Thunderous Leap
Tier: 9
Level: (1–20)
Cost: (11–81) Mana
Attack Damage: (110–449)% of base
Requires: Level (1–90), (1–205) Dex
Requires: Spears
Leap into the air and plunge your Spear into the ground at the target location, emitting a Lightning-charged shockwave.
Converts 70% of Physical Damage to Lightning Damage
+1.1 seconds to Total Attack Time
Shockwave radius is 2.5 metres

Additional Effects From Quality:
+(0–0.5) metres to Shockwave radius
Skills can be managed in the Skills Panel.
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      Level Effect /40
      LevelRequires LevelDexCostBase Damage
      10111100%, 110%
      23912100%, 121%
      361614100%, 134%
      4102515100%, 147%
      5143417100%, 160%
      6184319100%, 173%
      7225221100%, 187%
      8266123100%, 200%
      9317226100%, 212%
      10368329100%, 226%
      11419532100%, 241%
      124610636100%, 257%
      135211939100%, 274%
      145813344100%, 293%
      156414648100%, 313%
      166615154100%, 336%
      177216460100%, 361%
      187817866100%, 387%
      198419173100%, 417%
      209020581100%, 449%
      2190100%, 484%
      22100100%, 521%
      23111100%, 562%
      24123100%, 605%
      25136100%, 652%
      26151100%, 702%
      27167100%, 756%
      28186100%, 815%
      29206100%, 878%
      30228100%, 946%
      31253100%, 1019%
      32280100%, 1097%
      33310100%, 1182%
      34344100%, 1274%
      35381100%, 1372%
      36422100%, 1478%
      37468100%, 1592%
      38519100%, 1715%
      39575100%, 1848%
      40637100%, 1991%
      Attribute /7

      Thunderous Leap

      KeyValue
      AcronymShock
      BaseType Thunderous Leap
      Class Skill Gems
      TargetTypesGround, , NO_LINE_OF_SIGHT, Self, ,
      TypeAttack, Area, Travel, Spear, Jumping, Slam, Lightning, Melee
      ItemTypeMetadata/Items/Gem/SkillGemThunderousLeap
      ActiveSkillsCodespear_lightning_warp
      Thunderous Leap
      Tier: 9
      Level: (1–20)
      Cost: (11–81) Mana
      Attack Damage: (110–449)% of base
      Requires: Level (1–90), (1–205) Dex
      Requires: Spears
      Leap into the air and plunge your Spear into the ground at the target location, emitting a Lightning-charged shockwave.
      Converts 70% of Physical Damage to Lightning Damage
      +1.1 seconds to Total Attack Time
      Shockwave radius is 2.5 metres
      attack maximum action distance + [60]
      base skill show average damage instead of dps [1]
      is area damage [1]
      skill cannot be interrupted [1]
      spear lightning warp teleport delay ms [2000]

