Mythic 4 slots Trigger
SECOND WIND
Heal 50 HP instead of dying to a fatal hit (cooldown: 180 sec.)
What it does
Fires on an event, so it has no standing stat value to compute.
| Stat | How it scales | Source |
|---|---|---|
| Cooldown | Diminishing curve on copies | C_Joker_SecondWInd |
Fires on fatal hit and grants survive with 50 health on a cooldown.
Curve
C_Joker_SecondWInd
| Copies | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| Value | 180 | 120 | 90 | 60 | 40 | 30 |
How the game resolves it
Every effect is gated the same way: F_GetJokerEffects checks that the
item is in this card's availableOnItems list, then returns
copies × value. This card's value is 1.
Resolved in BP_PlayerState.F_TriggerOnDeathJokers.
Raw record
Show the extracted row
{
"id": "jokerSecondWind",
"value": 1,
"rarity": "epic",
"requiredAmountSlots": 4,
"maxAvailable": 1,
"buyPrice": 800,
"sellPrice": 400,
"associatedChallenge": null,
"availableOnItems": [
"itemHero"
],
"isEnabled": true
} Stacking
The game allows 1 copy on one item. Copies cut the cooldown hard, but the card cannot be dropped so you cannot pass spares.
Cooldown by copies
Show as a table
| Copies | Cooldown |
|---|---|
| 1 | 180 s |
| 2 | 120 s |
| 3 | 90 s |
| 4 | 60 s |
| 5 | 40 s |
| 6 | 30 s |
| 7 | 30 s |
| 8 | 30 s |
| 9 | 30 s |
| 10 | 30 s |
| 11 | 30 s |
| 12 | 30 s |
| 13 | 30 s |
| 14 | 30 s |
| 15 | 30 s |
This card on its own, out to 15 copies. The equip screen stops at 1; copies picked up during a run stack past it.
How to get it
- Bought in the joker shop
- Can appear when gambling
- Drops as loot during a run
- Drops in solo play
- Cannot be dropped