Charged Dash: Difference between revisions
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{{ | {{Item | ||
|rarity_id = normal | |rarity_id = normal | ||
|name = Charged Dash | |name = Charged Dash | ||
Line 11: | Line 11: | ||
|dexterity_percent = 100 | |dexterity_percent = 100 | ||
|gem_tags = Movement, AoE, Channelling, Attack, Lightning, Melee | |gem_tags = Movement, AoE, Channelling, Attack, Lightning, Melee | ||
|gem_description = Channel to project an illusion which you steer. You gain stages while it moves, until it stops at a maximum total distance. Waves of area damage frequently pulse along its path, based on your attack speed. Stop channelling to teleport to the illusion, dealing a final wave of damage. | |gem_description = Channel to project an illusion which you steer. You gain stages while it moves, until it stops at a maximum total distance. Waves of area damage frequently pulse along its path, based on your attack speed. Stop channelling to teleport to the illusion, dealing a final wave of damage. Requires a Melee Weapon. | ||
|active_skill_name = Charged Dash | |active_skill_name = Charged Dash | ||
|item_class_id_restriction = Claw, Dagger, One Hand Sword, Thrusting One Hand Sword, One Hand Axe, One Hand Mace, Sceptre, Staff, Two Hand Sword, Two Hand Axe, Two Hand Mace, Warstaff, Rune Dagger | |item_class_id_restriction = Claw, Dagger, One Hand Sword, Thrusting One Hand Sword, One Hand Axe, One Hand Mace, Sceptre, Staff, Two Hand Sword, Two Hand Axe, Two Hand Mace, Warstaff, Rune Dagger | ||
Line 17: | Line 17: | ||
|cast_time = 1.0 | |cast_time = 1.0 | ||
|required_level = 28 | |required_level = 28 | ||
|quality_type1_weight = | |quality_type1_weight = 1 | ||
|quality_type1_stat_text = | |quality_type1_stat_text = Illusion moves at an additional +(1-20)% of your Movement Speed | ||
|quality_type1_stat1_id = charged_dash_skill_inherent_movement_speed_+%_final | |||
|quality_type1_stat1_value = 1000 | |||
| | |||
| | |||
|static_cost_amounts = 4 | |static_cost_amounts = 4 | ||
|static_cost_types = Mana | |static_cost_types = Mana | ||
|static_attack_speed_multiplier = 160 | |static_attack_speed_multiplier = 160 | ||
|static_stat1_id = | |static_stat1_id = base_skill_show_average_damage_instead_of_dps | ||
|static_stat1_value = | |static_stat1_value = 1 | ||
|static_stat2_id = charged_dash_damage_+% | |static_stat2_id = charged_dash_damage_+%_final | ||
|static_stat2_value = | |static_stat2_value = -100 | ||
|static_stat3_id = | |static_stat3_id = is_area_damage | ||
|static_stat3_value = | |static_stat3_value = 1 | ||
|static_stat4_id = | |static_stat4_id = skill_can_add_multiple_charges_per_action | ||
|static_stat4_value = | |static_stat4_value = 1 | ||
|static_stat5_id = | |static_stat5_id = skill_physical_damage_%_to_convert_to_lightning | ||
|static_stat5_value = | |static_stat5_value = 50 | ||
|static_stat6_id = | |static_stat6_id = charged_dash_channelling_damage_at_full_stacks_+%_final | ||
|static_stat6_value = | |static_stat6_value = 150 | ||
|static_stat7_id = | |static_stat7_id = charged_dash_damage_+%_final_per_stack | ||
|static_stat7_value = | |static_stat7_value = 75 | ||
|static_stat8_id = | |static_stat8_id = charged_dash_skill_inherent_movement_speed_+%_final | ||
|static_stat8_value = 1 | |static_stat8_value = 30 | ||
|stat_text = 50% of Physical Damage Converted to Lightning Damage | |static_stat9_id = quality_display_chaged_dash_is_gem | ||
|static_stat9_value = 1 | |||
|stat_text = 50% of Physical Damage Converted to Lightning Damage<br>Deals 150% more Damage while Channelling if Illusion has finished moving<br>Hits from Final wave deal 75% of Damage per stage<br>Illusion moves at 130% of your Movement Speed | |||
|level1 = True | |level1 = True | ||
|level1_level_requirement = 28 | |level1_level_requirement = 28 | ||
Line 275: | Line 269: | ||
}} | }} | ||
