Shock
Category: Shock
Tier: 1
Cost Multiplier: 120%
Supports any skill that Hits enemies, making it more likely to Shock.
Supported Skills have 100% more chance to Shock
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill.
Level Effect /1
Implicit
Cost Multiplier: 120%
Supported Skills have 100% more chance to Shock
LevelRequires LevelDex
100
Attribute /4

Shock

NameShow Full Descriptions
AcronymShock
BaseType Shock
Class Support Gems
ItemTypeMetadata/Items/Gems/SupportGemConduction
Shock
Category: Shock
Tier: 1
Cost Multiplier: 120%
Supports any skill that Hits enemies, making it more likely to Shock.
Supported Skills have 100% more chance to Shock
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill.
Supported Gem /179
  • Allow Type: Damage, Attack, CrossbowAmmoSkill
  • Firebolt
    Launch a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.
    Ice Nova
    Conjure a wave of ice in all directions, Knocking Back enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt Projectile will cause it to originate from the Frostbolt instead of you. Consumes a Cold Infusion if possible to leave a patch of Chilled Ground.
    Leap Slam
    Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are pushed out of the way.
    Shield Charge
    Channel to charge in the target direction. You will crash into enemies on your path, stopping your charge and dealing damage to enemies in an area, and extra damage to the enemies you collided with. While charging, your Shield is raised and you will Block all incoming Blockable hits.
    Detonate Dead
    Cause a Corpse to violently explode, damaging surrounding enemies.
    Volatile Dead
    Consume a Corpse to create a volatile core that seeks out enemies and Ignites enemies near it. The core explodes at the end of its duration.
    Flicker Strike
    Teleport to a enemy and Strike them. Consumes Power Charges to perform additional teleporting Strikes on nearby enemies.
    Spark
    Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
    Spark
    Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
    Frost Wall
    Create a wall of Ice Crystals which holds back enemies. The Crystals explode if sufficiently damaged, or if pushed hard enough, damaging nearby enemies. Consumes a Lightning Infusion if possible to add another Lightning explosion if destroyed.
    Enervating Nova
    Unleash a Nova of Lightning damage to Electrocute enemies. Enemies close to you take no damage while enemies at the edge of the ring take significantly more damage. Enemies Hit can be Electrocuted by all Lightning damage for a short duration.
    Lightning Warp
    Teleport inside the target's body, causing it to violently explode. Highlights enemies that can be Culled, and can only be used on these enemies or Ball Lightning Projectiles. The target is destroyed, and the explosion deals Lightning damage to surrounding enemies. If targeting an enemy, the explosion also creates Shocked Ground. Creates a Lightning Infusion on successful use.
    Armour Breaker
    Strike with a forceful blow, knocking enemies back and weakening their Armour.
    Rain of Arrows
    Fire a hail of arrows into the air, causing them to rain from above. Consumes your Frenzy Charges to fire more arrows.
    Firestorm
    Rain flaming bolts over the targeted area. Can Consume all three types of Elemental Infusion, becoming much larger when Fire-Infused, causing lightning bolts when Lightning-Infused, and raining ice bolts when Cold-Infused.
    Falling Thunder
    Suffuse your Quarterstaff with electrical energy, then Slam the ground to deal damage in a large cone in front of you. Consumes your Power Charges to fire Lightning Projectiles forwards from the impact.
    Power Siphon
    Attempt to rip the lifeforce from an enemy. Enemies within Culling range will be highlighted and instantly killed on Hit, granting a Power Charge. Can only target Enemies in Culling range.
    Lightning Arrow
    Fire a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
    Arc
    An arc of Lightning stretches from the caster to a targeted enemy and Chains on to other nearby enemies. Consumes a Lightning Infusion if possible to deal more damage and Chain further.
    Arctic Armour
    While active, conjures an icy barrier that gains stages over time. While the barrier has stages, Melee Attacks that hit you will remove a stage to cause a burst of ice that deals Cold Spell damage to the attacker.
    Incinerate
    Gain fuel by spending Mana on any Skill, then use the accumulated fuel to conjure a torrent of Fire from your hand, Igniting enemies in front of you. The flames grow stronger the longer you Channel. Consumes a Fire Infusion if possible to also create Ignited Ground.
    Flameblast
    Channel to build destructive energy around you. Releasing the energy causes a devastating explosion that is larger and more intense the longer you Channelled for.
    Ball Lightning
    Fire a slow-moving Projectile that moves through enemies. The Projectile itself does not Hit enemies, but repeatedly discharges bolts of Lightning at nearby enemies. Consumes a Fire Infusion if possible to slow down over time, create Ignited Ground as it travels, and explode dealing Fire damage in an Area after it dissipates.
    Herald of Ice
    While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
    Herald of Thunder
    While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
    Frost Bomb
    Create a pulsing Orb of frost. Each pulse inflicts Elemental Exposure on nearby enemies. When the Orb's duration ends, it Detonates, dealing Cold damage to surrounding enemies and leaving behind a Cold Infusion.
    Orb of Storms
    Create an Orb of electricity that fires Chaining Lightning bolts at nearby enemies. The Orb leaves behind a Lightning Infusion Remnant when it expires.
    Earthquake
    Smash the ground, dealing damage in an area and leaving behind Jagged Ground that slows enemies. The Jagged Ground erupts in a powerful Aftershock after a duration. Cannot create Jagged Ground on top of an existing patch, or if you already have the maximum number of active patches.
    Essence Drain
    Fire a Projectile that applies a powerful Chaos damage over time debuff to enemies it hits.
    Sunder
    Slam the ground, creating a roiling fissure that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies. Hitting an enemy with Fully Broken Armour applies Sundered Armour, making it take additional increased Physical damage.
    Frostbolt
    Fire a slow-moving Piercing Projectile that is effective at Chilling enemies and explodes on colliding with terrain.
    Dark Pact
    Sacrifice the life of a Minion to deal Chaos damage in an area around it. If you have no Minions, your own life is sacrificed instead.
    Soulrend
    Fire a Piercing Projectile that seeks out enemies. Enemies hit are inflicted with a Debuff that Hinders them and deals Chaos damage over time for a short duration.
    Seismic Cry
    Perform a damaging Warcry, Knocking Back nearby enemies and Heavy Stunning enemies that are Primed for Stun. If an enemy is Heavy Stunned or a currently Heavy Stunned enemy is Hit, this Skill Empowers subsequent Slams to perform an additional Aftershock. This Skill's cooldown can be bypassed by expending an Endurance Charge.
    Earthshatter
    Slam the ground, sending out a fissure that deals area damage to enemies it passes under and thrusts a spike from the ground when it ends. Warcries performed near the spike will cause it to shatter, damaging surrounding enemies.
    Flame Wall
    Create a wall of Fire in front of the character, which Ignites everything within its area. Any Projectiles fired through the wall by you and Allies deal added Fire damage. Consumes a Lightning Infusion if possible to also add Lightning damage to the Projectiles.
    Hexblast
    Detonate a Curse on every enemy in an area, causing explosions of Chaos damage but removing the Curse. Can only detonate Curses for which at least half of the duration has expired.
    Exsanguinate
    Expel your own blood as Chaining blood tendrils in a cone in front of you. Enemies Hit by the tendrils take Physical damage and are inflicted with Bleeding.
    Reap
    Conjure a bloody scythe that sweeps across the targeted area, dealing Physical damage to enemies and applying Critical Weakness. Cannot be Triggered.
    Boneshatter
    Attack enemies with a melee Strike. The Strike will cause a Heavy Stun on enemies that are Primed for Stun. Upon causing a Heavy Stun it will also create a Shockwave, dealing a large amount of damage in an area.
    Eye of Winter
    Fire a single Eye Projectile which does not Hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies. If the Eye passes over an Elemental ground surface or Orb, it will take on that surface's effect causing shards to deal more damage of the corresponding Type.
    Lightning Conduit
    Call down Lightning to hit all enemies in a cone in front of you, dealing significantly more damage to Shocked enemies. If there is a Shocked enemy in the target area, additional lightning bolts are distributed among the targets hit. Targeting close to you will cause you to jump back as you cast.
    Galvanic Field
    Gain a Buff that boosts your Shock chance. Shocking an enemy consumes the Buff to attach an Orb of electricity to that enemy. The Orb fires bolts of electricity at nearby enemies until it expires.
    Volcanic Fissure
    Slam the ground, creating a branching Molten Fissure that deals damage as it travels and remains for a duration. Using a different Slam on a Molten Fissure creates a spreading Aftershock.
    Rapid Assault
    Perform a series of six rapid stabs. The final stab inflicts Bleeding and leaves a spearhead stuck in the target, Maiming them for a duration. Detonator Skills will cause the stuck spearheads to explode, dealing further damage to the target and other nearby enemies.
