% chance to consume all your Element Balls and shoot Element Birds to the targets, dealing 214% damage (400% damage to monsters). Each Element Ball increases 20% damage (20% damage to monsters). Element Balls are required.
5
Consumes an Element Ball to shoot an Elemental Arrow, with extra effect added.
Fire: Deals 30% ranged damage to the targets (400% damage to monsters), with 3 times of exploding.
Ice: Stops the targets from charging their XP for 6s.
Poison: Deducts 30% of the remaining HP from the targets.
Thunder: Stuns the target for 3s.
Wind: Decreases the target's defense by 1500 and consumes 5 SP.
If the targets are within 1 pace away from you, you'll have a 100% chance to consume all your Element Balls and shoot Element Birds to the targets, dealing 216% damage (400% damage to monsters). Each Element Ball increases 20% damage (20% damage to monsters). Element Balls are required.
6
Consumes an Element Ball to shoot an Elemental Arrow, with extra effect added.
Fire: Deals 31% ranged damage to the targets (400% damage to monsters), with 3 times of exploding.
Ice: Stops the targets from charging their XP for 7s.
Poison: Deducts 31% of the remaining HP from the targets.
Thunder: Stuns the target for 3.5s.
Wind: Decreases the target's defense by 1600 and consumes 5 SP.
If the targets are within 1 pace away from you, you'll have a 100% chance to consume all your Element Balls and shoot Element Birds to the targets, dealing 218% damage (400% damage to monsters). Each Element Ball increases 20% damage (20% damage to monsters). Element Balls are required.
7
Consumes an Element Ball to shoot an Elemental Arrow, with extra effect added.
Fire: Deals 32% ranged damage to the targets (400% damage to monsters), with 3 times of exploding.
Ice: Stops the targets from charging their XP for 8s.
Poison: Deducts 32% of the remaining HP from the targets.
Thunder: Stuns the target for 4s.
Wind: Decreases the target's defense by 1700 and consumes 10 SP.
If the targets are within 1 pace away from you, you'll have a 100% chance to consume all your Element Balls and shoot Element Birds to the targets, dealing 220% damage (400% damage to monsters). Each Element Ball increases 20% damage (20% damage to monsters). Element Balls are required.
8
Consumes an Element Ball to shoot an Elemental Arrow, with extra effect added.
Fire: Deals 33% ranged damage to the targets (400% damage to monsters), with 3 times of exploding.
Ice: Stops the targets from charging their XP for 9s.
Poison: Deducts 33% of the remaining HP from the targets.
Thunder: Stuns the target for 4.5s.
Wind: Decreases the target's defense by 1800 and consumes 10 SP.
If the targets are within 1 pace away from you, you'll have a 100% chance to consume all your Element Balls and shoot Element Birds to the targets, dealing 222% damage (400% damage to monsters). Each Element Ball increases 20% damage (20% damage to monsters). Element Balls are required.
9
Consumes an Element Ball to shoot an Elemental Arrow, with extra effect added.
Fire: Deals 34% ranged damage to the targets (400% damage to monsters), with 3 times of exploding.
Ice: Stops the targets from charging their XP for 10s.
Poison: Deducts 34% of the remaining HP from the targets.
Thunder: Stuns the target for 5s.
Wind: Decreases the target's defense by 1900 and consumes 10 SP.
If the targets are within 1 pace away from you, you'll have a 100% chance to consume all your Element Balls and shoot Element Birds to the targets, dealing 224% damage (400% damage to monsters). Each Element Ball increases 20% damage (20% damage to monsters). Element Balls are required.
10
Consumes an Element Ball to shoot an Elemental Arrow, with extra effect added.
Fire: Deals 35% ranged damage to the targets (400% damage to monsters), with 3 times of exploding.
Ice: Stops the targets from charging their XP for 10s.
Poison: Deducts 35% of the remaining HP from the targets.
Thunder: Stuns the target for 5s.
Wind: Decreases the target's defense by 2000 and consumes 10 SP.
If the targets are within 1 pace away from you, you'll have a 100% chance to consume all your Element Balls and shoot Element Birds to the targets, dealing 226% damage (400% damage to monsters). Each Element Ball increases 20% damage (20% damage to monsters). Element Balls are required.
11
Consumes an Element Ball to shoot an Elemental Arrow, with extra effect added.
