Complete data reference for all 46 skills in Slayer Legend - element, MP cost, cooldown, max level, base values and per-level scaling for every grade.

Skill Database

Every skill in the wiki's database - 46 of them - with the numbers that matter: element, MP cost, cooldown, level cap, and the effect with its base value and per-level growth. This data is the same dataset that powers the wiki's Skill Builder, so what you plan there matches what you read here. "Base" is the skill's value at level 1; each level adds the amount in parentheses. Damage actives cap at level 130, most buffs at 20.

For icons and a visual browse, see the Skills Gallery; for how to combine these into builds, start at the Skills overview.

Common Skills

SkillElementMPCDMax LvEffect
Fire SlashFire2512s130Hits all enemies within range 3. Base 400% ATK (+40%/Lv)
Ice StoneWater205s130Ice meteors strike enemies within range 5. Base 110% (+11%/Lv)
Lightning SlashWind156s130Hits 5 enemies within range 5. Base 150% (+15%/Lv)
Stone StrikeEarth209s130Earth damage to enemies in range 1. Base 610% (+61%/Lv)
Fire SwordFire5017s20Total ATK up for 10s. Base +80% (+3%/Lv)
Mana's BlessingWater08s20Mana recovery up. Base +30% (+2%/Lv)
Ground's BlessingEarth307s20Instantly restores HP. Base 50% (+2%/Lv)

Great Skills

SkillElementMPCDMax LvEffect
Lightning StrokeWind2010s13030 lightning strikes within range 15. Base 80% (+8%/Lv)
Hot BlastFire4512s130Hits all enemies within range 3. Base 1,500% (+150%/Lv)
Ice ShowerWater257s130Ice meteors within range 8. Base 310% (+31%/Lv)
AgileWind3020s20Movement speed up for 10s. Base +30% (+3%/Lv)
Power StrikeEarth2512s130Earth damage in range 1, hits twice. Base 660% (+66%/Lv)
Power ImpactEarth4010s130Penetrating shockwave in range 5 with 50% stun chance. Base 1,060% (+106%/Lv)

Rare Skills

SkillElementMPCDMax LvEffect
Flame SlashFire2513s130Hits all enemies in a wide range. Base 1,350% (+135%/Lv)
Water SlashWater2512s1307 consecutive attacks within range 3. Base 170% (+17%/Lv)
Thunder SlashWind157s130Hits 7 enemies within range 7. Base 500% (+50%/Lv)
Burning SwordFire0-20Total ATK up every 5s in battle. Base +16% (+0.8%/Lv)
Flowing BladeWater3018s20Attack speed up for 10s. Base +100% (+4%/Lv)
Speed SwordWind0-20Attack speed up per 5 attacks. Base +7% (+0.35%/Lv)
Earth's WillEarth0-20Total ATK up per 7 attacks. Base +8% (+0.4%/Lv)

Epic Skills

SkillElementMPCDMax LvEffect
Flame WaveFire154s130Sword storm with splash damage at range. Base 700% (+70%/Lv)
Curved BladeWater0-20Attack speed up every 4s in battle. Base +18% (+0.9%/Lv)
FulgurousWind100.5s130Lightning-fast charge hitting all enemies in range 3. Base 80% (+8%/Lv)
Iron WillEarth0-20Total ATK up, always active. Base +50% (+2.5%/Lv)
Dancing WavesWater4015s20Dodge enemy attacks for a duration. Base 3.5s (+0.1s/Lv)
Wind SwordWind0-20Attack speed up, always active. Base +40% (+2%/Lv)
Life ManaEarth020s20Restores HP plus 30% of mana. Base 30% HP (+2%/Lv)