    Disengage
    Jump back as you rupture the earth in front of you with spearpoints, damaging enemies. Consumes the Parried Debuff on Hitting enemies to release a shockwave and grant you a Frenzy Charge. This skill can be used while using other skills, and causes Strikes and Projectiles to miss you while jumping. This skill cannot be Ancestrally Boosted.
    Blood Hunt
    Lunge at a target and skewers them. Hitting an enemy that has suffered Blood Loss will cause a blood explosion and also Consume Bleeding. This skill cannot be Ancestrally Boosted.
    Whirling Slash
    Perform a circular slash that kicks up a Whirlwind around you, Slowing enemies and Blinding them in its area of effect. Leaving the area collapses the storm, dealing damage and causing Knockback.
    Spearfield
    Stab the ground causing multiple spears to burst out of the ground in front of you in a large area. The spears remain for a duration, or explode when enemies touch them, damaging and Maiming them.
    Lightning Spear
    Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
    Glacial Lance
    Throw a single Piercing lance that leaves icy fragments in its wake. The fragments Chill nearby enemies. Consumes a Frenzy Charge if possible to cause the glacial fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.
    Whirling Assault
    Advance while hitting enemies around you with a series of spinning Strikes.
    Rolling Slam
    Slam the ground to Stun enemies and knock them away, then continue forward and perform a devastating second Slam. Holding down the skill input allows you to change direction as you move.
    Escape Shot
    Leap backwards, firing an icy arrow which can Chill or Freeze enemies around the location from which you escaped. This arrow will create Ice Fragments on impact.
    Supercharged Slam
    Channel to charge up a heavy swing, drawing earth from the ground to enlarge your mace. Release to Slam the ground, dealing damage in an area around the impact, followed by Aftershocks dealing damage in a larger area.
    Wind Blast
    Batter enemies at range by generating a gust of wind as you swing. Enemies will be Dazed and Knocked Back based on how close they are to you.
    Wave of Frost
    Flip backwards and send forth a Freezing wave in front of you, immediately Freezing enemies which are Primed for Freeze.
    Ice Strike
    Perform a fast icy Strike. Using this Attack three times in quick succession causes a final strike that is slower and more powerful.
    Glacial Cascade
    Sweep your Quarterstaff upwards, releasing an icy fissure which deals damage in a series of bursts culminating in a large spike. Frozen enemies hit by the final spike are dealt heavy damage but the Freeze is Consumed. Ice Crystals hit by the final spike explode.
    Comet
    Call down a mass of ice from the sky, dealing high damage at the targeted location. Targeting close to you will cause you to jump back as you cast. Consumes a Fire Infusion if possible to cause a devastating blast of ice and fire.
    Killing Palm
    Dash to an enemy and Strike them, Culling enemies if their life is low enough. Each enemy killed by this strike grants a Power Charge, with higher Rarity monsters granting additional Charges. Enemies around you that can be Culled will be highlighted.
    Shattering Palm
    Dash to an enemy and Strike them with an Attack that manifests a wave of cold, coating nearby enemies in shards of ice. Dealing enough damage to these enemies will shatter the shards, causing an icy explosion that deals Attack damage.
    Spiral Volley
    Load your Bow with a volley of enchanted arrows and fire them in a circle as you spin forward, firing directly at targets if possible. Consumes Frenzy Charges to cause the arrows to deal more damage and Chain to other targets. Each target can only be Hit once.
    Lightning Bolt
    Call down a Shocking bolt of Lightning to strike enemies in a small area.
    Explosive Grenade
    Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
    Flash Grenade
    Fire a bouncing Grenade that unleashes a Blinding, Stunning explosion when its fuse expires.
    Gas Grenade
    Fire a bouncing Grenade that causes a burst of Poison gas when its fuse expires, damaging enemies and leaving behind a growing Poison cloud. Burning effects or Detonator skills will cause the cloud to explode in a fiery blast.
    Oil Grenade
    Fire a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.
    Voltaic Grenade
    Fire a bouncing Grenade that discharges an Electrocuting Lightning blast when its fuse expires, causing all Lightning Hits against enemies to contribute to Electrocution buildup for a duration.
    Tempest Flurry
    Perform a series of aggressive Strikes. When used in quick succession, the third use Strikes three times, and the fourth use performs a Final Strike that calls down a powerful Shocking bolt.
    Staggering Palm
    Dash to an enemy and Strike them, instantly Heavily Stunning enemies which are Primed for Stun. Heavy Stunning an enemy with this Skill grants you a Buff that causes your Quarterstaff Attacks to also fire Projectiles for a short duration. Heavy Stunning additional enemies adds to the Buff's duration.
    Siphoning Strike
    Dash to a target and Strike them with your Quarterstaff. If the target is Shocked, Consume their Shock to release a Lightning shockwave around the target and grant you a Power Charge. This skill cannot be Ancestrally Boosted.
    Tempest Bell
    Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to cause the Bell on your staff to grow to massive size as you drop it on the ground. The Bell damages enemies on impact and can be Hit by your skills, creating a damaging shockwave. Elemental Ailments applied to the Bell cause its shockwaves to deal extra damage of the corresponding type, and Hits which would have caused Knockback increase the area of effect of the shockwaves.
    Chaos Bolt
    Fire a burst of Chaos energy at the target.
    Frozen Locus
    Leap backward and crack the ground with your staff to call forth an Ice Crystal, which creates Chilled Ground around it and can be damaged by you and enemies. If the Crystal is destroyed it causes an icy explosion. This skill can be used while using other skills.
    Bonestorm
    Channel to conjure a swarm of bone spikes in the air, then release to fire them at enemies and explode. Shrapnel Impales enemies Hit, causing subsequent Attack Hits against those targets to deal extra damage. Consumes your Power Charges to cause much larger explosions.
    Bone Cage
    Raise a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies. Raising a new ring of spikes destroys the previous one.
    Unearth
    Raise spikes of bone from the earth in front of you, damaging enemies. The bones of Corpses and dead Reviving Minions in the area are ripped out and reassembled into short-lived Bone Construct Minions that fight for you. Larger Corpses create more than one Bone Construct.
    Detonating Arrow
    Channel to charge up before firing off a burning arrow. At maximum stages, the arrow will create a Detonating explosion at the end of its flight.
    Poisonburst Arrow
    Fire a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area.
    Toxic Growth
    Fire a rain of Toxic Pustules into the air. The Pustules deal damage on impact, then Detonate after a delay. They can also be Poisoned, causing them to Detonate faster and more violently.
    Stormcaller Arrow
    Fire an arrow that embeds where it lands for a short duration. At the end of the duration, a Lightning Bolt strikes the arrow, disintegrating it and damaging enemies, with a high chance to Shock. Shocking any enemy with the Bolt also applies Shock to all enemies near the impact.
    Lightning Rod
    Fire an arrow that drops from above, creating a Lightning burst. The arrow remains in the ground, and any Chaining Lightning beams can Chain to it. When Chained to, the arrows charge up for a brief period before releasing another Lightning burst. The Lightning Arrow Skill skips this delay, causing bursts immediately.
    Snipe
    Channel to charge up your bow before releasing a powerful shot. Releasing with Perfect Timing causes the arrow to explode on impact and Consume Freeze on directly Hitting. Consuming Freeze or Hitting a Heavy Stunned enemy enhances the explosion.
    Gas Arrow
    Fire a noxious arrow at the ground, creating a cloud of flammable poisonous gas at the end of its flight. The cloud will detonate if hit by a Detonator skill or if an Ignited enemy touches it, creating a fiery explosion.
    Solar Orb
    Create a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited. Flameblast can target a Solar Orb to be centred on the Orb instead of your location.
    Fireball
    Launch a large ball of Fire which explodes on impact. The explosion Consumes a Fire Infusion if possible to launch a ring of smaller firebolts.
    Electrocuting Arrow
    Fire an electrifying arrow that explodes in an Area on Hit. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.
    Snap
    Consume the elemental energy from a Frozen, Shocked or Ignited enemy, creating an elemental blast that leaves behind an Infusion Remnant. The blast will spread to other enemies affected by the same Ailment, but those blasts cannot spread further. Can also be cast on a Frostbolt to create a larger cold blast.
    Perfect Strike
    Channel to charge up your weapon with Fire. Releasing with Perfect Timing will create a damaging wave of intense Fire.
    Raise Shield
    Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block, but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
    Resonating Shield
    Repeatedly hammer your Shield with your weapon causing damaging shockwaves in an area around you. Enemies hit by the shockwave lose Armour for a duration. While Channelling Resonating Shield, your Shield is raised and you will Block all incoming Blockable hits.
    Freezing Shards
    Launch icy Projectiles in a sweeping arc. Multiple Projectiles can hit the same enemy.