      Additional Effects From Quality:
      +(0–0.5) metres to Shockwave radius
      Skills can be managed in the Skills Panel.
      Supported By /151
    • Active Type: Attack, Area, Travel, Spear, Jumping, Slam, Lightning, Melee
    • 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 reflecting them back to you as well.
      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.
      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.
      Pinpoint Critical
      Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits.
      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.
      Stomping Ground
      Supports Travel skills, causing your footsteps to crack the earth and emit damaging shockwaves while using the skill.
      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.
      Lightning Mastery
      Supports Lightning skills, granting them an additional level.
      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.
      Holy Descent
      Supports Skills that leap into the air, causing them to create Consecrated Ground when you land
      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.
      Retaliate
      Supports Melee Attack Skills you use yourself. Supported Skills gain much more damage the closer you are to being Heavily Stunned.
      Tremors
      Supports Slam Skills you use yourself. Supported Skills gain multiple independent chances to cause Aftershocks, but deal less Damage.
      Cadence
      Supports Attacks you use yourself. Supported Skills gain more Attack speed each time you use them, but will become unusable if used too frequently in a short time frame.
      Bone Shrapnel
      Supports Skills which Hit Enemies. Supported Skills trigger Bone Shrapnel explosions when killing Pinned Enemies.
      Derange
      Supports Skills which you use yourself which can deal damage. Supported Skills gain an Energy Shield cost equal to your Intelligence, while also dealing more non-Ailment Damage over time based off of your Intelligence. Cannot support Channelling Skills.
      Verglas
      Supports Skills you use yourself which can Hit Enemies. Supported Skills Gain a percentage of their Damage as Cold Damage when you destroy Ice Crystals.
      Embitter
      Supports Skills which can Damage Enemies with Hits, causing all sources of Damage Gained to instead be treated as Damage Gained as extra Cold for Supported Skills.
      Rusted Spikes
      Supports Skills which deal Damage with Hits. When Supported Skills Pin an Enemy, they also Aggravate Bleeding on that Enemy.
      Rally
      Supports Slam or Strike Skills. Supported Skills Consume all Endurance Charge on use, causing you to restore a percentage of your maximum Life for each Charge Consumed.
      Concoct
      Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Life Flask charges, inflicting more powerful Bleeding based on Life Flask charges consumed.
      Ambrosia
      Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Mana Flask charges, Gaining a percentage of Damage as extra Lightning Damage per Mana Flask charge consumed.
      Reverberate
      Supports Slam Skills. Supported Skills have increased chance to cause Aftershocks the longer their Attack time.
      Clash
      Supports Melee Attack Skills. Supported Skills deal more Damage while you have a lower percentage of your Life remaining than the target struck, but less Damage when the reverse is true.
      Malady
      Supports Skills which can cause Damaging Hits, causing base chance to inflict Bleed with Supported Skills to instead apply to base chance to Poison, and causing base chance to Poison to instead apply to Bleed.
      Dazzle
      Supports Attack Skills. Supported Skills always hit Dazed Enemies, but Consume Daze on Hit, and cannot themselves inflict Daze.
      Syzygy
      Supports Slam Skills you use yourself. Hits from Supported Skills are considered Crushing Blows against Enemies which are both Ignited and Fully Armour Broken. Hits with Supported Skills that Heavily Stun Ignited and Fully Armour Broken Enemies will Intimidate them.
      Unyielding
      Supports Melee Attack Skills you use yourself. While using Supported Skills, a percentage of Damage taken is Recouped as Life, with the percentage scaling higher the longer the Attack time of the Supported Skill. Cannot Support Channelling Skills.
      Desperation
      Supports Melee Attack Skills you use yourself. Insufficient Mana doesn't prevent Supported Skills from being used while Surrounded.
      Overextend
      Supports Attack Skills you use yourself. Supported Skills deal more Damage with Critical Hits, but Critically Hitting an Enemy with them will Daze you for a short time.
      Excoriate
      Supports Melee Attack Skills. Supported Skills deal more Melee Damage for each Elemental Ailment on Enemies they hit, but cannot themselves inflict Elemental Ailments.
      Pursuit
      Supports Melee Attacks. Supported Skills deal more Melee damage if you have struck with a Projectile Attack Hit in the last eight seconds, but cannot themselves deal Projectile Damage.
      Reach
      Supports Attack Skills which deal Damage in an Area. Supported Skills have significantly increased Area of Effect, but are less Accurate against nearby targets.
      Commiserate
      Supports Skills you use yourself which can cause Damaging Hits. Supported Skills inflict more powerful Ailments if you are afflicted with those Ailments when you inflict them, while also removing from you any Ailment that they inflict.
