Electrocute

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Electrocution
Tooltip
Electrocution is an AilmentAilments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding, Ignite, Chill, Freeze, Shock, Electrocute, and Poison. that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.

Only LightningLightning damage is one of the five Damage Types. It is reduced by Lightning Resistance. Lightning hits have a chance to Shock based on how much Lightning damage is dealt. damage from HitsAny damage that isn't damage over time is Hit damage.

Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
with specific skills or effects ContributesBy default, specific Ailments are calculated based on only specific damage types, such as only the Fire damage of a Hit mattering when inflicting Ignite.

Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment.

For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment. For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
to Electrocution Buildup on enemies until they become Electrocuted.Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.

Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted. Other sources of Lightning damage will not build up towards Electrocution.
Other sources of LightningLightning damage is one of the five Damage Types. It is reduced by Lightning Resistance. Lightning hits have a chance to Shock based on how much Lightning damage is dealt. damage will not build up towards Electrocution.

Electrocute is a non-damaging ailment that sets action speed to 0, immobilising a target. Electrocute is usually inflicted by lightning damage, but lightning damage cannot inflict electrocute by default.

Related skills

GemTierGem requires strengthGem requires dexterityGem requires intelligence
Enervating NovaEnervating NovaSpell, AoE, Lightning, Duration, Nova
Level: (1-20)
Cast Time: 1.00 sec
Critical Strike Chance: 11.00%
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.Deals (1-14) to (7-265) Lightning Damage
(100-157)% more Electrocution buildup
Lightning damage from this skill Contributes to
Electrocution Buildup
Ring outer radius is 2.6 metres
Ring inner radius is 1 metre
Enemies Hit receive Electrocution buildup from
Lightning damage for 4 second duration
Deals more damage to enemies based on distance from
you, up to 100% to enemies on the far edge of the ring

Additional Effects From 1-20% Quality:
(2-40)% more Electrocution buildup
Skills can be managed in the Skills Panel.
0NoNoYes
Electrocuting ArrowElectrocuting ArrowAttack, AoE, Projectile, Lightning, Duration, Barrageable
Tier: 5
Level: (1-20)
Cost: (6-46) Mana
Attack Speed: 80% of base
Attack Damage: (90-281)% of base
Requires: BowFire 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.Cannot Pierce
Converts 50% of Physical Damage to Lightning Damage
Cannot Chain
Arrow duration is 25 seconds

Additional Effects From 1-20% Quality:
Hits against targets with attached Rods gain (0.5-10)% of Damage as extra Lightning Damage
Skills can be managed in the Skills Panel.
5NoYesNo
Voltaic GrenadeVoltaic GrenadeAttack, AoE, Projectile, Grenade, Lightning, Duration
Tier: 7
Level: (1-20)
Cost: (10-73) Mana
Cooldown Time: 5.00 sec
Can Store 2 Use(s)
Attack Speed: 75% of base
Attack Damage: (80-327)% of base
Requires: CrossbowFire 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.Detonation Time is 2.5 seconds
Converts 80% of Physical Damage to Lightning Damage
Explosion radius is (2-2.4) metres
Lightning damage from Hits with this skill Contributes to Electrocution Buildup
(150-340)% more Electrocution buildup from Hits with this skill
Electrocution buildup Debuff duration is 6 seconds

Additional Effects From 1-20% Quality:
(1-20)% increased Cooldown Recovery Rate
Skills can be managed in the Skills Panel.
7YesYesNo
Shockchain ArrowShockchain ArrowAttack, AoE, Projectile, Lightning, Chaining, Payoff, Barrageable
Tier: 11
Level: (1-20)
Cost: (10-68) Mana
Attack Speed: 70% of base
Attack Damage: (70-218)% of base
Requires: BowFire 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.Projectile
Converts 20% of Physical Damage to Lightning Damage
Cannot Chain

Beam
Converts 100% of Physical Damage to Lightning Damage
Chain up to 10 times

Shockwave
Attack Damage: (140-572)% of base
Converts 100% of Physical Damage to Lightning Damage
Shockwave radious is 2.5 meters

