Supercharged Slam
Tier: 11
Level: (1–20)
Cost: (8.15–70.42) Mana per second
Attack Time: 1.00 sec
Attack Damage: (55–172)% of base
Requires: Level (1–90), (1–205) Str
Requires: Two Hand Maces
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.
Impact
Impact radius is 1.6 metres
20% more Damage with Hits for each stage
Maximum 3 Stages
Channelling ends 1 second after reaching maximum Stages
Releases 1 Aftershock per Stage

Additional Effects From Quality:
Maximum (0–2) Stages
Channelling ends 1 second after reaching maximum Stages
Releases 1 Aftershock per Stage
Aftershock
Aftershock radius is 2.8 metres
Each successive aftershock gains +0.5 metres to radius
20% more damage with Hits for each stage
Skills can be managed in the Skills Panel.
Level Effect /40
LevelRequires LevelStrCostBase Damage
1018100%, 55%, 100%
2399100%, 60%, 100%
361610100%, 67%, 100%
4102511100%, 73%, 100%
5143413100%, 78%, 100%
6184314100%, 84%, 100%
7225216100%, 90%, 100%
8266118100%, 96%, 100%
9317220100%, 100%, 100%
10368323100%, 105%, 100%
11419525100%, 111%, 100%
124610628100%, 116%, 100%
135211932100%, 122%, 100%
145813336100%, 128%, 100%
156414640100%, 134%, 100%
166615145100%, 141%, 100%
177216450100%, 148%, 100%
187817856100%, 156%, 100%
198419163100%, 163%, 100%
209020570100%, 172%, 100%
2179100%, 180%, 100%
2288100%, 189%, 100%
2399100%, 199%, 100%
24111100%, 209%, 100%
25124100%, 219%, 100%
26139100%, 230%, 100%
27156100%, 241%, 100%
28175100%, 253%, 100%
29196100%, 266%, 100%
30219100%, 279%, 100%
31245100%, 293%, 100%
32275100%, 308%, 100%
33308100%, 323%, 100%
34345100%, 340%, 100%
35387100%, 357%, 100%
36433100%, 374%, 100%
37485100%, 393%, 100%
38543100%, 413%, 100%
39609100%, 433%, 100%
40682100%, 455%, 100%
Attribute /8

Supercharged Slam

KeyValue
AcronymHit, Channelling, Aftershock, Hits
BaseType Supercharged Slam
Class Skill Gems
WeaponTwo Hand Maces
TargetTypesGround, ,
TypeAttack, Area, Channel, Melee, Slam, NoDualWield
ItemTypeMetadata/Items/Gems/SkillGemSuperchargedSlam
ActiveSkillsCodechannelled_slam
Supercharged Slam
Tier: 11
Level: (1–20)
Cost: (8.15–70.42) Mana per second
Attack Time: 1.00 sec
Attack Damage: (55–172)% of base
Requires: Level (1–90), (1–205) Str
Requires: Two Hand Maces
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.
Impact
Impact radius is 1.6 metres
20% more Damage with Hits for each stage
Maximum 3 Stages
Channelling ends 1 second after reaching maximum Stages
Releases 1 Aftershock per Stage
base minimum channel time ms [1000]
base skill show average damage instead of dps [1]
channel skill end animation duration override ms [1000]
channel start lock cancelling scales with attack speed [1]
is area damage [1]
skill animation duration multiplier override [3]