'''Charged Dash''' is a [[channeled]] [[lightning]] [[melee]] [[skill]]. It projects an illusion forward, which can be steered with the cursor while it moves. Waves of area damage are released from the player to the illusion, dealing damage around the path it has traveled. Releasing the channel creates a final wave and teleports the attacker to where the illusion was. | |||
'''Charged Dash''' | ==Skill functions and interactions== | ||
===Skill mechanics=== | |||
* '''Steering''': The illusion's movement direction can be steered while channelling until the maximum distance is reached or the illusion hits impassable terrain. Charged Dash can cross gaps and regular vertical distances. On PC, the illusion will move in the relative direction of the cursor compared to the player's character (or the center of the screen). | |||
* '''Travel Distance''': The maximum travel [[distance]] in a linear direction is 6.0 metres.<ref>https://www.pathofexile.com/forum/view-thread/1930761/page/3#p14656360</ref> This can be exceeded somewhat by making the illusion move in a non-linear path.<ref>https://www.reddit.com/r/pathofexile/comments/q8u8iu/comment/hgycbbx/</ref> Comparatively, a player's base (100%) [[movement speed]] is 3.8 metres per second. The time in seconds it takes to reach maximum distance can be calculated with the following formula: | |||
Travel time = 60 / (38 * (1 + 0.01m) * (1.3 + 0.01q)) | |||
:where: | |||
:: m = {{c|mod|#% increased Movement Speed}} | |||
:: q = {{c|gem|#% Quality}} of Charged Dash | |||
* '''Stages''': Stages are gained while the illusion is moving, at a rate equivalent to your attack time.<ref>https://www.pathofexile.com/forum/view-thread/1930761/page/3#p14656360</ref> The theoretical number of achievable stages at maximum distance can be calculated by multiplying {{code|travel time * attack time}}. Stages are capped at a maximum of 15.<ref>https://www.youtube.com/watch?v=SknTmvGgQZE</ref> Curving the path of the illusion (e.g. making small loops) will also increase the total travel time slightly, sometimes increasing the number of achievable stages. Increasing movement speed will reduce the time the illusion can move, therefore reducing the achievable number of stages. | |||
* '''Waves''': Waves will pulse at a rate equivalent to twice your attack time.<ref>https://www.pathofexile.com/forum/view-thread/1930761/page/3#p14656360</ref> Each wave deals damage in multiple areas along the illusion's path. Movement speed and attack speed do not affect the distance intervals of these areas. Each area has its own [[accuracy|chance to hit]], but a given target can only be hit once per wave.<ref>https://www.reddit.com/r/pathofexile/comments/e1vrg0/comment/f8tiqvq/</ref> After the illusion stops moving, waves will deal 250% of base damage every two attack times instead. | |||
* '''Final wave''': Releasing the channel will create a final wave. Like waves released while channelling, enemies cannot be hit by multiple areas.<ref>https://www.pathofexile.com/forum/view-thread/2149757</ref> This hit deals 75% * # of stages of base wave damage. | |||
* '''[[Area of Effect]]''': The area of the waves scales with area of effect modifiers, but not with [[Range#Weapon Range|weapon range]]. Increases to area of effect do not scale illusion travel distance or the distance interval of waves. Waves gradually gain area of effect while the illusion is moving, affecting all waves' area. Releasing the final wave also increases the area further.<ref>Tested by [[Prohibited Library (community)]].</ref> The exact scaling is unknown. | |||
===Interactions=== | |||
* '''[[Ailments]]''': {{c|mod|Deals 150% more Damage while Channelling if Illusion has finished moving}} and {{c|mod|Hits from Final wave deal 75% of Damage per stage}} do not scale the damage of ailments.<ref>https://youtu.be/WsQ5aIogyTk</ref> | |||
* '''[[Unarmed]]''': Charged Dash cannot be used while unarmed. | * '''[[Unarmed]]''': Charged Dash cannot be used while unarmed. | ||