    Vine Arrow
    Fire an arrow into the air that lands after a short delay, damaging enemies and causing a plant to spring up at the impact location. The plant sprouts vines that latch onto nearby enemies, Slowing their movement speed and dealing Chaos damage over time. The plant can be Poisoned, causing it to deal more damage.
    Decompose
    Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
    Twister
    Whip up a twister with a flick of your Spear. The twister moves forward erratically, Blinding and repeatedly Hitting enemies within. If a twister touches a Whirlwind from your other skills, it Consumes the Whirlwind to create additional twisters that deal more damage. Passing over Elemental Ground Surfaces or Consuming an elemental Whirlwind will grant twisters extra damage of that element.
    Explosive Spear
    Hurl a single payload Spear that pierces through enemies and lodges in terrain where it lands. The Spear will explode at the end of its Detonation Time or if Detonated. Consumes a Frenzy Charge if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited Ground.
    Thunderous Leap
    Leap into the air and plunge your Spear into the ground at the target location, emitting a Lightning-charged shockwave and Detonating Spear skills.
    Bone Blast
    Conjure a circle of ritual inscriptions that last for a short duration. When the duration ends, spikes of bone erupt from enemies in the area, damaging them and potentially causing Bleeding.
    Molten Blast
    Gouge molten rock from the ground and fling it at the target. The Projectile explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.
    Hammer of the Gods
    Build Glory by Heavy Stunning enemies. When you have maximum Glory you may entreat the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky onto your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
    Living Bomb
    Plant a seed of Fire inside an enemy. Dealing enough damage to the enemy, or killing it outright, causes the seed to explode, dealing damage in an area and leaving behind a Fire Infusion Remnant.
    Stampede
    Charges forward, cracking the earth and leaving a patch of Jagged Ground with every footstep. At the end of your charge, a massive leaping Slam damages enemies and causes all nearby patches of Jagged Ground to explode, damaging enemies standing on them.
    Shield Wall
    Ram your Shield into the ground, throwing up a wall of earth. Enemies can attack your wall segments, and your Slams, Warcries, and Shield Charge will instantly shatter them all. The segments explode when shattered, damaging enemies in front of and around them.
    Fortifying Cry
    Perform a Warcry that grants Guard and Triggers Shield Wave when subsequent Shield Attacks deal damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.
    Ember Fusillade
    Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
    High Velocity Rounds
    Load your Crossbow with Piercing bolts that apply Riven Armour to enemies with Fully Broken Armour, causing any Hits against those enemies to deal extra damage.
    Fragmentation Rounds
    Load your Crossbow with Piercing bolts that fragment in flight. Bolts that hit a Frozen enemy Consume the Freeze and cause an explosion of shrapnel. Bolts that hit an Ice Crystal cause it to explode. These fragments can Merge.
    Siege Cascade
    Load your Crossbow with enemy-seeking payloads which are fired into the air, dropping a bolt near every enemy in the target area. These bolts lodge in the ground and explode after a short delay.
    Armour Piercing Rounds
    Load your Crossbow with a clip of bolts that can be fired rapidly and Break enemy Armour. Using this Skill again reloads the clip.
    Explosive Shot
    Load your Crossbow with flaming bolts that explode on impact. The explosion will cause any Grenades in its area of effect to also explode.
    Incendiary Shot
    Load your Crossbow with flaming bolts that fragment in flight, damaging and Igniting enemies on hit and in a small cone behind their final target. These fragments can Merge.
    Rapid Shot
    Load your Crossbow with a large clip of heated bolts. Heat builds up on your Crossbow as you fire them, and reaching maximum Heat will prevent you from firing or reloading these bolts for a short time. However, other Skills can Consume Heat for extra benefits. Using this Skill again reloads the clip.
    Glacial Bolt
    Load your Crossbow with icy bolts that create two walls of Ice Crystals at the end of their flight.
    Permafrost Bolts
    Load your Crossbow with icy bolts that fragment in flight, damaging enemies on hit and in a small cone behind their final target. The icy coating on the bolts makes them extremely potent at Freezing enemies. These fragments can Merge.
    Hailstorm Rounds
    Passively generate bolts of ice at a frequency equal to reload time, up to a cap. Activate to Load the accumulated bolts into your Crossbow. All loaded bolts are fired at once, causing them to rain down over the target area.
    Ice Shards
    Load your Crossbow with a clip of icy bolts that rapidly fire at the ground, leaving a shard of ice at the impact location that arms after a duration. After arming, the ice shards explode when enemies step on them, dealing more damage the longer they have been armed, up to a maximum. Using this Skill again reloads the clip.
    Plasma Blast
    Load your Crossbow with unstable bolts that require a lengthy charging period to fire but deal devastating damage, Pierce through enemies, and explode upon hitting terrain. Additional Projectiles are fired in a spread, unlike other Crossbow Skills.
    Galvanic Shards
    Load your Crossbow with charged bolts that fragment in flight, releasing Chaining Lightning beams when they Hit enemies. These fragments can Merge.
    Stormblast Bolts
    Load your Crossbow with charged bolts that land around the target location and explode if hit by a Detonator Skill. Using this Skill again reloads the clip.
    Shockburst Rounds
    Load your Crossbow with a clip of charged bolts which release damaging pulses upon Hitting an enemy affected by a Lightning Ailment. Using this Skill again reloads the clip.
    Punch
    Perform an Unarmed Strike.
    Quarterstaff Strike
    Strike with your Quarterstaff.
    Flail Strike
    Strike with your Flail.
    Sword Slash
    Strike with your Sword.
    Sword Slash
    Strike with your Swords.
    Sword Slash
    Strike with your Sword.
    Axe Slash
    Strike with your Axe.
    Axe Slash
    Strike with your Axes.
    Axe Slash
    Strike with your Axe.
    Mace Strike
    Strike with your Mace.
    Mace Strike
    Strike with your Maces.
    Mace Strike
    Strike with your Mace.
    Claw Stab
    Strike with your Claw.
    Claw Stab
    Strike with your Claws.
    Dagger Stab
    Strike with your Dagger.
    Dagger Stab
    Strike with your Daggers.
    Spear Throw
    Hurl your Spear with force. Consumes a Frenzy Charge if you have one to cause the Spear to explode at the end of its flight.
    Bow Shot
    Fire an arrow with your Bow.
    Crossbow Shot
    Fire a bolt from your crossbow.
    Explosive Concoction
    Consume charges from your Mana Flask to throw a flask that explodes, dealing Fire Attack damage in an area. Additional smaller flasks are thrown at nearby Ignited Enemies.
    Fulminating Concoction
    Consume charges from your Mana Flask to throw a flask that explodes, dealing Lightning Attack damage in an area with high chance to Shock.
    Shattering Concoction
    Consume charges from your Mana Flask to throw a flask that explodes, dealing Cold Attack damage in an area and inflicting Exposure.
    Acidic Concoction
    Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area. The thrown flask Consumes Poison on Hit to cause an acidic burst.
    Bleeding Concoction
    Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area and Aggravating Bleeding on Enemies hit.
    Elemental Storm
    Create a stationary Fire, Cold or Lightning storm at a target location for a duration, based on the highest Elemental Damage type for the Hit that Triggered the storm. Hits which do not deal Elemental Damage will not Trigger the storm.
    Shockchain Arrow
    Fire a Lightning-charged arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will charge the arrow, causing it to release a damaging shockwave and split beams towards up to two nearby targets. Those beams will repeat this process if they hit an enemy afflicted by a Lightning Ailment. Consumes Shock from enemies it Hits, but not Electrocution.
    Vaulting Impact
    Leap forward and Slam the ground, sending out a shockwave. The shockwave applies Broken Stance to Dazed enemies, causing any Hits against those enemies to deal extra damage.
    Storm Wave
    Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
    Decompose
    Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
    Elemental Expression
    Create a fiery explosion, an arcing bolt of lightning, or an icy wave of projectiles. The chance for an explosion is proportional to your Strength, for a bolt proportional to your Dexterity, and for a wave proportional to your Intelligence.
    Ice Shot
    Fire an icy arrow that sprays a cone of ice shards when it hits a target.
    Cluster Grenade
    Fire a bouncing Grenade that explodes when its fuse expires, throwing out a ring of mini Grenades that explode when they come to a stop.
    Tornado Shot
    Fire a skyward shot that whips up a Tornado where it lands, dealing Physical damage over time and Hindering enemies standing in it. Arrows, thrown Spears and Crossbow bolts fired at the Tornado are sucked into it, causing the Tornado to spit out a ring of copied Projectiles. Copied Projectiles cannot be copied again, even by further Tornados.
    Magnetic Salvo
    Aim skyward and fires energy missiles at lingering bolts or arrows created by other Lightning Attacks in front of you. The missiles explode if they land close to a lingering bolt or arrow, dealing more damage in a larger area but destroying that bolt or arrow in the process.
