Understand Lecta
Useful when…
- Normal melee with a mix of Electricity and physical damage.
- Slam attacks that deal Electricity in an area.
Normal attacks and slams
Normal attacks list 101 total damage: 56 Electricity, 25 Slash, and 20 Puncture. They have 5% critical chance, a 1.5× critical multiplier, and 25% status chance. Regular slam is an area attack dealing 202 Electricity, with 50% damage reduction at 5 m. Heavy slam separately deals 303 Electricity, with 30% reduction at 6 m; both slam modes list 10% status chance.
Handling and practical fit
Lecta lists 2.496 m range, 1.0 attack speed, a 0.4 s heavy-attack wind-up, 0.5 follow-through, and a 5 s combo duration. It requires Mastery Rank 0, making it available from the start in terms of mastery. Its normal critical chance is low, while innate Electricity and 25% status chance give it a more status-oriented base profile. The listed figures do not establish a particular build or final damage.
Whip alternatives
Galvacord is another whip, described as a heavyweight retractable design, but its comparison entry supplies only basic critical stats. Spinnerex has a specific toxin effect: afflicted enemies can burst on death and spread poison. Amphis is a staff described as hitting multiple enemies per strike and shocking on jump attacks. These differences matter if you want a particular effect or weapon type; they do not establish a direct upgrade over Lecta.
Limitations and tradeoffs
- Normal critical chance is 5%, with a 1.5× multiplier.
- Slam status chance is 10%, lower than the normal attack’s 25%.
Common mistakes to avoid
- Do not treat Lecta as a high-critical weapon based on its status profile.
- Do not apply normal-attack status chance to slam attacks.