* ''' | * '''[[Dual wielding]]''': While dual wielding, each pulse will alternate the hand used. The final wave uses a random hand and does not care about the last hand used. | ||
* '''[[Proxies]]''': When used by an entity other than the player, such as through {{il|The Saviour}} or {{il|General's Cry}} mirages, the Charged Dash illusion moves based on the movement speed of the mirage, not the player. The final wave damage from mirages will calculate damage based on the number of stages from the player, not the mirage.<ref>https://www.youtube.com/watch?v=EskHMlyfX6A</ref> | |||
* '''[[Stationary]]''': The character is always considered to be stationary and not moving for {{c|mod|while stationary}} and {{c|mod|while moving}} stats. However, teleporting is considered instant movement, causing you to not be continuously stationary and resetting {{c|mod|per second you've been stationary}}, and considered as moving for {{il|Momentum Support}}.<ref>https://www.pathofexile.com/forum/view-thread/1952961#p14733696</ref> | |||
* '''[[ | |||
* '''[[ | |||
==Gem level progression== | ==Gem level progression== | ||
Line 296: | Line 299: | ||
{{Item acquisition}} | {{Item acquisition}} | ||
==Ruthless mode== | |||
This item cannot be obtained in leagues with [[Ruthless mode]] enabled. | |||
{{Skill enchantment modifier list}} | {{Skill enchantment modifier list}} | ||
Line 303: | Line 309: | ||
==Version history== | ==Version history== | ||
{{Version history table header}} | {{Version history table header}} | ||
{{Version history table row|3. | {{Version history table row|3.23.0| | ||
* Quality now causes the Illusion to move at +0-20% of your Movement Speed, instead of providing 0-10% increased Attack Speed. | |||
}} | |||
{{Version history table row|3.21.0| | |||
* Fixed an issue where Charged Dash's description did not mention it requires a Melee Weapon to use. | |||
}} | |||
{{Version history table row|3.16.0| | |||
* {{il|Charged Dash}} Helmet [[Enchantment]] that granted {{c|mod|chance to Dodge Attack Hits}} now grants {{c|mod|+4/+6 to Radius if you have finished Channelling Charged Dash recently}}. | * {{il|Charged Dash}} Helmet [[Enchantment]] that granted {{c|mod|chance to Dodge Attack Hits}} now grants {{c|mod|+4/+6 to Radius if you have finished Channelling Charged Dash recently}}. | ||
* This affects existing items. | * This affects existing items. | ||
{{Version history table row|3.15.0 | }} | ||
{{Version history table row|3.15.0| | |||
* Now deals 121% of Base Damage, and has 121% Effectiveness of Added Damage at gem level 20 (previously 110%). | * Now deals 121% of Base Damage, and has 121% Effectiveness of Added Damage at gem level 20 (previously 110%). | ||
{{Version history table row|3.13.0 | }} | ||
{{Version history table row|3.13.0| | |||
* Now has a minimum radius of 14 at gem level 1 (from 12), up to 26 at gem level 20 (from 22). | * Now has a minimum radius of 14 at gem level 1 (from 12), up to 26 at gem level 20 (from 22). | ||
{{Version history table row|3.12.0 | }} | ||
{{Version history table row|3.12.0| | |||
* Now has alternative quality. | * Now has alternative quality. | ||
{{Version history table row|3.7.0 | }} | ||
{{Version history table row|3.7.0| | |||
* Now deals base damage equal to, and has an added damage effectiveness of, 95% at gem level 1 (from 75%), up to 110% at gem level 20 (from 92%). | * Now deals base damage equal to, and has an added damage effectiveness of, 95% at gem level 1 (from 75%), up to 110% at gem level 20 (from 92%). | ||
* Now has an attack speed multiplier of 160% (rather than 60% more attack speed). | * Now has an attack speed multiplier of 160% (rather than 60% more attack speed). | ||
{{Version history table row|3.3.0 | }} | ||
{{Version history table row|3.3.0| | |||
* Skill was reworked. Now has stages like other channel skills. Hits no longer overlap. Pulse damage added while channeling at 150% more damage. Skill can now change direction while channeling. Released channel damage is 75% of skill damage per stage. | * Skill was reworked. Now has stages like other channel skills. Hits no longer overlap. Pulse damage added while channeling at 150% more damage. Skill can now change direction while channeling. Released channel damage is 75% of skill damage per stage. | ||