Fire: Deals 36% ranged damage to the targets (400% damage to monsters), with 3 times of exploding.
Ice: Stops the targets from charging their XP for 10s.
Poison: Deducts 36% of the remaining HP from the targets.
Thunder: Stuns the target for 5s.
Wind: Decreases the target's defense by 2100 and consumes 10 SP.
If the targets are within 1 pace away from you, you'll have a 100% chance to consume all your Element Balls and shoot Element Birds to the targets, dealing 228% damage (400% damage to monsters). Each Element Ball increases 20% damage (20% damage to monsters). Element Balls are required.
12
Consumes an Element Ball to shoot an Elemental Arrow, with extra effect added.
Fire: Deals 37% ranged damage to the targets (400% damage to monsters), with 3 times of exploding.
Ice: Stops the targets from charging their XP for 10s.
Poison: Deducts 37% of the remaining HP from the targets.
Thunder: Stuns the target for 5s.
Wind: Decreases the target's defense by 2200 and consumes 10 SP.
If the targets are within 1 pace away from you, you'll have a 100% chance to consume all your Element Balls and shoot Element Birds to the targets, dealing 230% damage (400% damage to monsters). Each Element Ball increases 20% damage (20% damage to monsters). Element Balls are required.
13
Consumes an Element Ball to shoot an Elemental Arrow, with extra effect added.
Fire: Deals 38% ranged damage to the targets (400% damage to monsters), with 3 times of exploding.
Ice: Stops the targets from charging their XP for 10s.
Poison: Deducts 38% of the remaining HP from the targets.
Thunder: Stuns the target for 5s.
Wind: Decreases the target's defense by 2300 and consumes 10 SP.
If the targets are within 1 pace away from you, you'll have a 100% chance to consume all your Element Balls and shoot Element Birds to the targets, dealing 232% damage (400% damage to monsters). Each Element Ball increases 20% damage (20% damage to monsters). Element Balls are required.
14
Consumes an Element Ball to shoot an Elemental Arrow, with extra effect added.
Fire: Deals 39% ranged damage to the targets (400% damage to monsters), with 3 times of exploding.
Ice: Stops the targets from charging their XP for 10s.
Poison: Deducts 39% of the remaining HP from the targets.
Thunder: Stuns the target for 5s.
Wind: Decreases the target's defense by 2400 and consumes 15 SP.
If the targets are within 1 pace away from you, you'll have a 100% chance to consume all your Element Balls and shoot Element Birds to the targets, dealing 234% damage (400% damage to monsters). Each Element Ball increases 20% damage (20% damage to monsters). Element Balls are required.
15
Consumes an Element Ball to shoot an Elemental Arrow, with extra effect added.
Fire: Deals 40% ranged damage to the targets (400% damage to monsters), with 3 times of exploding.
Ice: Stops the targets from charging their XP for 10s.
Poison: Deducts 40% of the remaining HP from the targets.
Thunder: Stuns the target for 5s.
Wind: Decreases the target's defense by 2500 and consumes 15 SP.
If the targets are within 1 pace away from you, you'll have a 100% chance to consume all your Element Balls and shoot Element Birds to the targets, dealing 236% damage (400% damage to monsters). Each Element Ball increases 20% damage (20% damage to monsters). Element Balls are required.
16
Consumes an Element Ball to shoot an Elemental Arrow, with extra effect added.
Fire: Deals 41% ranged damage to the targets (400% damage to monsters), with 3 times of exploding.
Ice: Stops the targets from charging their XP for 10s.
Poison: Deducts 41% of the remaining HP from the targets.
Thunder: Stuns the target for 5s.
Wind: Decreases the target's defense by 2600 and consumes 15 SP.
If the targets are within 1 pace away from you, you'll have a 100% chance to consume all your Element Balls and shoot Element Birds to the targets, dealing 238% damage (400% damage to monsters). Each Element Ball increases 20% damage (20% damage to monsters). Element Balls are required.
17
Consumes an Element Ball to shoot an Elemental Arrow, with extra effect added.
Fire: Deals 42% ranged damage to the targets (400% damage to monsters), with 3 times of exploding.
Ice: Stops the targets from charging their XP for 10s.
Poison: Deducts 42% of the remaining HP from the targets.
Thunder: Stuns the target for 5s.
Wind: Decreases the target's defense by 2700 and consumes 15 SP.