Additional Effects From Quality:
Maximum (0–2) Stages
Channelling ends 1 second after reaching maximum Stages
Releases 1 Aftershock per Stage
Aftershock
Aftershock radius is 2.8 metres
Each successive aftershock gains +0.5 metres to radius
20% more damage with Hits for each stage
aftershock delay ms [250]
base minimum channel time ms [1000]
base skill show average damage instead of dps [1]
channel skill end animation duration override ms [1000]
channel start lock cancelling scales with attack speed [1]
channelled slam max stages [3]
display statset hide usage stats [1]
is area damage [1]
skill animation duration multiplier override [3]
Skills can be managed in the Skills Panel.
Supported By /99
  • Active Type: Attack, Area, Channel, Melee, Slam, NoDualWield
  • Fire Infusion
    Supports Attacks, causing them to Gain Fire Damage but deal less Cold and Lightning Damage.
    Martial Tempo
    Supports Attacks, causing them to Attack faster.
    Cold Infusion
    Supports Attacks, causing them to Gain Cold Damage but deal less Fire and Lightning Damage.
    Bullseye
    Supports Attacks, causing them to gain Accuracy.
    Magnified Effect
    Supports any skill with an area of effect, making it larger.
    Lightning Infusion
    Supports Attacks, causing them to Gain Lightning Damage but deal less Cold and Fire Damage.
    Supercritical
    Supports any skill that Hits enemies, causing it to deal more damage with Critical Hits but have less Critical Hit chance.
    Bludgeon
    Supports any skill that Hits enemies, causing it to Knock Back enemies.
    Life Thief
    Supports Attacks, causing their Physical damage to Leech Life.
    Soul Thief
    Supports Attacks, causing their Physical damage to Leech Mana.
    Chaos Infusion
    Supports Attacks, causing them to Gain Chaos Damage but deal less Damage of other Types.
    Heavy Swing
    Supports Melee Attacks, boosting their Physical damage at the cost of Attack Speed.
    Concentrated Effect
    Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher.
    Bloodlust
    Supports Melee Attacks, causing them to deal more damage against Bleeding enemies, but preventing them from inflicting Bleeding.
    Blind
    Supports any skill that Hits enemies, causing them to Blind on Hit.
    Fire Penetration
    Supports any skill that Hits enemies, making those Hits Penetrate enemy Fire resistance.
    Cold Penetration
    Supports any skill that Hits enemies, making those Hits Penetrate enemy Cold resistance.
    Lightning Penetration
    Supports any skill that Hits enemies, making those Hits Penetrate enemy Lightning resistance.
    Ice Bite
    Supports Attacks you use yourself. Freezing an enemy with supported skills infuses all of your Attacks with Cold damage for a short time.
    Glaciation
    Supports any skill that Hits enemies, making it more effective at Freezing enemies.
    Conduction
    Supports any skill that Hits enemies, making it more likely to Shock.
    Elemental Focus
    Supports any skill that Hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
    Wildfire
    Supports any skill that Hits enemies, Spreading Ignites it inflicts to nearby enemies after a delay.
    Lacerate
    Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
    Envenom
    Supports any skill that Hits enemies, giving it a chance to Poison enemies.
    Maim
    Supports Attacks, causing them to Maim enemies.
    Immolate
    Supports Attacks, granting them extra Fire damage against Ignited enemies but making them unable to Ignite enemies themselves.
    Lasting Shock
    Supports any skill that Hits enemies or inflicts Shock, causing its Shocks to be inflicted less often but last longer.
    Brutality
    Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
    Momentum
    Supports any damaging skill that you use yourself, causing it to deal more damage if you move a sufficient distance while using the skill. Teleportation does not count towards the distance travelled.
    Withering Touch
    Supports any skill that Hits enemies, giving it a chance to Wither enemies on Hit.
    Close Combat
    Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
    Rage
    Supports Melee Attacks, causing them to grant Rage on Hit.
    Execute
    Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life.
    Overcharge
    Supports any skill that Hits enemies, making its Shocks more effective but last for a shorter duration.
    Jagged Ground
    Supports Slam skills, granting them a chance to create patches of Jagged Ground.
    Inevitable Critical
    Supports any skill you use yourself that Hits enemies, causing it to accumulate Critical Hit chance over time.
    Ruthless
    Supports Attacks, causing repeated uses to be more effective at Stunning enemies.
    Fist of War
    Supports Slams you use yourself, providing a powerful Ancestral Boost every few seconds.
    Frost Nexus
    Supports any skill that Hits enemies, causing it to create patches of Chilled Ground around Frozen enemies.
    Shock Siphon
    Supports any skill that Hits enemies, causing you to recover Energy Shield when it kills a Shocked enemy.
    Coursing Current
    Supports any skill that Hits enemies, giving it a chance to also Shock nearby enemies when you Shock an enemy.
    Deep Freeze
    Supports any skill that Hits enemies, causing Freeze it inflicts to last longer.
    Ignition
    Supports any skill that Hits enemies, making it more likely to Ignite.
    Searing Flame
    Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.
    Eternal Flame
    Supports any skill that Hits enemies, causing its Ignites to be inflicted less often but last longer.
    Exploit Weakness
    Supports any skill that Hits enemies, causing them to deal more Damage against enemies with Broken Armour but preventing them from Breaking Armour themselves. Cannot support skills that Consume Broken Armour.
    Devastate
    Supports any skill that Hits enemies, causing them to apply Broken Armour to enemies when causing a Heavy Stun to enemies.
    Neural Overload
    Supports any skill that Hits enemies. Nearby enemies are marked when they are Primed for Electrocution, and hitting a marked enemy with a supported skill will Electrocute them.
    Corrosion
    Supports any skill that Hits enemies, causing Poison it applies to also Break enemy Armour. Cannot support skills that Consume Fully Broken Armour.
    Bursting Plague
    Supports skills that can Poison enemies, causing Poisoned enemies to gain Plague over time and explode in a Plague Burst on death. Cannot support the skills of Minions.
    Frostfire
    Supports any skill that Hits enemies, causing it to Consume Freeze on Igniting a Frozen enemy to boost the effect of the Ignite.