{{Version history table row|3.1.0 | }} | ||
{{Version history table row|3.1.0| | |||
* Now limited to a maximum of 15 strikes per skill use, as well as limited by distance travelled. | * Now limited to a maximum of 15 strikes per skill use, as well as limited by distance travelled. | ||
{{Version history table row|3.0.0 | }} | ||
{{Version history table row|3.0.0| | |||
* Charged Dash has been added to the game. | * Charged Dash has been added to the game. | ||
}} | |||
{{Version history table end}} | |||
==References== | ==References== |
Latest revision as of 17:56, 29 May 2024
Level: (1-20)
Cost: 4 Mana
Attack Speed: 160% of base
Attack Damage: (95-121)% of base
Effectiveness of Added Damage: (95-121)%Requires Level 28Channel to project an illusion which you steer. You gain stages while it moves, until it stops at a maximum total distance. Waves of area damage frequently pulse along its path, based on your attack speed. Stop channelling to teleport to the illusion, dealing a final wave of damage. Requires a Melee Weapon.50% of Physical Damage Converted to Lightning Damage
Deals 150% more Damage while Channelling if Illusion has finished moving
Hits from Final wave deal 75% of Damage per stage
Illusion moves at 130% of your Movement Speed
Additional Effects From 1-20% Quality:
Illusion moves at an additional +(1-20)% of your Movement SpeedPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Drop level: 28Vendor Offer
1x Scroll FragmentMetadata
Item class: Skill Gem
Metadata ID: Metadata/Items/Gems/SkillGemChargedDash
Charged Dash is a channeled lightning melee skill. It projects an illusion forward, which can be steered with the cursor while it moves. Waves of area damage are released from the player to the illusion, dealing damage around the path it has traveled. Releasing the channel creates a final wave and teleports the attacker to where the illusion was.
Skill functions and interactions
Skill mechanics
- Steering: The illusion's movement direction can be steered while channelling until the maximum distance is reached or the illusion hits impassable terrain. Charged Dash can cross gaps and regular vertical distances. On PC, the illusion will move in the relative direction of the cursor compared to the player's character (or the center of the screen).
- Travel Distance: The maximum travel distance in a linear direction is 6.0 metres.[1] This can be exceeded somewhat by making the illusion move in a non-linear path.[2] Comparatively, a player's base (100%) movement speed is 3.8 metres per second. The time in seconds it takes to reach maximum distance can be calculated with the following formula:
Travel time = 60 / (38 * (1 + 0.01m) * (1.3 + 0.01q))
- where:
- m = #% increased Movement Speed
- q = #% Quality of Charged Dash
- Stages: Stages are gained while the illusion is moving, at a rate equivalent to your attack time.[3] The theoretical number of achievable stages at maximum distance can be calculated by multiplying
travel time * attack time
. Stages are capped at a maximum of 15.[4] Curving the path of the illusion (e.g. making small loops) will also increase the total travel time slightly, sometimes increasing the number of achievable stages. Increasing movement speed will reduce the time the illusion can move, therefore reducing the achievable number of stages. - Waves: Waves will pulse at a rate equivalent to twice your attack time.[5] Each wave deals damage in multiple areas along the illusion's path. Movement speed and attack speed do not affect the distance intervals of these areas. Each area has its own chance to hit, but a given target can only be hit once per wave.[6] After the illusion stops moving, waves will deal 250% of base damage every two attack times instead.