If the targets are within 1 pace away from you, you'll have a 100% chance to consume all your Element Balls and shoot Element Birds to the targets, dealing 240% damage (400% damage to monsters). Each Element Ball increases 20% damage (20% damage to monsters). Element Balls are required.
18
Consumes an Element Ball to shoot an Elemental Arrow, with extra effect added.
Fire: Deals 43% ranged damage to the targets (400% damage to monsters), with 3 times of exploding.
Ice: Stops the targets from charging their XP for 10s.
Poison: Deducts 43% of the remaining HP from the targets.
Thunder: Stuns the target for 5s.
Wind: Decreases the target's defense by 2800 and consumes 15 SP.
If the targets are within 1 pace away from you, you'll have a 100% chance to consume all your Element Balls and shoot Element Birds to the targets, dealing 242% damage (400% damage to monsters). Each Element Ball increases 20% damage (20% damage to monsters). Element Balls are required.
19
Consumes an Element Ball to shoot an Elemental Arrow, with extra effect added.
Fire: Deals 45% ranged damage to the targets (400% damage to monsters), with 3 times of exploding.
Ice: Stops the targets from charging their XP for 10s.
Poison: Deducts 45% of the remaining HP from the targets.
Thunder: Stuns the target for 5s.
Wind: Decreases the target's defense by 3000 and consumes 20 SP.
If the targets are within 1 pace away from you, you'll have a 100% chance to consume all your Element Balls and shoot Element Birds to the targets, dealing 245% damage (400% damage to monsters). Each Element Ball increases 20% damage (20% damage to monsters). Element Balls are required.
 
Hover Feather
0
 
Use flight skills to get extra 2 Element Balls and be immune to death for 1 time, which means you won't be dead if you're hit by a deadly strike.
1
Use flight skills to get extra 2 Element Balls and be immune to death for 1 time, which means you won't be dead if you're hit by a deadly strike.
2
Use flight skills to get extra 2 Element Balls and be immune to death for 1 time, which means you won't be dead if you're hit by a deadly strike.
3
Use flight skills to get extra 2 Element Balls and be immune to death for 1 time, which means you won't be dead if you're hit by a deadly strike.
4
Use flight skills to get extra 3 Element Balls and be immune to death for 1 time, which means you won't be dead if you're hit by a deadly strike.
5
Use flight skills to get extra 3 Element Balls and be immune to death for 1 time, which means you won't be dead if you're hit by a deadly strike.
6
Use flight skills to get extra 3 Element Balls and be immune to death for 1 time, which means you won't be dead if you're hit by a deadly strike.
7
Use flight skills to get extra 3 Element Balls and be immune to death for 1 time, which means you won't be dead if you're hit by a deadly strike.
8
Use flight skills to get extra 3 Element Balls and be immune to death for 1 time, which means you won't be dead if you're hit by a deadly strike.
9
Use flight skills to get extra 3 Element Balls and be immune to death for 2 times, which means you won't be dead if you're hit by a deadly strike.
10
Use flight skills to get extra 3 Element Balls and be immune to death for 2 times, which means you won't be dead if you're hit by a deadly strike.
11
Use flight skills to get extra 4 Element Balls and be immune to death for 2 times, which means you won't be dead if you're hit by a deadly strike.
12
Use flight skills to get extra 4 Element Balls and be immune to death for 2 times, which means you won't be dead if you're hit by a deadly strike.
13
Use flight skills to get extra 4 Element Balls and be immune to death for 2 times, which means you won't be dead if you're hit by a deadly strike.
14
Use flight skills to get extra 4 Element Balls and be immune to death for 2 times, which means you won't be dead if you're hit by a deadly strike.
15
Use flight skills to get extra 4 Element Balls and be immune to death for 2 times, which means you won't be dead if you're hit by a deadly strike.
16
Use flight skills to get extra 4 Element Balls and be immune to death for 2 times, which means you won't be dead if you're hit by a deadly strike.
17
Use flight skills to get extra 5 Element Balls and be immune to death for 2 times, which means you won't be dead if you're hit by a deadly strike.
18
Use flight skills to get extra 5 Element Balls and be immune to death for 2 times, which means you won't be dead if you're hit by a deadly strike.
19
Use flight skills to get extra 5 Element Balls and be immune to death for 3 times, which means you won't be dead if you're hit by a deadly strike.
 
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