    Freezing Salvo
    Passively coalesces icy missiles from the air over time. Using the skill fires a missile, firing an additional missile for each that has been accumulated. Fires an additional missile, up to its current missile count, targeting each Ice Fragment in its Area of effect, causing the Fragments to Detonate immediately.
    Herald of Blood
    While active, killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies based off the life of the exploded enemy, destroying their Corpse if the enemy was Normal or Magic. The explosion also has a chance to Aggravate Bleeding.
    Gathering Storm
    Flip backward and Channel to charge your Quarterstaff with Lightning. Releasing dashes towards the target location, damaging enemies along the way. Releasing with Perfect Timing performs a Lightning-assisted dash that releases shockwaves from enemies you dash through and leaves a trail of Shocked Ground in your wake. This skill cannot be Ancestrally Boosted.
    Ember Fusillade
    Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
    Lightning Bolt
    Call down a Shocking bolt of Lightning to strike enemies in a small area.
    Herald of Ice
    While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
    Herald of Thunder
    While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
    Whirlwind Lance
    Throw a Spear with enough force to kick up a Whirlwind where it lands, Slowing enemies and Blinding them in its area of effect. Entering the Whirlwind collapses it, dealing damage and causing Knockback. Consumes a Frenzy Charge if possible to create the Whirlwind with one more than its normal maximum number of stages.
    Primal Strikes
    Perform a Lightning-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they Hit a Shocked enemy and refresh Shock duration. The third attack is a large swipe that inflicts Elemental Exposure, and can Consume Shock to conjure a stampede of spirits.
    Cull The Weak
    Dash to an enemy and run them through, Culling enemies if their life is low enough. If this Attack kills at least one enemy, it grants you a Frenzy Charge, with higher Rarity monsters granting additional Charges. Enemies around you that can be Culled will be highlighted.
    Fangs of Frost
    Perform an icy stab that exploits enemies who are already off balance. Hitting a Parried target Consumes the Debuff to cause an explosion of frost and leave Chilled Ground.
    Wind Serpent's Fury
    Consume all Frenzy Charges to perform a gigantic spear thrust that Knocks Back enemies. For each Frenzy Charge consumed, a Wind Serpent follows in the spear's wake. Each Serpent also damages and Knocks Back enemies.
    Rake
    Dash towards an enemy and perform a lacerating slash, inflicting Bleeding on all enemies struck.
    Spear of Solaris
    Build Glory by Heavy Stunning enemies. When you have maximum Glory you may call forth the Azmeri goddess Solaris, jumping backwards and throwing your Spear in the air. On landing the spear deals heavy damage in an area, then calls a divine skybeam that pulses periodically and creates expanding Ignited Ground. Modifiers to number of Projectiles fired do not apply to this skill.
    Storm Lance
    Throw an electrified Spear that lodges in the ground and periodically zaps nearby enemies with Lightning bolts. If the Spear is Detonated by another Skill, it immediately unleashes a volley of bolts and expires. Consumes a Frenzy Charge if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create Shocked Ground on Detonation.
    Parry
    Ready your Buckler to parry the next Strike or Projectile that would Hit you, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
    Elemental Sundering
    Plunge your Spear into the ground to emit a pulse that Consumes Freeze, Shock and Ignite on a number of nearby enemies, Allies and Corpses. The pulse itself deals no damage, but each Ailment Consumed causes an explosion of the corresponding elemental damage type.
    Elemental Surge
    Grants your weapon Surges. Non-Melee Projectile Attacks with that weapon Consume Surges to cause the Projectiles fired to explode at the end of their flight.
    Forge Hammer
    Hurl a fiery hammer that Slams into the ground and lodges there. While the hammer is lodged in the ground, reusing this Skill recalls the hammer and resets the Skill's cooldown. Alternatively, using a Warcry near the lodged hammer causes it to shatter, releasing a number of Molten Fissures in a spiral.
    Fulmination
    While active, the first time any Skill Hits a Shocked enemy in your Presence, that Skill also Hits other Shocked enemies in your Presence, up to a maximum.
    Toxic Domain
    Create an area of Toxic Bloom on the ground around you. While in the Bloom, you have increased Skill costs, Regenerate Life, and your Projectile Attacks attach a Toxic Pustule, which can be Poisoned. Pustules will Detonate after a duration or when enough Poison has been applied, dealing more damage based on the stored Poison damage and applying Poison in an area around it.
    Frost Darts
    Conjures a number of icy Projectiles that launch towards the target. Projectiles that Hit a Chilled or Frozen target create chunks of ice that deal additional damage on impacting the ground. Consumes a Cold Infusion if possible to cause each Projectile to lodge into the enemy then explode.
    Shock Ref /84
    Shock
    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.

    Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    +(30–40) to maximum Life
    +(10–15)% to all Elemental Resistances
    (15–30)% increased Elemental Damage
    Enemies take (15–20)% increased Damage for each Elemental Ailment type among
    your Ailments on them
    (30–40)% reduced Duration of Ignite, Shock and Chill on Enemies
    +(50–70) to maximum Mana
    +(20–30)% to Lightning Resistance
    20% chance to gain a Power Charge on Hit
    Lose all Power Charges on reaching maximum Power Charges
    Shocks you when you reach maximum Power Charges
    (150–200)% increased Armour and Evasion
    (20–25) Life Regeneration per second
    200% increased Stun Recovery
    (30–50)% reduced Chill Duration on you
    (30–50)% reduced Freeze Duration on you
    (30–50)% reduced Shock duration on you
    (30–50)% increased Armour and Energy Shield
    You cannot be Chilled for 6 seconds after being Chilled
    You cannot be Frozen for 6 seconds after being Frozen
    You cannot be Ignited for 6 seconds after being Ignited
    You cannot be Shocked for 6 seconds after being Shocked
    Curses you inflict are reflected back to you
    (40–60)% increased Evasion and Energy Shield
    +(10–20)% to all Elemental Resistances
    Fire Damage from Hits Contributes to Shock Chance instead of Flammability and Ignite Magnitudes
    Cold Damage from Hits Contributes to Flammability and Ignite Magnitudes instead of Chill Magnitude or Freeze Buildup
    Lightning Damage from Hits Contributes to Freeze Buildup instead of Shock Chance
    10% reduced Movement Speed
    (50–100)% increased Armour and Energy Shield
    +100 to maximum Life
    (35–50)% reduced Effect of Chill on you
    (35–50)% reduced Magnitude of Ignite on you
    (35–50)% reduced effect of Shock on you
    +(60–100) to Evasion Rating
    +(30–50) to maximum Energy Shield
    Gain (25–35) Mana per Enemy Killed
    Inflict Cold Exposure on Igniting an Enemy
    Inflict Fire Exposure on Shocking an Enemy
    Inflict Lightning Exposure on Critical Hit
    Grants Skill: Level 1 Lightning Bolt
    Grants Skill: Level 1 Spark
    (80–120)% increased Lightning Damage
    (10–20)% increased Cast Speed
    (20–30)% increased Mana Regeneration Rate
    Trigger Spark Skill on killing a Shocked Enemy
    +(20–30)% to Lightning Resistance
    +(40–60) to maximum Mana
    (10–20)% increased chance to Shock
    +1 to Level of all Lightning Skills
    Has (1–3) Charm Slot
    (20–30)% increased Flask Charges gained
    +(40–60) to maximum Mana
    +(30–40)% to Lightning Resistance
    (7–12) Life Regeneration per second
    Cannot be Shocked
    Grants Skill: Spear Throw
    No Physical Damage
    Adds 1 to (80–120) Lightning Damage
    (15–30)% increased Attack Speed
    (50–100)% increased chance to Shock
    local weapon implicit hidden added maximum chaos damage [71]
    local weapon implicit hidden added minimum chaos damage [43]
    Adds 1 to (200–300) Lightning Damage
    (10–15)% increased Attack Speed
    100% of Lightning Damage Converted to Chaos Damage
    Chaos Damage from Hits also Contributes to Shock Chance
    An arc of Lightning stretches from the caster to a targeted enemy and Chains on to other nearby enemies. Consumes a Lightning Infusion if possible to deal more damage and Chain further.
    Fire a slow-moving Projectile that moves through enemies. The Projectile itself does not Hit enemies, but repeatedly discharges bolts of Lightning at nearby enemies. Consumes a Fire Infusion if possible to slow down over time, create Ignited Ground as it travels, and explode dealing Fire damage in an Area after it dissipates.
    While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
    Supports any skill that Hits enemies, making it more likely to Shock.
    Supports any skill that Hits enemies or inflicts Shock, causing its Shocks to be inflicted less often but last longer.
    Supports any skill that Hits enemies, making its Shocks more effective but reflecting them back to you as well.
