Charged Dash: Difference between revisions

From Path of Exile Wiki
Jump to navigation Jump to search
 
(35 intermediate revisions by 8 users not shown)
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                    = 50
|quality_type1_weight                    = 1
|quality_type1_stat_text                = 0.5% increased Attack Speed
|quality_type1_stat_text                = Illusion moves at an additional +(1-20)% of your Movement Speed
|quality_type1_stat1_id                  = attack_speed_+%
|quality_type1_stat1_id                 = charged_dash_skill_inherent_movement_speed_+%_final
|quality_type1_stat1_value              = 500
|quality_type1_stat1_value               = 1000
|quality_type2_weight                    = 20
|quality_type2_stat_text                = 0.5% more Movement Speed
|quality_type2_stat1_id                 = skill_code_movement_speed_+%_final
|quality_type2_stat1_value              = 500
|quality_type3_weight                    = 100
|quality_type3_stat_text                = 1% increased travel distance
|quality_type3_stat1_id                  = skill_travel_distance_+%
|quality_type3_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                        = skill_physical_damage_%_to_convert_to_lightning
|static_stat1_id                        = base_skill_show_average_damage_instead_of_dps
|static_stat1_value                      = 50
|static_stat1_value                      = 1
|static_stat2_id                        = charged_dash_damage_+%_final_per_stack
|static_stat2_id                        = charged_dash_damage_+%_final
|static_stat2_value                      = 75
|static_stat2_value                      = -100
|static_stat3_id                        = charged_dash_channelling_damage_at_full_stacks_+%_final
|static_stat3_id                        = is_area_damage
|static_stat3_value                      = 150
|static_stat3_value                      = 1
|static_stat4_id                        = charged_dash_skill_inherent_movement_speed_+%_final
|static_stat4_id                        = skill_can_add_multiple_charges_per_action
|static_stat4_value                      = 30
|static_stat4_value                      = 1
|static_stat5_id                        = charged_dash_damage_+%_final
|static_stat5_id                        = skill_physical_damage_%_to_convert_to_lightning
|static_stat5_value                      = -100
|static_stat5_value                      = 50
|static_stat6_id                        = is_area_damage
|static_stat6_id                        = charged_dash_channelling_damage_at_full_stacks_+%_final
|static_stat6_value                      = 1
|static_stat6_value                      = 150
|static_stat7_id                        = base_skill_show_average_damage_instead_of_dps
|static_stat7_id                        = charged_dash_damage_+%_final_per_stack
|static_stat7_value                      = 1
|static_stat7_value                      = 75
|static_stat8_id                        = skill_can_add_multiple_charges_per_action
|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<br>Final wave deals 75% of Damage per stage<br>Deals 150% more Damage while Channelling if Illusion has finished moving<br>Illusion moves at 130% of your Movement Speed
|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''' is a [[channeled]] [[lightning]] [[melee]] [[skill]]. 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.
==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:


==Skill functions and interactions==
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.
* '''Projection''': The projection's movement can be steered as you are channeling.
* '''[[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.
* '''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 on the joy pad is always calculated from the center of your avatar.
* '''[[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>
* '''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 4.56 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. However the math to calculate the max amount of stages is Attack speed*Time to reach max Travel Distance. So for 120% movement speed it would take the projection 0.57 seconds to reach the end as shown below. With 8 attacks that is 8*0.57 = 4.56 stages. However; As explained above you can get this to 5 stages using the square hit box of your character to your advantage. 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 by GGG.
* '''[[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>
* '''[[Area of Effect]]''': The skill's area of effect does not benefit from [[Range#Weapon Range|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.
* '''Travel Distance''': This is roughly 62 units in game. The base character movement speed is 38 units a second. To calculate how long the projection will take to get to the end point. Use this formula 62/(38*(1 + movement speed)*1.3). So 120% increased movement speed would take the projection 62/((38*(1+1.2))*1.3) = 0.57 seconds to reach the end point. The Alternate '''Divergent''' Gem quality will alter the number of unites the projection travels. To something like 62*1.2 = 74.4 units at Quality 20. Making the math on this gem quite complicated.
* '''[[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 during any part of the skill. Including the end when it teleports you. The '''Divergent''' Quality will increase the max distance this skill can move. Which in turn increases the amount of stages it can have. But also reduces the number of cast you can get in. It might be worth it if you're really close to getting that extra stage. But most builds are probable better off just getting increased attack speed from the base gem type.
* '''[[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 77.52 mana (17*8*0.57=77.52) for a perfectly executed cast. 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==
==Gem level progression==
{{Skill progression
{{Skill progression
}}
}}
==Gem quality==
{{Skill quality}}


{{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 302: Line 312:
==Version history==
==Version history==
{{Version history table header}}
{{Version history table header}}
{{Version history table row|3.16.0}}
{{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 17:41, 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 Speed
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Acquisition
Drop level: 28
Vendor Offer
1x Scroll Fragment
Metadata
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 Sword
    One 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 metres
    Requires 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 Chance
    On 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: 60
    Requires 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 Warriors
    Place 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) seconds
    This 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

