|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.
|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
|gem_description = Channel to project a mirage forward in the direction you're facing, based on your movement speed. Release to teleport to the mirage dealing area of effect damage multiple times along the way. Travelling further applies a bonus to the damage as well as dealing damage in larger areas. Faster attack speed and lower movement speed will both cause damage to be dealt more frequently along the path.
|skill_id = ChargedDash
|active_skill_name = Charged Dash
|cast_time = 1.0
|item_class_restriction = Claws, Daggers, One Hand Swords, Thrusting One Hand Swords, One Hand Axes, One Hand Maces, Sceptres, Staves, Two Hand Swords, Two Hand Axes, Two Hand Maces
|required_level = 28
|skill_id = ChargedDash
|quality_type1_weight = 1
|is_support_gem = False
|quality_type1_stat_text = Illusion moves at an additional +(1-20)% of your Movement Speed
|stat_text = Deals (99.5-99.61)% of Base Damage<br>40% more Attack Speed<br>50% of Physical Damage Converted to Lightning Damage<br>100% more Damage with Hits at Maximum Dash Distance
|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
'''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 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:
* '''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.
* '''[[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 206:
Line 298:
}}
}}
==Quest reward==
==Gem quality==
{{QuestReward
{{Skill quality}}
|display_type=skill
|filter_by_reward={{PAGENAME}}
{{Item acquisition}}
}}
==Vendor reward==
==Ruthless mode==
{{VendorQuestReward
This item cannot be obtained in leagues with [[Ruthless mode]] enabled.
|display_type=skill
|filter_by_reward={{PAGENAME}}
}}
{{Skill enchantment modifier list}}
{{Skill enchantment modifier list}}
{{Alternate skill effect list}}
==Version history==
==Version history==
{{VersionHistoryTable}}
{{Version history table header}}
{{VersionHistoryRow|?}}
{{Version history table row|3.23.0|
* {{PAGENAME}} has been added to the game.
* 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}}.
* This affects existing items.
}}
{{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%).
}}
{{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).
}}
{{Version history table row|3.12.0|
* Now has alternative quality.
}}
{{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 has an attack speed multiplier of 160% (rather than 60% more attack speed).
}}
{{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.
}}
{{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.
}}
{{Version history table row|3.0.0|
* Charged Dash has been added to the game.
}}
{{Version history table end}}
==References==
==References==
Line 230:
Line 350:
{{Navbox Skills}}
{{Navbox Skills}}
[[ru:Заряженный рывок]]
Revision as of 17:41, 21 February 2024
Charged DashMovement, AoE, Channelling, Attack, Lightning, Melee 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.
Charged Dash is a channeledlightningmeleeskill. 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.
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:
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
Gem quality
Type
Additional Effects per 1-20% Quality
Weight
Superior
Illusion moves at an additional +(1-20)% of your Movement Speed
1
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:
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.
Charged DashCharged DashMovement, AoE, Channelling, Attack, Lightning, Melee 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. Helmet Enchantment that granted chance to Dodge Attack Hits now grants +4/+6 to Radius if you have finished Channelling Charged Dash recently.
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.