    Call down Lightning to hit all enemies in a cone in front of you, dealing significantly more damage to Shocked enemies. If there is a Shocked enemy in the target area, additional lightning bolts are distributed among the targets hit. Targeting close to you will cause you to jump back as you cast.
    Gain a Buff that boosts your Shock chance. Shocking an enemy consumes the Buff to attach an Orb of electricity to that enemy. The Orb fires bolts of electricity at nearby enemies until it expires.
    Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
    Call down a Shocking bolt of Lightning to strike enemies in a small area.
    Supports any skill that Hits enemies, causing you to recover Energy Shield when it kills a Shocked enemy.
    Supports any skill that Hits enemies, giving it a chance to also Shock nearby enemies when you Shock an enemy.
    Create a lightning storm for a duration, which repeatedly strikes enemies in its area with shocking bolts.
    While active, gains Energy when you Shock enemies and triggers socketed spells on reaching maximum Energy.
    While active, gains Energy when you Freeze, Shock, or Ignite enemies, and triggers socketed spells on reaching maximum Energy.
    Dash to a target and Strike them with your Quarterstaff. If the target is Shocked, Consume their Shock to release a Lightning shockwave around the target and grant you a Power Charge. This skill cannot be Ancestrally Boosted.
    Consume the elemental energy from a Frozen, Shocked or Ignited enemy, creating an elemental blast that leaves behind an Infusion Remnant. The blast will spread to other enemies affected by the same Ailment, but those blasts cannot spread further. Can also be cast on a Frostbolt to create a larger cold blast.
    Supports any skill that Hits enemies, prolonging Shocks they inflict on Ignited enemies.
    Supports any Skill which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock.
    Supports any Spell that Hits enemies, causing it to consume Elemental Ailments on hit to trigger an Elemental Discharge. Cannot support the skills of Minions.
    Dash to an enemy and nullify their Resistance. Hitting an enemy with positive Elemental Resistance will reduce their highest Elemental Resistance to 0 for a duration and triggers Infuse Weapon, granting your Spear the maximum possible Surges corresponding to the removed Resistance. If this skill doesn't remove any Resistances, its cooldown is reset. This skill cannot be Ancestrally Boosted.
    Supports Attacks you use yourself. Killing a Shocked enemy with supported skills infuses all of your Attacks with Lightning damage for a short time.
    Consume charges from your Mana Flask to throw a flask that explodes, dealing Lightning Attack damage in an area with high chance to Shock.
    Supports any skill that Hits enemies, causing it to inflict Exposure when inflicting Shock.
    Fire a Lightning-charged arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will charge the arrow, causing it to release a damaging shockwave and split beams towards up to two nearby targets. Those beams will repeat this process if they hit an enemy afflicted by a Lightning Ailment. Consumes Shock from enemies it Hits, but not Electrocution.
    Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
    Mark a target, making them more susceptible to being Shocked. When the Marked target dies, a Lightning explosion erupts from their corpse. This explosion does not use your Weapon Damage, and instead uses its own base Attack Damage.
    While active, gains Energy when you Freeze, Shock or Ignite an enemy. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
    While active, Consuming Freeze, Shock, Ignite, or Fully Broken Armour on an enemy reloads your Crossbow, restores one cooldown use for your Grenades and grants a Buff causing Crossbow Attacks to not consume bolts for a duration. This can only occur once every few seconds.
    Supports Projectile Skills and Skills which can Chain. Supported Skills always Chain when initially Hitting a Shocked Enemy, but cannot themselves inflict Shock. Does not support Skills which cannot Chain.
    Supports Persistent Buff Skills, causing Shock applied to you to last for a shorter duration while the Supported Skill is active.
    [DNT] Grounding Shocks Support
    Call down a Shocking bolt of Lightning to strike enemies in a small area.
    While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
    Perform a Lightning-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they Hit a Shocked enemy and refresh Shock duration. The third attack is a large swipe that inflicts Elemental Exposure, and can Consume Shock to conjure a stampede of spirits.
    Consume all Power Charges to master the elements, gaining Elemental Damage and the ability to apply Elemental Ailments with other damage types. Can only be used while you have maximum Power Charges.
    [DNT] Supports Skills that which [Hit] enemies. When supported Skills Shock an enemy that is nearby other Shocked enemies, trigger Shocking Rift, sucking in nearby enemies and dealing Lightning damage at an interval.
    Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Shock.
    While active, the first time any Skill Hits a Shocked enemy in your Presence, that Skill also Hits other Shocked enemies in your Presence, up to a maximum.
    While active, has a chance to create an Infusion Remnant when you Freeze, Shock or Ignite a target.
    Greater Rune of Nobility
    Stack Size: 1 / 10
    Martial Weapons: Attacks with this Weapon have 10% chance to inflict Lightning Exposure
    Armour: 10% reduced effect of Shock on you
    Soul Core of Xopec
    Stack Size: 1 / 10
    Martial Weapons: 30% increased chance to Shock
    Place into an empty Rune Socket in a Weapon or a pair of Boots to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
    Grounding Charm
    Lasts 3 Second
    Consumes 30 of 40 Charges on use
    Currently has 40 Charges
    Grants Immunity to Shock
    Requires: Level 32
    Used when you become Shocked
    Immune to Chill if a majority of your Socketed Support Gems are Blue
    Immune to Ignite if a majority of your Socketed Support Gems are Red
    Immune to Shock if a majority of your Socketed Support Gems are Green
    +30% of Armour also applies to Lightning Damage
    30% reduced effect of Shock on you
    25% reduced Shock duration on you
    40% increased Electrocute Buildup
    30% increased Shock Chance against Electrocuted Enemies
    15% increased Mana Regeneration Rate
    30% increased Magnitude of Shock you inflict
    40% increased chance to Shock
    5% increased Attack and Cast Speed with Lightning Skills
    40% increased chance to Shock
    Gain 5% of Lightning Damage as Extra Cold Damage
    +20 to maximum Mana
    50% increased Shock Duration
    25% increased Critical Hit Chance against Shocked Enemies
    40% increased Magnitude of Shock you inflict with Critical Hits
    20% increased Freeze Buildup
    20% increased chance to Shock
    20% increased Flammability Magnitude
    Witch: 20% increased Critical Hit Chance for Spells
    Witch: 20% increased Physical Damage
    25% increased Lightning Damage
    15% increased Shock Duration
    25% increased Shock Duration
    25% increased Magnitude of Shock you inflict
    30% increased chance to Shock
    50% increased Electrocute Buildup against Shocked Enemies
    50% increased Shock Chance against Electrocuted Enemies
    Shocking Hits have a 50% chance to also Shock enemies in a 1.5 metre radius
    25% chance on Consuming a Shock on an Enemy to reapply it
    30% increased Elemental Damage if you've Shocked an Enemy Recently
    Gain 5% of Damage as Extra Lightning Damage
    30% increased chance to Shock
    25% increased Mana Regeneration Rate if you have Shocked an Enemy Recently
    20% increased Magnitude of Shock you inflict
    40% increased Chill Duration on Enemies
    40% increased Shock Duration
    25% increased Magnitude of Chill you inflict
    25% increased Magnitude of Shock you inflict
    25% increased Freeze Buildup
    25% increased chance to Shock
    25% increased Flammability Magnitude
    25% increased Electrocute Buildup
    25% increased Damage with Hits against Enemies affected by Elemental Ailments
    15% increased Duration of Ignite, Shock and Chill on Enemies
    Gain 8% of Physical Damage as Extra Cold Damage against Shocked Enemies
    Gain 8% of Physical Damage as Extra Lightning Damage against Chilled Enemies
    Gain 15% of Damage as Extra Lightning Damage while on Shocked Ground
    40% reduced effect of Shock on you
    Ascendancy: Stormweaver
    Character: Sorceress
    Targets can be affected by two of your Shocks at the same time
    25% less Magnitude of Shock you inflict
    Ascendancy: Invoker
    Character: Monk
    Gain 10% of Damage as Extra Lightning Damage
    25% chance on Shocking Enemies to created Shocked Ground
    Shock
    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.

    Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    Skill Gem /32
    Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
    Teleport inside the target's body, causing it to violently explode. Highlights enemies that can be Culled, and can only be used on these enemies or Ball Lightning Projectiles. The target is destroyed, and the explosion deals Lightning damage to surrounding enemies. If targeting an enemy, the explosion also creates Shocked Ground. Creates a Lightning Infusion on successful use.
    An arc of Lightning stretches from the caster to a targeted enemy and Chains on to other nearby enemies. Consumes a Lightning Infusion if possible to deal more damage and Chain further.
    Fire a slow-moving Projectile that moves through enemies. The Projectile itself does not Hit enemies, but repeatedly discharges bolts of Lightning at nearby enemies. Consumes a Fire Infusion if possible to slow down over time, create Ignited Ground as it travels, and explode dealing Fire damage in an Area after it dissipates.
