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Raging Palm Strike

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Raging Palm Strike.png Raging Palm Strike
Raging Palm Strike Info.gif
Type: Offensive Skill
Levels: 5, selectable
SP Cost: (Skill Level × 2)
Cast Delay: 0.3 seconds
Target: Enemy
Range: Melee
Knock Back: 3 cells
(Monk) Iron Fists Lv. 7, Summon Spirit Sphere Lv. 5

Raging Palm Strike (Alt: Palm Push Strike) is a transcendent 2nd class offensive skill available as Champion.


Slams a single target with a palm strike that will push it 3 cells backwards 1 second later. Requires the user to be in Fury status.

Level Damage (ATK)
1 300%
2 400%
3 500%
4 600%
5 700%
Damage (ATK) = [Base_Damage + (STR x 5)] x (BaseLv ÷ 100)%


  • Although damage can be prevented by Safety Wall, Hiding, and other means, the knockback effect of this skill will still take place. Therefore, this skill can be used to knock an enemy out of Safety Wall and then use Guillotine Fist on it, but any skill used afterward must go off after the knockback takes place, or the target will still be protected by Safety Wall. Consequently, because the knockback is predictable, Safety Wall can also be casted on the targeted location before the knockback occurs, ensuring that player does not leave the protection of Safety Wall.
  • The direction of knockback is determined by the relative player position after the 1 second delay. If the user walks past the target after using this skill, the direction of knockback can be controlled by the user, thus making the effects less predictable and more difficult to counter (such as with a preemptive Safety Wall).


  • This skill has an animation delay of about 0.5 seconds, though it might be based on ASPD. In War of Emperium or at any opportunity where the knockback effect can be prevented (such as the enemy is against a wall), this means the skill can be used roughly every 0.8 seconds. Because of it and the delay for knockback is 1 second, this skill can be used twice before the knockback effect of the first attack trips, causing the enemy to be pushed back twice in succession.
  • A line of sight must be available when this skill activates, otherwise it will inflict no damage.


This page has the previous version of this skill before the 2020 skill updates.


  • May 1st, 2020
    • Damage formula changed.
      • Old: [200 + (Skill Level x 100)]%
      • New: [200 + (Skill Level x 100) + (STR x 5)] x (BaseLv ÷ 100)%
    • Base level damage scaling added.