Charged Dash
Level: (1–20)
Cost: 4 Mana
Attack Speed: 160% of base
Attack Damage: (95–121)% of base
Effectiveness of Added Damage: (95–121)%
AoE Radius: 12-22, 2/stage
Requires Level (28–70), (67–155) Dex
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.
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 Quality:
Illusion moves at an additional +(0–20)% of your Movement Speed
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Quest /2
Genus
Level Effect /40
Implicit
Cost: 4
50% of Physical Damage Converted to Lightning Damage
Hits from Final wave deal 75% of Damage per stage
Deals 150% more Damage while Channelling if Illusion has finished moving
Illusion moves at 130% of your Movement Speed
LevelRequires LevelDexBase DamageExperience
1286795%199,345
2317396.4%285,815
3347997.7%401,344
4378599.1%554,379
54092100.5%477,437
64296101.8%583,786
744100103.2%710,359
846104104.6%1,355,511
948109105.9%1,138,877
1050113107.3%1,368,233
1152117108.7%1,638,338
1254121110.1%1,956,648
1356125111.4%3,655,184
1458130112.8%3,017,327
1560134114.2%7,759,995
1662138115.5%15,138,193
1764142116.9%26,083,825
1866146118.3%62,620,247
1968151119.6%211,708,088
2070155121%
2172122.4%
2274123.7%
2376125.1%
2478126.5%
2580127.8%
2682129.2%
2784130.6%
2886131.9%
2988133.3%
3090134.7%
3191135.4%
3292136.1%
3393136.7%
3494137.4%
3595138.1%
3696138.8%
3797139.5%
3898140.2%
3999140.8%
40100141.5%
Attribute /11

Charged Dash

KeyValue
CostiLvl 1: Normal: 1xOrb of Chance
AcronymHit, Melee, Fortify
DropLevel 28
BaseType Charged Dash
Class Skill Gems
WeaponClaws, Daggers, One Hand Swords, Thrusting One Hand Swords, One Hand Axes, One Hand Maces, Staves, Two Hand Swords, Two Hand Axes, Two Hand Maces, Sceptres, Rune Daggers, Warstaves
TargetTypesGround
TypeMovement, Area, Damage, Channel, Attack, Melee, Lightning
BuffIcon
ItemTypeMetadata/Items/Gems/SkillGemChargedDash
Referencepoe.ninja, Community Wiki
Crucible Weapon /1
WeightDesc
1000 (T5)Trigger a Socketed Spell every second while Channelling Blade Flurry or Charged Dash
Charged Dash
Your Charged Dash has more Damage when released.
charged_dash_damage_+%_final
Attribute /6