    Stormfire
    Supports any skill that Hits enemies, prolonging Shocks they inflict on Ignited enemies.
    Electrocute
    Supports any Skill which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock.
    Biting Frost
    Supports any skill that Hits enemies, causing them to deal more damage to Frozen enemies but consume their Freeze. Cannot support skills that Consume Freeze.
    Hourglass
    Supports any damaging skill that you use yourself, causing it to deal significantly more damage but gain a long cooldown. Cannot support Skills which already have a cooldown.
    Fiery Death
    Supports any skill that Hits enemies, causing enemies it Ignites to have a chance to explode on death.
    Lockdown
    Supports any skill that Hits enemies, causing any Pin buildup it inflicts to be stronger the closer the enemy is to you.
    Overpower
    Supports any skill that hits enemies, causing it to build up Stun more quickly.
    Pin
    Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun.
    Ambush
    Supports any skill that Hits enemies, making it more likely to Critically Hit enemies on full life.
    Mana Bounty
    Supports any skill that Hits enemies, causing enemies it kills to grant more Mana Flask charges.
    Life Bounty
    Supports any skill that Hits enemies, causing enemies it kills to grant more Life Flask charges.
    Break Endurance
    Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when it Fully Breaks an enemy's Armour.
    Minion Pact
    Supports damaging skills you use yourself, draining the life from one of your Minions on use in order to boost the skill's damage. Only takes effect if you have a Minion with enough life to drain the full amount.
    Life Drain
    Supports any skill that Hits enemies, causing you to recover Life when it Culls an enemy.
    Soul Drain
    Supports any skill that Hits enemies, causing you to recover Mana when it Culls an enemy.
    Innervate
    Supports Attacks you use yourself. Killing a Shocked enemy with supported skills infuses all of your Attacks with Lightning damage for a short time.
    Comorbidity
    Supports any skill that Hits enemies, allowing it to inflict an extra Poison on enemies but shortening the duration of those Poisons.
    Demolisher
    Supports any skill, causing Armour Break it inflicts to be stronger.
    Rageforged
    Supports any damaging skill that you use or trigger yourself, causing it to consume Rage to deal more damage. If you don't have enough Rage to consume, the damage bonus will not apply.
    Armour Explosion
    Supports Attacks, causing them to trigger a Fiery explosion when they Fully Break an enemy's Armour.
    Fire Exposure
    Supports any skill that Hits enemies, causing it to inflict Fire Exposure when it Ignites an enemy.
    Lightning Exposure
    Supports any skill that Hits enemies, causing it to inflict Lightning Exposure when it Shocks an enemy.
    Cold Exposure
    Supports any skill that Hits enemies, causing it to inflict Cold Exposure when it Critically Hits an enemy.
    Deadly Poison
    Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Poison.
    Deep Cuts
    Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
    Swift Affliction
    Supports any skill that deals damage, causing it to deal more damage over time but have a shorter duration.
    Combo Finisher
    Supports Melee Attacks you use yourself. Supported Skills cannot be used until enough Combo has been built up, but deal massively more damage. Cannot support skills which already Combo, or Triggered Skills.
    Encumbrance
    Supports any skill, causing inflicted Slows to be more powerful.
    Rupture
    Supports skills that Hit Enemies. Supported skills Aggravate Bleeding on Hitting Heavily Stunned Enemies.
    Culling Strike
    Supports Attack Skills, causing them to Cull Rare and Unique Enemies on Hit.
    Splinter
    Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.
    Longshot
    Supports Attacks, causing them to deal more damage from farther away.
    Discombobulate
    Supports Attacks, causing them to build up Daze based on a portion of Physical Damage dealt.
    Break Posture
    Supports Attacks, causing them to Daze Enemies when they fully Break Armour.
    Primal Armament
    Supports Attacks that use a weapon, causing them to deal more weapon Elemental damage.
    Aftershock
    Supports Slams you use yourself, giving them a chance to create an Aftershock.
    Strip Away
    Supports Skills which apply Exposure to Enemies, increasing the effect of applied Exposure.
    Heft
    Supports Skills which deal Damage, increasing the maximum Physical Damage of their Hits.
    Rising Tempest
    Supports Skills which deal Damage, raising Elemental Damage dealt for each Skill used Recently of a different Elemental type. Cannot support Minion Skills.
    Leverage
    Supports Skills which Hit Enemies. Supported Skills gain increased chance to Critically Hit against Immobilised Enemies.
    Culmination
    Supports Melee Attack Skills. Supported Skills gain Combo when you successfully Strike Enemies with other Melee Attacks. Supported Skills reset their Combo on use, dealing more Damage the higher Combo you had on use. Cannot support skills which already gain Combo. Cannot Support Skills used by Minions.
    Potential
    Supports Skills that you use yourself. Supported Skills will consume a Power Charge on use if possible, and will be much more likely to Critically Hit if they do. Supported Skills cannot generate Power Charges.
    Expanse
    Supports any Skill that you use yourself, granting it significantly higher Area of Effect but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.
    Excise
    Supports any damaging Skill that you use yourself, granting it significantly higher chance to Critically Hit, but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.
    Execrate
    Supports any damaging Skill that you use yourself, granting it significantly higher chance to inflict Ailments on hit, but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.
    Ferocity
    Supports Skills that you use yourself. Supported Skills will consume a Frenzy Charge on use if possible, and will gain significant Skill Speed if they do. Supported Skills cannot generate Frenzy Charges.
    Tremors
    Supports Slam Skills you use yourself. Supported Skills gain multiple independent chances to cause Aftershocks, but deal less Damage.
    Supercharged Slam Monster /2
    NameModifiersSpectre
    The ExecutionerY
    Incarnation of DeathY
    Edit

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