    While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
    Slam the ground, creating a roiling fissure that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies. Hitting an enemy with Fully Broken Armour applies Sundered Armour, making it take additional increased Physical damage.
    Perform a damaging Warcry, Knocking Back nearby enemies and Heavy Stunning enemies that are Primed for Stun. If an enemy is Heavy Stunned or a currently Heavy Stunned enemy is Hit, this Skill Empowers subsequent Slams to perform an additional Aftershock. This Skill's cooldown can be bypassed by expending an Endurance Charge.
    Call down Lightning to hit all enemies in a cone in front of you, dealing significantly more damage to Shocked enemies. If there is a Shocked enemy in the target area, additional lightning bolts are distributed among the targets hit. Targeting close to you will cause you to jump back as you cast.
    Gain a Buff that boosts your Shock chance. Shocking an enemy consumes the Buff to attach an Orb of electricity to that enemy. The Orb fires bolts of electricity at nearby enemies until it expires.
    Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
    Channel to charge up a heavy swing, drawing earth from the ground to enlarge your mace. Release to Slam the ground, dealing damage in an area around the impact, followed by Aftershocks dealing damage in a larger area.
    Call down a Shocking bolt of Lightning to strike enemies in a small area.
    Shapeshift into a bear and rampage forward, slamming the ground as you run. The initial roar generates rage, then consumes rage until you run out.
    Create a lightning storm for a duration, which repeatedly strikes enemies in its area with shocking bolts.
    Shapeshift into a bear and slam the ground with great force, causing a pair of shockwaves. If you have enough Rage, Consume some of that Rage to instead create a single massive shockwave that leaves behind Jagged Ground.
    Dash to a target and Strike them with your Quarterstaff. If the target is Shocked, Consume their Shock to release a Lightning shockwave around the target and grant you a Power Charge. This skill cannot be Ancestrally Boosted.
    Consume the elemental energy from a Frozen, Shocked or Ignited enemy, creating an elemental blast that leaves behind an Infusion Remnant. The blast will spread to other enemies affected by the same Ailment, but those blasts cannot spread further. Can also be cast on a Frostbolt to create a larger cold blast.
    Repeatedly hammer your Shield with your weapon causing damaging shockwaves in an area around you. Enemies hit by the shockwave lose Armour for a duration. While Channelling Resonating Shield, your Shield is raised and you will Block all incoming Blockable hits.
    Dash to an enemy and nullify their Resistance. Hitting an enemy with positive Elemental Resistance will reduce their highest Elemental Resistance to 0 for a duration and triggers Infuse Weapon, granting your Spear the maximum possible Surges corresponding to the removed Resistance. If this skill doesn't remove any Resistances, its cooldown is reset. This skill cannot be Ancestrally Boosted.
    Leap into the air and plunge your Spear into the ground at the target location, emitting a Lightning-charged shockwave and Detonating Spear skills.
    Consume charges from your Mana Flask to throw a flask that explodes, dealing Lightning Attack damage in an area with high chance to Shock.
    Fire a Lightning-charged arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will charge the arrow, causing it to release a damaging shockwave and split beams towards up to two nearby targets. Those beams will repeat this process if they hit an enemy afflicted by a Lightning Ailment. Consumes Shock from enemies it Hits, but not Electrocution.
    Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
    Mark a target, making them more susceptible to being Shocked. When the Marked target dies, a Lightning explosion erupts from their corpse. This explosion does not use your Weapon Damage, and instead uses its own base Attack Damage.
    While active, Consuming Freeze, Shock, Ignite, or Fully Broken Armour on an enemy reloads your Crossbow, restores one cooldown use for your Grenades and grants a Buff causing Crossbow Attacks to not consume bolts for a duration. This can only occur once every few seconds.
    Call down a Shocking bolt of Lightning to strike enemies in a small area.
    [DNT] Ring ring, RING
    While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
    Perform a Lightning-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they Hit a Shocked enemy and refresh Shock duration. The third attack is a large swipe that inflicts Elemental Exposure, and can Consume Shock to conjure a stampede of spirits.
    Consume all Power Charges to master the elements, gaining Elemental Damage and the ability to apply Elemental Ailments with other damage types. Can only be used while you have maximum Power Charges.
    While active, the first time any Skill Hits a Shocked enemy in your Presence, that Skill also Hits other Shocked enemies in your Presence, up to a maximum.
    While active, has a chance to create an Infusion Remnant when you Freeze, Shock or Ignite a target.
    Skill Gem Quality /15
    Shockwave deals (0–3)% more Damage per Hit taken by Bell
    (0–10)% increased Magnitude of Shock inflicted
    (0–5)% more damage with Hits per 5% Shock Effect on Enemy
    (0–40)% more chance to Shock
    (0–30)% increased Shock Duration
    (0–20)% chance to cause an Aftershock
    Empowered Attack Aftershocks deal (0–10)% more damage
    (0–20)% chance to cause an Aftershock
    (0–40)% more chance to Shock
    Lightning Bolts strike the targets of your next (0–2) Attack Hits
    after Killing a Shocked Enemy with Attack Damage
    (0–40)% more chance to Shock
    Shock has (0–15)% increased effect on Marked enemy
    (0–20)% chance for an additional Shockwave
    (0–30)% chance to leave Shocked Ground when Detonating Spears
    (0–2)% chance per Power to spawn a Cold Remnant on
    Freezing a target
    (0–2)% chance to spawn a Fire Remnant on
    Igniting a non-Ignited target
    (0–2)% chance to spawn a Lightning Remnant on
    Shocking a non-Shocked target
    Support Gem /24
    Supports any skill that Hits enemies, making it more likely to Shock.
    Supports any skill that Hits enemies or inflicts Shock, causing its Shocks to be inflicted less often but last longer.
    Supports any skill that Hits enemies, making its Shocks more effective but reflecting them back to you as well.
    Supports Slam skills. Aftershocks caused by Supported Slam Skills always create patches of Jagged Ground.
    Supports any skill that Hits enemies, causing you to regenerate mana on shocking an enemy. Cannot support skills which create Minions, or skills used by Totems or Traps.
    Supports any skill that Hits enemies, causing you to recover Energy Shield when it kills a Shocked enemy.
    Supports any skill that Hits enemies, giving it a chance to also Shock nearby enemies when you Shock an enemy.
    Supports any skill that Hits enemies, prolonging Shocks they inflict on Ignited enemies.
    Supports any Skill which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock.
    Supports any Spell that Hits enemies, causing it to consume Elemental Ailments on hit to trigger an Elemental Discharge. Cannot support the skills of Minions.
    Supports Attacks you use yourself. Killing a Shocked enemy with supported skills infuses all of your Attacks with Lightning damage for a short time.
    Supports Travel skills, causing your footsteps to crack the earth and emit damaging shockwaves while using the skill.
    Supports any skill that Hits enemies, causing it to inflict Exposure when inflicting Shock.
    Supports Slams you use yourself, giving them a chance to create an Aftershock.
    Supports Slams you use yourself, giving them a chance to create an Aftershock.
    Supports Slam Skills. Supported Skills a chance to create an Aftershock as well as increased chance to cause Aftershocks the longer their Attack time
    Supports Slam Skills you use yourself. Supported Skills gain multiple independent chances to cause Aftershocks, but deal less Damage.
    Supports Projectile Skills and Skills which can Chain. Supported Skills always Chain when initially Hitting a Shocked Enemy, but cannot themselves inflict Shock. Does not support Skills which cannot Chain.
    Supports Slam Skills. Supported Skills that have a chance to Aftershock have increased chance to cause Aftershocks the longer their Attack time.
    Supports Skills that leap into the air and deal damage, causing them to create Shocked Ground the first time they Critically Hit an enemy.
    Supports Persistent Buff Skills, causing Shock applied to you to last for a shorter duration while the Supported Skill is active.
    [DNT] Grounding Shocks Support
    [DNT] Supports Skills that which [Hit] enemies. When supported Skills Shock an enemy that is nearby other Shocked enemies, trigger Shocking Rift, sucking in nearby enemies and dealing Lightning damage at an interval.
    Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Shock.