- Final wave: Releasing the channel will create a final wave. Like waves released while channelling, enemies cannot be hit by multiple areas.[7] This hit deals 75% * # of stages of base wave damage.
- Area of Effect: The area of the waves scales with area of effect modifiers, but not with weapon range. Increases to area of effect do not scale illusion travel distance or the distance interval of waves. Waves gradually gain area of effect while the illusion is moving, affecting all waves' area. Releasing the final wave also increases the area further.[8] The exact scaling is unknown.
Interactions
- Ailments: Deals 150% more Damage while Channelling if Illusion has finished moving and Hits from Final wave deal 75% of Damage per stage do not scale the damage of ailments.[9]
- Unarmed: Charged Dash cannot be used while unarmed.
- Dual wielding: While dual wielding, each pulse will alternate the hand used. The final wave uses a random hand and does not care about the last hand used.
- Proxies: When used by an entity other than the player, such as through The SaviourThe Saviour
Legion SwordOne Handed Sword
Physical Damage: (158.7-187.5) to (317.4-357.5)
Critical Strike Chance: (5.40-5.60)%
Attacks per Second: (1.30-1.34)
Weapon Range: 1.1 metresRequires Level 62, 122 Str, 104 Dex40% increased Global Accuracy RatingTriggers Level 20 Reflection when Equipped
(130-150)% increased Physical Damage
Adds (16-22) to (40-45) Physical Damage
(8-12)% increased Attack Speed
(8-12)% increased Critical Strike ChanceOn the mirrored edge of infinity, one man sinks forever into darkness, one man rises into light.
But which one am I? or General's CryGeneral's CryWarcry, AoE, Duration
Level: (1-20)
Cost: (15-19) Mana
Cooldown Time: 3.00 sec
Can Store 1 Use(s)
Use Time: 0.80 sec
AoE Radius: 60Requires Level 24Performs a warcry, taunting nearby enemies to attack the user, and summoning Mirage Warriors from nearby corpses. The Mirage Warriors each use a linked attack skill once before dissipating.Base duration is (4.00-4.90) seconds
(0-38)% increased Warcry Speed
Maximum 5 Summoned Mirage Warriors
Counts total Power of Enemies and Corpses in Range
Summons Mirage Warriors from 2 corpses per 5 Power, minimum 1 corpse
Supported Strike Skills cannot target additional Enemies
Attacks with Supported Skills count as Exerted
Supported Skills deal (45-36)% less Damage
Supported Skills are used by Mirage Warriors Summoned by General's Cry
Supported Skills count as Triggered
Additional Effects From 1-20% Quality:
Maximum +(0.05-1) Summoned Mirage WarriorsPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket. mirages, the Charged Dash illusion moves based on the movement speed of the mirage, not the player. The final wave damage from mirages will calculate damage based on the number of stages from the player, not the mirage.[10] - Stationary: The character is always considered to be stationary and not moving for while stationary and while moving stats. However, teleporting is considered instant movement, causing you to not be continuously stationary and resetting per second you've been stationary, and considered as moving for Momentum SupportMomentum SupportAttack, Support, Duration
Icon: n
Level: (1-20)
Cost & Reservation Multiplier: 110%Supports attack skills that aren't triggered.Gain 1 Momentum when you Use a Supported Skill
Gain 1 Momentum every (0.70-0.51) seconds while Channelling a Supported Skill
Lose all Momentum if you Move
Supported Skills have (15-20)% increased Attack Speed per Momentum
When you reach (3-5) Momentum, lose all Momentum and gain
Swiftness for 1.5 seconds
Swiftness grants 15% increased Movement Speed per Momentum lost
Additional Effects From 1-20% Quality:
Swiftness lasts +(0.025-0.5) secondsThis is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Skill Gem you wish to augment. Right click to remove from a socket..[11]