Additional Effects From 1-20% Quality:
(1-20)% more Lightning Damage
Skills can be managed in the Skills Panel.
11NoYesNo

Persistent skills

GemTierGem requires strengthGem requires dexterityGem requires intelligence
Combat FrenzyCombat FrenzyBuff, Persistent
Tier: 8
Level: (1-20)
Reservation: 30 Spirit
While active, grants you a Frenzy Charge when you Freeze, Electrocute or Pin an enemy. This can only occur once every few seconds.Gain a Frenzy Charge when you Freeze, Electrocute or Pin an enemy, no more than once every (8-6.1) seconds

Additional Effects From 1-20% Quality:
(0.5-10)% chance when you gain a Charge to gain an additional Charge
Skills can be managed in the Skills Panel.
8NoYesNo

Related support gems

GemTierGem requires strengthGem requires dexterityGem requires intelligence
ElectrocuteElectrocuteSupport, Lightning
Category: Electrocute
Tier: 2
Support Requirements: +5 DexSupports any Skill which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock.Supported Skills Cannot inflict Shock
Lightning Damage from Supported Skills Contributes to Electrocution Buildup
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.
2NoYesNo
Neural OverloadNeural OverloadSupport, Lightning
Category: Electrocute
Tier: 3
Support Requirements: +5 DexSupports 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.Supported Skills Electrocute Primed enemies on HitPlace 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.
3NoYesNo

Related unique items

ItemBase itemRequired levelStats
Brain RattlerBrain Rattler
Studded Greatclub
Two Hand Mace
Physical Damage: 32-48
Critical Strike Chance: 5.00%
Attacks per Second: 1.10
Requires Level 16, 38 StrAdds (18-22) to (24-28) Physical Damage
Adds 1 to (50-55) Lightning Damage
(10-15)% increased Attack Speed
All damage with this Weapon causes Electrocution buildup
The mind may have no limits, but the skull sure does.
Studded Greatclub16Adds (18-22) to (24-28) Physical Damage
Adds 1 to (50-55) Lightning Damage
(10-15)% increased Attack Speed
All damage with this Weapon causes Electrocution buildup
Kitoko's CurrentKitoko's Current
Jewelled Gloves
Energy Shield: 22Requires Level 26, 43 Int(30-50)% increased Energy Shield
+(10-20) to Dexterity
(10-15)% reduced Attack and Cast Speed
Lightning Damage from Hits contributes to Electrocution Buildup
Reality is a puzzle. Ingenuity is power.
Jewelled Gloves26(30-50)% increased Energy Shield
+(10-20) to Dexterity
(10-15)% reduced Attack and Cast Speed
Lightning Damage from Hits contributes to Electrocution Buildup
Beyond ReachBeyond Reach
Visceral Quiver
Requires Level 65(20-30)% increased Critical Hit Chance for Attacks(10-15)% reduced Attack Speed
Chaos Damage from Hits also Contributes to Freeze Buildup
Chaos Damage from Hits also Contributes to Electrocute Buildup
Attacks Gain (10-20)% of Physical Damage as extra Chaos Damage
The limit of our knowledge is a barrier
that protects us from ourselves.
Can only be equipped if you are wielding a Bow.
Visceral Quiver65(20-30)% increased Critical Hit Chance for Attacks(10-15)% reduced Attack Speed
Chaos Damage from Hits also Contributes to Freeze Buildup
Chaos Damage from Hits also Contributes to Electrocute Buildup
Attacks Gain (10-20)% of Physical Damage as extra Chaos Damage

Version history

Version Changes
0.2.0e
  • Fixed a bug where Electrocute was not counting towards "per Elemental Ailment on the Enemy".
0.2.0
  • Electrocute now builds up roughly 44% slower on non-players.
  • Magic enemies are now Primed for Electrocution when they have at least 50% Electrocution buildup, Rare at 60%, and Unique at 70% (previously 60%, 70%, and 80% respectively).
0.1.0e
  • Electrocute is now 25% harder to Buildup. (But the Damage Penalty has been removed from the Support Gem)
0.1.0
  • Introduced to the game.