    Item mods /11
    NameLevelPre/SufDescriptionWeight
    of Earthing20Suffix(36–40)% reduced Shock duration on you elemental lightning ailmentboots 1
    default 0
    of Insulation36Suffix(41–45)% reduced Shock duration on you elemental lightning ailmentboots 1
    default 0
    of the Impedance49Suffix(46–50)% reduced Shock duration on you elemental lightning ailmentboots 1
    default 0
    of the Dielectric63Suffix(51–55)% reduced Shock duration on you elemental lightning ailmentboots 1
    default 0
    of Grounding75Suffix(56–60)% reduced Shock duration on you elemental lightning ailmentboots 1
    default 0
    of Shocking15Suffix(51–60)% increased chance to Shockno_lightning_spell_mods 0
    wand 1
    staff 1
    trap 1
    default 0
    of Zapping30Suffix(61–70)% increased chance to Shockno_lightning_spell_mods 0
    wand 1
    staff 1
    trap 1
    default 0
    of Electrocution45Suffix(71–80)% increased chance to Shockno_lightning_spell_mods 0
    wand 1
    staff 1
    trap 1
    default 0
    of Voltages60Suffix(81–90)% increased chance to Shockno_lightning_spell_mods 0
    wand 1
    staff 1
    trap 1
    default 0
    of the Thunderbolt75Suffix(91–100)% increased chance to Shockno_lightning_spell_mods 0
    wand 1
    staff 1
    trap 1
    default 0
    1Corrupted(20–30)% increased chance to Shockstaff 1
    wand 1
    Monsters mods /22
    NameLevelPre/SufDescriptionWeight
    of Shocking12SuffixHits always Shock
    All Damage from Hits Contributes to Shock Chance
    of Shocking1SuffixHits always Shock
    All Damage from Hits Contributes to Shock Chance
    1Unique200% increased chance to Shock
    1Unique100% increased chance to Shock
    active skill ignite effect +% final [33]
    1UniqueUnaffected by Shock elemental lightning ailment
    1Uniquemonster casts shock nova text [1]
    1Uniquemonster uses shockwave text [1]
    1Unique100% chance to Avoid being Chilled
    100% chance to Avoid being Frozen
    100% chance to Avoid being Ignited
    Unaffected by Shock
    elemental fire cold lightning ailment
    1UniqueAvoids Ignited
    100% chance to Avoid being Chilled
    100% chance to Avoid being Frozen
    Unaffected by Shock
    elemental fire cold lightning ailment
    1UniqueAvoids Frozen
    Avoids Chilled
    Avoids Ignited
    Unaffected by Shock
    elemental fire cold lightning ailment
    1UniqueAvoids Frozen
    Avoids Chilled
    100% chance to Avoid being Ignited
    Unaffected by Shock
    elemental fire cold lightning ailment
    1Unique20% chance to Shock
    Gain 20% of Physical Damage as Extra Lightning Damage
    bleed damage physical elemental lightning ailment
    Storm Cultist's Touch1Torment+25% to Lightning Resistance
    10% chance to Shock
    Gain 25% of Physical Damage as Extra Lightning Damage
    bleed damage physical elemental lightning resistance ailment
    Storm Cultist's Grip1Torment+40% to Lightning Resistance
    25% chance to Shock
    Gain 60% of Physical Damage as Extra Lightning Damage
    bleed damage physical elemental lightning resistance ailment
    1Uniqueshock art variation [2]
    Three Hands Talisman1Talisman50% chance to Ignite
    50% chance to Freeze
    50% chance to Shock
    Gain 30% of Physical Damage as Extra Damage of a random Element
    bleed damage physical elemental fire cold lightning ailment
    1Unique50% chance to Avoid being Chilled
    50% chance to Avoid being Frozen
    50% chance to Avoid being Ignited
    50% chance to Avoid being Shocked
    50% chance to Avoid being Poisoned
    50% chance to Avoid Bleeding
    ailment
    1UniqueAlways Shock
    Gain 50% of Physical Damage as Extra Lightning Damage
    All Damage from Hits Contributes to Shock Chance
    bleed damage physical elemental lightning ailment
    Heretic's Grip1Torment25% chance to Shock
    All Elemental Damage from Hits Contributes to Shock Chance
    Physical Damage from Hits also Contributes to Chill Magnitude
    elemental cold lightning ailment
    1UniqueCurse Reflection
    Shock Reflection
    1UniqueMonsters have 100% increased Freeze Buildup
    Monsters have 100% increased Shock Chance
    Monsters inflict 100% increased Flammability Magnitude
    1Uniquedamage hit effect index [103]
    shock art variation [10]
    Delve Area mods /3
    NameLevelPre/SufDescriptionWeight
    1DelveAreaArea has patches of Shocked Ground which increase Damage taken by 20%
    10% increased Quantity of Items found in this Area
    6% increased Rarity of Items found in this Area
    4% increased Pack size
    map ground effect patches per 100 tiles [20]
    map ground effect radius [14]
    52DelveAreaArea has patches of Shocked Ground which increase Damage taken by 35%
    10% increased Quantity of Items found in this Area
    6% increased Rarity of Items found in this Area
    4% increased Pack size
    map ground effect patches per 100 tiles [24]
    map ground effect radius [16]
    173DelveAreaArea has patches of Shocked Ground which increase Damage taken by 50%
    10% increased Quantity of Items found in this Area
    6% increased Rarity of Items found in this Area
    4% increased Pack size
    map ground effect patches per 100 tiles [28]
    map ground effect radius [18]
    Heist Area mods /4
    NameLevelPre/SufDescriptionWeight
    of Lightning46Suffix10% increased Quantity of Items found in this Area
    6% increased Rarity of Items found in this Area
    Area has patches of Shocked Ground which increase Damage taken by 20%
    heist contract alert level +% final [-4]
    heist contract lockdown timer +% [4]
    heist monster spawner alive limit +% [4]
    map ground effect patches per 100 tiles [16]
    map ground effect radius [12]
    elemental lightning ailment
    of Lightning68Suffix10% increased Quantity of Items found in this Area
    6% increased Rarity of Items found in this Area
    Area has patches of Shocked Ground which increase Damage taken by 20%
    heist contract alert level +% final [-4]
    heist contract lockdown timer +% [4]
    heist monster spawner alive limit +% [4]
    map ground effect patches per 100 tiles [20]
    map ground effect radius [14]
    elemental lightning ailment
    of Lightning73Suffix10% increased Quantity of Items found in this Area
    6% increased Rarity of Items found in this Area
    Area has patches of Shocked Ground which increase Damage taken by 35%
    heist contract alert level +% final [-4]
    heist contract lockdown timer +% [4]
    heist monster spawner alive limit +% [4]
    map ground effect patches per 100 tiles [24]
    map ground effect radius [16]
    elemental lightning ailment
    of Lightning78Suffix10% increased Quantity of Items found in this Area
    6% increased Rarity of Items found in this Area
    Area has patches of Shocked Ground which increase Damage taken by 50%
    heist contract alert level +% final [-4]
    heist contract lockdown timer +% [4]
    heist monster spawner alive limit +% [4]
    map ground effect patches per 100 tiles [28]
    map ground effect radius [18]
    elemental lightning ailment
    Veiled mods /1
    NameLevelPre/SufDescriptionWeight
    1Prefix100% increased Freeze Buildup
    100% increased chance to Shock
    100% increased Flammability Magnitude
    Misc mods /22
    NameLevelDomainPre/SufDescriptionWeight
    1FlaskUniqueUsed when you become Shocked
    of Earthing6FlaskSuffixGrants Immunity to Shock for (6–8) seconds if used while Shocked
    of the Conger6FlaskSuffix(45–49)% less Duration
    Immunity to Shock during Effect
    of Suffering1JewelSuffix(5–10)% increased Duration of Ignite, Shock and Chill on Enemies elemental ailmentdexjewel 1
    default 0
    of Shocking1JewelSuffix(10–20)% increased chance to Shockdexjewel 1
    intjewel 1
    default 0
    of Paralyzing1JewelSuffix(15–25)% increased Shock Duration elemental lightning ailmentdexjewel 1
    intjewel 1
    default 0
    Jolting1JewelPrefix(10–15)% increased Magnitude of Shock you inflict elemental lightning ailmentdexjewel 1
    intjewel 1
    default 0
    of Suffering1JewelSuffix(3–5)% increased Duration of Ignite, Shock and Chill on Enemies elemental ailmentdex_radius_jewel 1
    default 0
    of Shocking1JewelSuffix(2–3)% increased chance to Shockdex_radius_jewel 1
    int_radius_jewel 1
    default 0
    of Paralyzing1JewelSuffix(2–3)% increased Shock Duration elemental lightning ailmentdex_radius_jewel 1
    int_radius_jewel 1
    default 0
    Jolting1JewelPrefix(5–7)% increased Magnitude of Shock you inflict elemental lightning ailmentdex_radius_jewel 1
    int_radius_jewel 1
    default 0
    1JewelUnique(4–6)% reduced Shock duration on you elemental lightning ailment
    Insulating FIX ME1JewelUnique(6–8)% chance to Avoid being Shocked elemental lightning ailment