LevelRequired LevelRequired DexterityDamage
Effectiveness
Attack
Damage
Exp.Total Exp.
1286795%95%00
2317396%96.4%199345199345
3347998%97.7%285815485160
4378599%99.1%401344886504
54092100%100.5%5543791440883
64296102%101.8%4774371918320
744100103%103.2%5837862502106
846104105%104.6%7103593212465
948109106%105.9%13555114567976
1050113107%107.3%11388775706853
1152117109%108.7%13682337075086
1254121110%110.1%16383388713424
1356125111%111.4%195664810670072
1458130113%112.8%365518414325256
1560134114%114.2%301732717342583
1662138116%115.5%775999525102578
1764142117%116.9%1513819340240771
1866146118%118.3%2608382566324596
1968151120%119.6%62620247128944843
2070155121%121%211708088340652931
2172159122%122.4%N/AN/A
2274N/A124%123.7%N/AN/A
2376N/A125%125.1%N/AN/A
2478N/A126%126.5%N/AN/A
2580N/A128%127.8%N/AN/A
2682N/A129%129.2%N/AN/A
2784N/A131%130.6%N/AN/A
2886N/A132%131.9%N/AN/A
2988N/A133%133.3%N/AN/A
3090N/A135%134.7%N/AN/A
3191N/A135%135.4%N/AN/A
3292N/A136%136.1%N/AN/A
3393N/A137%136.7%N/AN/A
3494N/A137%137.4%N/AN/A
3595N/A138%138.1%N/AN/A
3696N/A139%138.8%N/AN/A
3797N/A139%139.5%N/AN/A
3898N/A140%140.2%N/AN/A
3999N/A141%140.8%N/AN/A
40100N/A142%141.5%N/AN/A

Gem quality

TypeAdditional Effects per 1-20% QualityWeight
SuperiorIllusion moves at an additional +(1-20)% of your Movement Speed1

Item acquisition

Charged Dash can drop anywhere.

Recipes

Charged Dash can be created from the following recipes:

AmountPartDescriptionMeta
6The 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 gemA
3Gemcutter'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% qualityA
1Gemcutter's IncubatorGemcutter's IncubatorStack Size: 10Adds an incubated Quality Gem item to an equippable item
Item drops after killing {0} monsters
Right 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% qualityA
1The VoidThe Void1Reach into the Void and claim your prize.Random divination card set exchangeA

Quest reward

This item is given as a quest reward for the following quests:

Class →WitchShadowRangerDuelistMarauderTemplarScion
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 →WitchShadowRangerDuelistMarauderTemplarScion
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.

NameFor generated item/monster modifiers the minimum item/monster level respectively. Some generation types may not require this condition to be met, however item level restrictions may be raised to 80% of this value.LabyrinthStatsSpawn Weighting
Enchantment Charged Dash Damage 166Merciless Labyrinth25% increased Charged Dash Damagehelmet 75
Enchantment Charged Dash Damage 275Eternal Labyrinth40% increased Charged Dash Damagehelmet 75
Enchantment Charged Dash Radius Final Explosion 166Merciless LabyrinthCharged Dash has +0.4 metres to radius of each Wave's last damage Areahelmet 0
Enchantment Charged Dash Radius Final Explosion 275Eternal LabyrinthCharged Dash has +0.6 metres to radius of each Wave's last damage Areahelmet 0
Enchantment Charged Dash Movement Speed 166Merciless LabyrinthCharged Dash has 10% more Movement Speedhelmet 75
Enchantment Charged Dash Movement Speed 275Eternal LabyrinthCharged Dash has 15% more Movement Speedhelmet 75
Enchantment Charged Dash Radius Final Explosion 166Merciless LabyrinthCharged Dash has +0.4 metres to radius of each Wave's last damage Areahelmet 75
Enchantment Charged Dash Radius Final Explosion 275Eternal LabyrinthCharged Dash has +0.6 metres to radius of each Wave's last damage Areahelmet 75

Alternate skill effects

Charged Dash has the following alternate skill effects:

ItemEffect(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
  • Quality now causes the Illusion to move at +0-20% of your Movement Speed, instead of providing 0-10% increased Attack Speed.
3.21.0
  • Fixed an issue where Charged Dash's description did not mention it requires a Melee Weapon to use.
3.16.0
  • 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 Speed
    Place 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.
  • This affects existing items.
3.15.0
  • Now deals 121% of Base Damage, and has 121% Effectiveness of Added Damage at gem level 20 (previously 110%).
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).
3.12.0
  • Now has alternative quality.
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).
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.
3.1.0
  • Now limited to a maximum of 15 strikes per skill use, as well as limited by distance travelled.
3.0.0
  • Charged Dash has been added to the game.

References

ru:Заряженный рывок