Gem level progression
Level | Damage Effectiveness | Attack Damage | Exp. | Total Exp. | ||
---|---|---|---|---|---|---|
1 | 28 | 67 | 95% | 95% | 0 | 0 |
2 | 31 | 73 | 96% | 96.4% | 199345 | 199345 |
3 | 34 | 79 | 98% | 97.7% | 285815 | 485160 |
4 | 37 | 85 | 99% | 99.1% | 401344 | 886504 |
5 | 40 | 92 | 100% | 100.5% | 554379 | 1440883 |
6 | 42 | 96 | 102% | 101.8% | 477437 | 1918320 |
7 | 44 | 100 | 103% | 103.2% | 583786 | 2502106 |
8 | 46 | 104 | 105% | 104.6% | 710359 | 3212465 |
9 | 48 | 109 | 106% | 105.9% | 1355511 | 4567976 |
10 | 50 | 113 | 107% | 107.3% | 1138877 | 5706853 |
11 | 52 | 117 | 109% | 108.7% | 1368233 | 7075086 |
12 | 54 | 121 | 110% | 110.1% | 1638338 | 8713424 |
13 | 56 | 125 | 111% | 111.4% | 1956648 | 10670072 |
14 | 58 | 130 | 113% | 112.8% | 3655184 | 14325256 |
15 | 60 | 134 | 114% | 114.2% | 3017327 | 17342583 |
16 | 62 | 138 | 116% | 115.5% | 7759995 | 25102578 |
17 | 64 | 142 | 117% | 116.9% | 15138193 | 40240771 |
18 | 66 | 146 | 118% | 118.3% | 26083825 | 66324596 |
19 | 68 | 151 | 120% | 119.6% | 62620247 | 128944843 |
20 | 70 | 155 | 121% | 121% | 211708088 | 340652931 |
21 | 72 | 159 | 122% | 122.4% | N/A | N/A |
22 | 74 | N/A | 124% | 123.7% | N/A | N/A |
23 | 76 | N/A | 125% | 125.1% | N/A | N/A |
24 | 78 | N/A | 126% | 126.5% | N/A | N/A |
25 | 80 | N/A | 128% | 127.8% | N/A | N/A |
26 | 82 | N/A | 129% | 129.2% | N/A | N/A |
27 | 84 | N/A | 131% | 130.6% | N/A | N/A |
28 | 86 | N/A | 132% | 131.9% | N/A | N/A |
29 | 88 | N/A | 133% | 133.3% | N/A | N/A |
30 | 90 | N/A | 135% | 134.7% | N/A | N/A |
31 | 91 | N/A | 135% | 135.4% | N/A | N/A |
32 | 92 | N/A | 136% | 136.1% | N/A | N/A |
33 | 93 | N/A | 137% | 136.7% | N/A | N/A |
34 | 94 | N/A | 137% | 137.4% | N/A | N/A |
35 | 95 | N/A | 138% | 138.1% | N/A | N/A |
36 | 96 | N/A | 139% | 138.8% | N/A | N/A |
37 | 97 | N/A | 139% | 139.5% | N/A | N/A |
38 | 98 | N/A | 140% | 140.2% | N/A | N/A |
39 | 99 | N/A | 141% | 140.8% | N/A | N/A |
40 | 100 | N/A | 142% | 141.5% | N/A | N/A |
Item acquisition
Charged Dash can drop anywhere.
Recipes
Charged Dash can be created from the following recipes:
Amount | Part | Description | Meta |
---|---|---|---|
6 | The FoxThe Fox6Level 20 Gem"Masters of wit, strength and cunning. To survive the harsh winters, you must be like the fox." - Ezomyte Proverb | Random level 20 gem | A |
3 | Gemcutter's PromiseGemcutter's Promise3Gem Quality: +20%"I swore to use my position to help the people. What good is power when it just accumulates on the already-powerful?" - Erasmus, Imperial Gemcutter | Random gem with 20% quality | A |
1 | Gemcutter's IncubatorGemcutter's IncubatorStack Size: 10Adds an incubated Quality Gem item to an equippable item Item drops after killing {0} monstersRight click this item then left click an item to apply it. The Incubated item drops after killing a specific number of monsters. | Random gem with 1–20% quality | A |
1 | The VoidThe Void1Reach into the Void and claim your prize. | Random divination card set exchange | A |
Quest reward
This item is given as a quest reward for the following quests:
Class → | Witch | Shadow | Ranger | Duelist | Marauder | Templar | Scion |
---|---|---|---|---|---|---|---|
Quest ↓ | |||||||
Sever the Right Hand Act 3 | ✗ | ✓ | ✓ | ✓ | ✗ | ✗ | ✓ |
Vendor reward
This item can be bought at the listed NPC vendors, after completing the following quests:
Class → | Witch | Shadow | Ranger | Duelist | Marauder | Templar | Scion |
---|---|---|---|---|---|---|---|
Quest ↓ | |||||||
A Fixture of Fate Act 3 Siosa | ✓ | ||||||
Sever the Right Hand Act 3 Clarissa | ✗ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
Fallen from Grace Act 6 Lilly Roth | ✓ |
Ruthless mode
This item cannot be obtained in leagues with Ruthless mode enabled.