    FIX ME1JewelUnique(2–3)% chance to Shock elemental lightning ailment
    of the Storm1JewelUnique(12–16)% increased Shock Duration elemental lightning ailment
    of Insulation1JewelUnique15% reduced effect of Chill and Shock on you elemental cold lightning ailment
    of the Stormdweller1JewelUnique(30–35)% reduced effect of Shock on you elemental lightning ailment
    of Shocking1JewelUnique(3–5)% chance to Shock
    (12–16)% increased Shock Duration
    elemental lightning ailment
    Ulaman's65ExpeditionRelicPrefixshock effect +% if consumed frenzy charge recently [20,30] ailment
    of Amanamu65ExpeditionRelicSuffixyour mace slam aftershock chance % [10,16] attack
    of Amanamu65ExpeditionRelicSuffixyour mace slam aftershock chance % [16,23] attack
    Ulaman's65ExpeditionRelicPrefixMonsters inflict Shock with (14–23)% increased Magnitude
    lightning damage +% [86,99]
    elemental lightning ailment
    Item /1
    Grounding Charm
    Lasts 3 Second
    Consumes 30 of 40 Charges on use
    Currently has 40 Charges
    Grants Immunity to Shock
    Used when you become Shocked
    Unique /14
    +(30–40) to maximum Life
    +(10–15)% to all Elemental Resistances
    (15–30)% increased Elemental Damage
    Enemies take (15–20)% increased Damage for each Elemental Ailment type among
    your Ailments on them
    (30–40)% reduced Duration of Ignite, Shock and Chill on Enemies
    +(50–70) to maximum Mana
    +(20–30)% to Lightning Resistance
    20% chance to gain a Power Charge on Hit
    Lose all Power Charges on reaching maximum Power Charges
    Shocks you when you reach maximum Power Charges
    (150–200)% increased Armour and Evasion
    (20–25) Life Regeneration per second
    200% increased Stun Recovery
    (30–50)% reduced Chill Duration on you
    (30–50)% reduced Freeze Duration on you
    (30–50)% reduced Shock duration on you
    10% increased Movement Speed
    (30–60)% increased Armour and Energy Shield
    Adds 1 to (30–50) Lightning damage to Attacks
    Drop Shocked Ground while moving, lasting 8 seconds
    (30–50)% increased Armour and Energy Shield
    You cannot be Chilled for 6 seconds after being Chilled
    You cannot be Frozen for 6 seconds after being Frozen
    You cannot be Ignited for 6 seconds after being Ignited
    You cannot be Shocked for 6 seconds after being Shocked
    Curses you inflict are reflected back to you
    (40–60)% increased Evasion and Energy Shield
    +(10–20)% to all Elemental Resistances
    Fire Damage from Hits Contributes to Shock Chance instead of Flammability and Ignite Magnitudes
    Cold Damage from Hits Contributes to Flammability and Ignite Magnitudes instead of Chill Magnitude or Freeze Buildup
    Lightning Damage from Hits Contributes to Freeze Buildup instead of Shock Chance
    10% reduced Movement Speed
    (50–100)% increased Armour and Energy Shield
    +100 to maximum Life
    (35–50)% reduced Effect of Chill on you
    (35–50)% reduced Magnitude of Ignite on you
    (35–50)% reduced effect of Shock on you
    +(60–100) to Evasion Rating
    +(30–50) to maximum Energy Shield
    Gain (25–35) Mana per Enemy Killed
    Inflict Cold Exposure on Igniting an Enemy
    Inflict Fire Exposure on Shocking an Enemy
    Inflict Lightning Exposure on Critical Hit
    Grants Skill: Level 1 Lightning Bolt
    Grants Skill: Level 1 Spark
    (80–120)% increased Lightning Damage
    (10–20)% increased Cast Speed
    (20–30)% increased Mana Regeneration Rate
    Trigger Spark Skill on killing a Shocked Enemy
    Causes (30–50)% increased Stun Buildup
    (80–120)% increased Physical Damage
    +(10–15) to Strength
    Gain (10–20) Life per Enemy Killed
    Slam Skills you use yourself cause Aftershocks
    +(20–30)% to Lightning Resistance
    +(40–60) to maximum Mana
    (10–20)% increased chance to Shock
    +1 to Level of all Lightning Skills
    Has (1–3) Charm Slot
    (20–30)% increased Flask Charges gained
    +(40–60) to maximum Mana
    +(30–40)% to Lightning Resistance
    (7–12) Life Regeneration per second
    Cannot be Shocked
    Grants Skill: Spear Throw
    No Physical Damage
    Adds 1 to (80–120) Lightning Damage
    (15–30)% increased Attack Speed
    (50–100)% increased chance to Shock
    local weapon implicit hidden added maximum chaos damage [71]
    local weapon implicit hidden added minimum chaos damage [43]
    Adds 1 to (200–300) Lightning Damage
    (10–15)% increased Attack Speed
    100% of Lightning Damage Converted to Chaos Damage
    Chaos Damage from Hits also Contributes to Shock Chance
    Passive /30
    Immune to Chill if a majority of your Socketed Support Gems are Blue
    Immune to Ignite if a majority of your Socketed Support Gems are Red
    Immune to Shock if a majority of your Socketed Support Gems are Green
    10% chance for Mace Slam Skills you use yourself to cause Aftershocks
    10% chance for Mace Strike Skills you use yourself to cause Aftershocks, dealing
    the same damage to enemies within 1.8 metres
    +30% of Armour also applies to Lightning Damage
    30% reduced effect of Shock on you
    25% reduced Shock duration on you
    40% increased Electrocute Buildup
    30% increased Shock Chance against Electrocuted Enemies
    15% increased Mana Regeneration Rate
    30% increased Magnitude of Shock you inflict
    40% increased chance to Shock
    5% increased Attack and Cast Speed with Lightning Skills
    40% increased chance to Shock
    Gain 5% of Lightning Damage as Extra Cold Damage
    +20 to maximum Mana
    50% increased Shock Duration
    25% increased Critical Hit Chance against Shocked Enemies
    40% increased Magnitude of Shock you inflict with Critical Hits
    25% increased Lightning Damage
    15% increased Shock Duration
    30% increased Damage with Hits against Shocked Enemies
    25% increased Shock Duration
    25% increased Magnitude of Shock you inflict
    20% increased Elemental Infusion duration
    Remnants can be collected from 15% further away
    Witch: 20% increased Chaos Damage
    Witch: 18% increased Skill Effect Duration
    30% increased chance to Shock
    50% increased Electrocute Buildup against Shocked Enemies
    50% increased Shock Chance against Electrocuted Enemies
    Shocking Hits have a 50% chance to also Shock enemies in a 1.5 metre radius
    25% chance on Consuming a Shock on an Enemy to reapply it
    30% increased Elemental Damage if you've Shocked an Enemy Recently
    Gain 5% of Damage as Extra Lightning Damage
    30% increased chance to Shock
    25% increased Mana Regeneration Rate if you have Shocked an Enemy Recently
    20% increased Magnitude of Shock you inflict
    40% increased Chill Duration on Enemies
    40% increased Shock Duration
    25% increased Magnitude of Chill you inflict
    25% increased Magnitude of Shock you inflict
    25% increased Freeze Buildup
    25% increased chance to Shock
    25% increased Flammability Magnitude
    25% increased Electrocute Buildup
    30% increased Area of Effect of Aftershocks you create yourself
    3% increased maximum Life
    8% increased Area of Effect for Attacks
    5% chance for Slam Skills you use yourself to cause Aftershocks
    25% increased Damage with Hits against Enemies affected by Elemental Ailments
    15% increased Duration of Ignite, Shock and Chill on Enemies
    Gain 8% of Physical Damage as Extra Cold Damage against Shocked Enemies
    Gain 8% of Physical Damage as Extra Lightning Damage against Chilled Enemies
    Gain 15% of Damage as Extra Lightning Damage while on Shocked Ground
    40% reduced effect of Shock on you
    Ascendancy Passive /4
    Ascendancy: Titan
    Character:
    25% chance for Slam Skills you use yourself to cause Aftershocks
    Ascendancy: Stormweaver
    Character:
    25% less Magnitude of Shock you inflict
    Ascendancy: Stormweaver
    Character:
    Ascendancy: Invoker
    Character:
    Gain 10% of Damage as Extra Lightning Damage
    25% chance on Shocking Enemies to created Shocked Ground
    Timeless Jewel Passive /5
    Shock Chance
    Vaal Passive
    (3–6)% chance to Shock
    Virtue Gem Surgery
    Eternal Notable
    30% increased Magnitude of Shock you inflict
    Rural Life
    Eternal Notable
    80% chance to Avoid being Shocked
    Guerilla Warfare
    Kalguuran Notable
    40% increased chance to Shock
    15% increased Totem Life
    Furs and Leather
    Kalguuran Notable
    10% reduced Shock duration on you
    Timeless Jewel Passive Additions /1
    FactionCategoryShow Full DescriptionsCode
    VaalNotable
    (3–6)% chance to Shockvaal_small_chance_to_shock
    Edit

    Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.