charged_dash_damage

KeyValue
AcronymIgnite
IsCharged1
BuffGroupsID-1
MaxStacks15
IsBuffDefinition1
BuffMergeModesID1
Codecharged dash damage +% final
IsPublic1
IsLocal0
IsWeaponLocal0
IsProxied
IsParty0
IsVirtual0
IsScalable1
StatSemanticsPercentage
Charged Dash Monster /2 ⍟
NameModifiersSpectre
Ohne Trixmonster base type attack cast speed +% and damage -% final [33]
50% increased Attack Speed
Y
Ohne Trixmonster base type attack cast speed +% and damage -% final [33]
50% increased Attack Speed
100% increased maximum Life
100% increased Area of Effect
80% increased Character Size
Y
Microtransactions /1 ⍟
IconName
Desert Charged Dash Effect
Your Charged Dash becomes a Desert Effect.
Labyrinth Enchantment helmet /8 ⍟
LevelNameModWeight
The Merciless LabyrinthEnchantment Charged Dash Damage 125% increased Charged Dash Damage75
The Eternal LabyrinthEnchantment Charged Dash Damage 240% increased Charged Dash Damage75
The Merciless LabyrinthEnchantment Charged Dash Radius Final Explosion 1Charged Dash has +0.4 metres to radius of each Wave's last damage Area
The Eternal LabyrinthEnchantment Charged Dash Radius Final Explosion 2Charged Dash has +0.6 metres to radius of each Wave's last damage Area
The Merciless LabyrinthEnchantment Charged Dash Radius Final Explosion 1Charged Dash has +0.4 metres to radius of each Wave's last damage Area75
The Eternal LabyrinthEnchantment Charged Dash Radius Final Explosion 2Charged Dash has +0.6 metres to radius of each Wave's last damage Area75
The Merciless LabyrinthEnchantment Charged Dash Movement Speed 1Charged Dash has 10% more Movement Speed75
The Eternal LabyrinthEnchantment Charged Dash Movement Speed 2Charged Dash has 15% more Movement Speed75
Supported By /102 ⍟
IconName
Added Fire Damage Support
Faster Attacks Support
Added Cold Damage Support
Additional Accuracy Support
Increased Area of Effect Support
Added Lightning Damage Support
Increased Critical Strikes Support
Increased Critical Damage Support
Knockback Support
Life Leech Support
Mana Leech Support
Added Chaos Damage Support
Stun Support
Melee Physical Damage Support
Item Rarity Support
Concentrated Effect Support
Cold to Fire Support
Combustion Support
Elemental Damage with Attacks Support
Bloodlust Support
Life Gain on Hit Support
Elemental Proliferation Support
Culling Strike Support
Iron Will Support
Damage on Full Life Support
Chance to Flee Support
Blind Support
Fire Penetration Support
Cold Penetration Support
Lightning Penetration Support
Elemental Penetration Support
Power Charge On Critical Support
Burning Damage Support
Hextouch Support
Cast On Critical Strike Support
Cast on Melee Kill Support
Endurance Charge on Melee Stun Support
Block Chance Reduction Support
Physical to Lightning Support
Fortify Support
Ice Bite Support
Hypothermia Support
Innervate Support
Critical Strike Affliction Support
Void Manipulation Support
Controlled Destruction Support
Swift Affliction Support
Elemental Focus Support
Cast while Channelling Support
Ignite Proliferation Support
Chance to Bleed Support
Chance to Poison Support
Deadly Ailments Support
Decay Support
Efficacy Support
Vile Toxins Support
Maim Support
Immolate Support
Unbound Ailments Support
Brutality Support
Momentum Support
Infused Channelling Support
Summon Phantasm Support
Withering Touch Support
Bonechill Support
Energy Leech Support
Close Combat Support
Shockwave Support
Impale Support
Pulverise Support
Rage Support
Nightblade Support
Awakened Added Fire Damage Support
Awakened Brutality Support
Awakened Burning Damage Support
Awakened Elemental Damage with Attacks Support
Awakened Fire Penetration Support
Awakened Melee Physical Damage Support
Awakened Added Cold Damage Support
Awakened Cast On Critical Strike Support
Awakened Cold Penetration Support
Awakened Deadly Ailments Support
Awakened Swift Affliction Support
Awakened Void Manipulation Support
Awakened Added Chaos Damage Support
Awakened Added Lightning Damage Support
Awakened Cast While Channelling Support
Awakened Controlled Destruction Support
Awakened Hextouch Support
Awakened Elemental Focus Support
Awakened Increased Area of Effect Support
Awakened Lightning Penetration Support
Awakened Unbound Ailments Support
Trinity Support
Bloodthirst Support
Cruelty Support
Overcharge Support
Prismatic Burst Support
Devour Support
Sadism Support
Controlled Blaze Support
Volatility Support

Community Wiki

Edit

Charged Dash


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

  • 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 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 4.56 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 speedTime 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 80.57 = 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.

  • 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.

  • 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 621.2 = 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 (1780.57=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. Dual wielding: Dual Wielding while using Charged Dash will cause the player to alternate weapons each attack/pulse.

Version history

VersionChanges
3.16.0
  • Charged Dash 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.

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