      Blindside
      Supports Skills which can cause Damaging Hits. Supported Skills are more likely to Critically Hit Blinded Enemies, and deal more Damage with Critical Hits against Blinded Enemies, but cannot themselves inflict Blind.
      Hit and Run
      Supports Attack Skills you use yourself which do not have already have some Condition for use. Supported Skills can only be used after you have moved a certain distance, but have massively increased Skill Speed. Cannot support Skills which have a Cooldown or that are Triggered.
      Defy
      Supports Attack Skills you use yourself. Hit Damage from Supported Skills is Lucky if you are Surrounded.
      Volatility
      Supports Skills you use yourself which can cause Damaging Hits. Supported Skills grant Volatility on Critical Hit.
      Haemocrystals
      Supports Attack Skills you use yourself which can cause Damaging Hits. Supported Skills Consume Bleeding on Hit to create explosive blood-filled crystals, but cannot themselves inflict Bleeding.
      Spar
      Supports Melee Attack Skills. Supported Skills are more capable of Stunning Enemies the closer you are to being Heavily Stunned.
      Dauntless
      Supports Skills you use yourself which can cause Damaging Hits. Supported Skills cannot be used unless you have been stationary for a certain duration, but deal increasingly more damage the longer you are stationary. Cannot support Skills which have a reservation, are Triggered, have a cooldown or have another usage Condition.
      Quill Burst
      Supports Melee Attack Skills. Supported Skills trigger Quill Burst, which deals your Thorns Damage in an Area around the target struck. Quill Burst can only be triggered on Hit after you've Retaliated with Thorns Damage.
      Unsteady Tempo
      Supports Melee Attack Skills you use yourself. Attacking with Supported Skills will cycle through various effects, with the first Attack in sequence inflicting Hobble on you. The second and third Attacks in sequence will powerfully scale chance to Critically Hit and overall damage, respectively, at which point the cycle will reset.
      Shocking Leap
      Supports Skills that leap into the air and deal damage, causing them to create Shocked Ground the first time they Critically Hit an enemy.
      Arms Length
      Supports Skills which Hit Enemies, causing Knockback from those Hits to be significantly more effective.
      Charm Bounty
      Supports any Skill that Hits Enemies, causing Enemies it kills to grant more Charm charges.
      Untouchable
      Supports Attack Skills you use yourself. While using Supported Skills, you gain increased Evasion Rating, with the increase scaling higher the longer the Attack time of the supported Skill. Cannot Support Channelling Skills.
      Unabating
      Supports Attack Skills you use yourself. While using Supported Skills, you gain increased Armour, with the increase scaling higher the longer the Attack time of the supported Skill. Cannot Support Channelling Skills.
      Punch Through
      Supports Melee Attack Skills. Supported Skills apply Easy Target when Knocking Back Enemies, causing the next Projectile Attack Hit they take to deal increased Damage.
      Rip
      Supports Melee Attack Skills you use yourself. Killing Blows with Supported Skills on Bleeding enemies create a Blood Remnant. Blood Remnants increase your Life regeneration rate for a short while after being collected.
      Tear
      Supports Melee Attacks you use yourself. On-Kill effects caused by Killing Blows with Supported Skills on Bleeding enemies have a chance to occur twice.
      Brink
      Supports Melee Attack Skills. Supported Skills deal more Damage against Heavily Stunned Enemies, but cannot themselves Stun.
      First Blood
      Supports Attacks. Supported Skills are far more likely to inflict Bleeding on Hitting full Life Enemies.
      Retort
      Supports Attacks you use yourself, causing them to Consume the Parried Debuff on Hit to grant you a Frenzy Charge. Cannot support Skills which already Consume the Parried Debuff.
      Blood in the Eyes
      Supports Skills that Hit Enemies, causing those Hits to Hobble Bleeding Enemies based on a portion of Physical Damage dealt.
      Incision
      Supports Attack Skills. Supported Skills inflict Incision on Hit, which causes Enemies to be increasingly more likely to be inflicted with Bleeding. All Incision is removed from a target on inflicting it with Bleeding.
      Unerring Power
      Supports Attack Skills you use yourself. When Supported Attacks are Empowered, they have significantly lowered cost and raised Accuracy.
      Impale
      Supports Attacks, causing them to Impale on Hit but making them unable to Extract Impale themselves.
      See Red
      Supports Attack Skills. Bleeding inflicted with Supported Skills lasts significantly longer, but enemies you inflict Bleeding onto with Supported Skills will move and Attack faster.
      Outmaneuver
      Supports Skills you use yourself which can cause Damaging Hits. Supported Skills Break Armour against Parried Enemies.
      Tumult
      Supports Skills you use yourself which can cause Damaging Hits. Supported Skills consume a Frenzy Charge on use to powerfully Break Armour.
      Edit

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