Charged DashMovement, AoE, Channelling, Attack, Lightning, Melee Level: (1-20) Attack Speed: 160% of base Attack Damage: (95-110)% of base Effectiveness of Added Damage: (95-110)%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.Deals (95-110)% of Base Attack Damage 50% of Physical Damage Converted to Lightning Damage Final wave deals 75% of Damage per stage Deals 150% more Damage while Channelling if Illusion has finished moving Illusion moves at 130% of your Movement Speed
Additional Effects From 1-20% Quality: 0.5% increased Attack Speed0.5% more Movement Speed1% increased travel distancePlace into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Charged Dash is a channeledlightningmeleeskill. When channeling, it releases an image that moves to your cursor, which can be moved while channeling. When it reaches its maximum distance, it releases shockwaves that deal damage in a path the image has traveled. Releasing the channel will create shockwaves in that path and teleport you to where the image was.
Unarmed: Charged Dash cannot be used while unarmed.
Projection: The projection's movement can be steered as you are channeling.
Steering: For PC the projection moves based on where your mouse is relative to your avatar. To do a 180 for example you will need to move the mouse behind your avatar. Trying to steer the projection while following it with your mouse will only lead to failure. In some cases the projection will have to be steered in order for the stages to not reach their maximum prematurely. Steering for console users should be easier. As the center point of on the joy pad is always calculated from the center of your avatar.
Stages: Stages are incremented while the projection is moving and are capped at a maximum based off of Movement speed and Attack speed. A faster attack speed will increase the maximum amount of stages while a faster movement speed will lower the maximum. If the projection stops due to hitting impassable terrain or reaching the maximum possible distance away from the user it will not increment any more stages. For example, if you have 8 attacks a second and 120% movement speed your maximum amount of stages will be 4.4 but could reach up to 5 with proper steering. To get 5 with steering aim for a corner of the screen. The initial box around your avatar is a square not a circle. Meaning if you start off at an angle you will get more distance and possible more stages. All calculations seem to be made off the first box your projection leaves. So starting off at an angle with some steering to get more DMG. Alternatively if you had 20% movement speed instead the maximum would be 9 stages. It was stated that it might be possible to reach 15 separate stages per charge.
Area of Effect: The skill's area of effect does not benefit from weapon range bonuses and only benefits from Area of Effect bonuses. Despite its animation, damage from the pulses will not overlap.
Attack speed: While channeling you will release a pulse for half of your stages. If you reach a maximum at 4 stages it will pulse 2 times in the amount of time it takes you to reach max distance. If you reach your maximum at 8 stages it will pulse 4 times in the amount of time it takes you to reach max distance. The timing of pulses is based off the combination of your movement speed and attack speed. Movement speed determines the time it takes to reach max distance while Attack speed determines maximum amount of stages. Damage from releasing a fully charged channel will usually be higher. The damage per second is only slightly lower over all while channeling, but when your max stages are less than or equal to 2 this will change.
Movement speed: Doesn't directly effect damage but rather indirectly allows for a faster cast time. This means you will be able to get more casts the faster you are; however this lowers the maximum amount of stages you can reach while channeling. This means it lowers the damage each cast can perform when maximum stages are reached. However; this should even out. As you will get more cast in. It is important to note based off max stages you can reach, which is based off movement speed and attack speed, will determine if pulses or a fully released charge will be more damage over all. It is generally better to have higher movement speed. Higher movement speeds when using this as a main skill also provides more safety. Despite being a movement skill, you don't count as moving. Meaning Arctic Armour will count as stationary the from start and clear end of the cast.
Mana cost: The mana cost is based off of your attack speed, and movement speed. Faster attack speeds, and slower movement speeds increase the mana cost of Charged Dash. The math is "Mana Cost"*"Attack speed"*"Time to reach max Distance". So for example if the cost is 17 mana, you have 8 attacks a second, and your movement speed when you start the channel is 120%. It will take you 0.55 seconds to reach max distance and it will cost 74.8 mana (17*8*0.55=74.8). If you run out of mana mid cast, you teleport to however far your projection got, and you do damaged just like when you release the skill early.
Dual wielding: Dual Wielding while using Charged Dash will cause the player to alternate weapons each attack/pulse.
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:
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.
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.