Related helmet enchantments
The following helmet enchantments affect Charged Dash.
Note that helmet enchantments are no longer obtainable since version 3.23.0 and can only be obtained in permanent leagues as already enchanted items from before this patch.
Name | Labyrinth | Stats | Spawn Weighting | |
---|---|---|---|---|
Enchantment Charged Dash Damage 1 | 66 | Merciless Labyrinth | 25% increased Charged Dash Damage | helmet 75 |
Enchantment Charged Dash Damage 2 | 75 | Eternal Labyrinth | 40% increased Charged Dash Damage | helmet 75 |
Enchantment Charged Dash Radius Final Explosion 1 | 66 | Merciless Labyrinth | Charged Dash has +0.4 metres to radius of each Wave's last damage Area | helmet 0 |
Enchantment Charged Dash Radius Final Explosion 2 | 75 | Eternal Labyrinth | Charged Dash has +0.6 metres to radius of each Wave's last damage Area | helmet 0 |
Enchantment Charged Dash Movement Speed 1 | 66 | Merciless Labyrinth | Charged Dash has 10% more Movement Speed | helmet 75 |
Enchantment Charged Dash Movement Speed 2 | 75 | Eternal Labyrinth | Charged Dash has 15% more Movement Speed | helmet 75 |
Enchantment Charged Dash Radius Final Explosion 1 | 66 | Merciless Labyrinth | Charged Dash has +0.4 metres to radius of each Wave's last damage Area | helmet 75 |
Enchantment Charged Dash Radius Final Explosion 2 | 75 | Eternal Labyrinth | Charged Dash has +0.6 metres to radius of each Wave's last damage Area | helmet 75 |
Alternate skill effects
Charged Dash has the following alternate skill effects:
Item | Effect(s) |
---|---|
Desert Charged Dash EffectDesert Charged Dash EffectSkill Gem EffectYour Charged Dash becomes a Desert Effect. | Your Charged Dash becomes a Desert Effect. |
Version history
Version | Changes |
---|---|
3.23.0 |
|
3.21.0 |
|
3.16.0 |
|
3.15.0 |
|
3.13.0 |
|
3.12.0 |
|
3.7.0 |
|
3.3.0 |
|
3.1.0 |
|
3.0.0 |
|
References
- ↑ https://www.pathofexile.com/forum/view-thread/1930761/page/3#p14656360
- ↑ https://www.reddit.com/r/pathofexile/comments/q8u8iu/comment/hgycbbx/
- ↑ https://www.pathofexile.com/forum/view-thread/1930761/page/3#p14656360
- ↑ https://www.youtube.com/watch?v=SknTmvGgQZE
- ↑ https://www.pathofexile.com/forum/view-thread/1930761/page/3#p14656360
- ↑ https://www.reddit.com/r/pathofexile/comments/e1vrg0/comment/f8tiqvq/
- ↑ https://www.pathofexile.com/forum/view-thread/2149757
- ↑ Tested by Prohibited Library (community).
- ↑ https://youtu.be/WsQ5aIogyTk
- ↑ https://www.youtube.com/watch?v=EskHMlyfX6A
- ↑ https://www.pathofexile.com/forum/view-thread/1952961#p14733696