Legendary Skills

SkillElementMPCDMax LvEffect
Hellfire SlashFire3015s130Hits all enemies in a wide range. Base 1,920% (+192%/Lv)
Fire BlastFire4512s130Burning wind hits all enemies in range 3. Base 3,330% (+333%/Lv)
Ice TimeWater359s130Ice meteors within range 10. Base 670% (+67%/Lv)
Thunderbolt SlashWind158s130Hits 10 enemies within range 10. Base 860% (+86%/Lv)
Giga StrikeEarth3015s130Earth damage in range 1, hits 3 times. Base 750% (+75%/Lv)
RageFire5015s20For 10s, ATK rises as HP falls. Base +2% ATK per -1% HP (+0.1%/Lv)
MeditationWater4015s10Instantly charges cooldown of all skills. Base 30% (+1%/Lv)
Red LightningWind2512s13060 lightning strikes within range 20. Base 170% (+17%/Lv)
Giga ImpactEarth4010s130Penetrating shockwave in range 5 with stun. Base 2,580% (+258%/Lv)

Mythic Skills

SkillElementMPCDMax LvEffect
Pillar of FireFire4010s130Summons growing fire pillars. Base 700% (+70%/Lv)
BlizzardWater3510s130Damage per second, 100% freeze on enemies in front. Base 650% (+65%/Lv)
SupersonicWind205s130Penetrating charge, 6 consecutive hits in range 7. Base 260% (+26%/Lv)
Demon HuntEarth5533s1307 strikes in range 4, massive final hit. Base 1,000% (+100%/Lv)
Warrior BurnFire3018s20Consumes 50% of current HP; total ATK up for 5s. Base +250% (+7%/Lv)
Strong CurrentWater050s20Attack speed surge for 6s, starting 2s into battle. Base +350% (+10%/Lv)
Lightning BodyWind3020s20Consumes 50% of current HP; attack speed up for 5s. Base +250% (+6%/Lv)
Wrath of GodsEarth030s2020s into battle, total ATK up for 5s. Base +500% (+25%/Lv)

Immortal Skills

SkillElementMPCDMax LvEffect
Rave-5060s5Echoes damage dealt to one enemy over 5s as bonus damage. Base 70% (+10%/Lv)
Mantra-0-5Total ATK and HP up - works without occupying a skill slot. Base +30% (+10%/Lv)

A note on the two Immortals, because they break the usual rules: Rave records the damage you deal in a 5-second window and releases a percentage of it back as bonus damage, which makes it multiply with every buff you can stack into that window (the community pairs it with Wrath of Gods and Warrior Burn for exactly this reason). And Mantra applies its effect without being equipped in a slot - a straight account power bump once leveled.

Reading the Numbers

Three columns do most of the work. MP and cooldown together decide how often a skill actually fires: Fulgurous costs 10 MP on a half-second cooldown, so it drains a bar faster than any Legendary nuke, while a 0-MP passive like Iron Will or Wind Sword is simply always on. Max level tells you what kind of skill you're holding - damage actives climb to 130 and keep scaling, buffs stop at 20 (Meditation at 10, the Immortals at 5), so a buff reaches its ceiling early and cheaply while a damage skill is a long-term investment. And the effect line's base and per-level values are linear: a skill with "Base 400% (+40%/Lv)" is worth 400% + 40% × (level − 1), which is why two skills with similar bases but different growth diverge sharply by level 100.

Grades are not a straight power ranking, either. A maxed Common active is a real contributor for hundreds of stages, several Rare and Epic passives (Earth's Will, Iron Will, Curved Blade) stay on end-game bars because always-on ATK and attack speed never stop mattering, and the highest-grade actives earn their slots through burst rather than sustained damage. What changes with grade is mostly ceiling: bigger bases, wider ranges, more targets.

Turning the Table Into a Build

Start from what limits you. If your bar sits idle waiting for MP, you need cheaper actives or Luna-style mana support, not a bigger nuke; if your damage comes in short windows, stack the timed buffs - Fire Sword, Warrior Burn, Wrath of Gods - so they overlap those windows and the boss fight ends inside them. Farming bars want wide-range, many-target skills (Lightning Stroke, Ice Shower, Fulgurous) that clear eight-monster waves fast; promotion fights want single-window burst with Rage and Meditation to reset it. Build both in the Skill Builder, keep them as separate saves, and read Skill Mastery and Skill Refinement for the systems that multiply whatever you pick.

Spotted a value that changed in a patch? This table is community-maintained - edit the page and keep it honest.