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Prophecy Perandus Rampage
The Pantheon Fossil Catalysts Delirium Orb Scarab Breachstone Emblem Timeless Jewel Divination Card
Charged Dash
Movement, 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%
AoE Radius: 12-22, 2/stage
Requires Level 28
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.
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 Quality:
(0–10)% increased Attack Speed
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.

Charged Dash

Referencepoe.ninja, Fandom Community Wiki
DropLevel 28
BaseType Charged Dash
Class Active Skill Gems
CostCurrencyUpgradeRandomlyOrb of Chance x 1
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
TypeMovementSkill, Area, Hit, Channelled, Attack, Melee, LightningSkill
IsActiveSkill1
DefaultTxtskill_stat_descriptions
MetadataMetadata/Items/Gems/SkillGemChargedDash
Quality Gem /3

Quality Gem /3

TypeStatsWeight
Superior (0–10)% increased Attack Speed50
Anomalous (0–10)% more Movement Speed20
Divergent (0–20)% increased travel distance100
Implicit
is area damage [1]
base skill show average damage instead of dps [1]
skill can add multiple charges per action [1]
Cost: 4
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
Level Effect /40

Level Effect /40

LevelRequires LevelDexterityBase 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%
Charged Dash Monster /1 ⍟

Charged Dash Monster /1 ⍟

NameModifiersSpectre
Ohne Trixmonster base type attack cast speed +% and damage -% final [33]
monster dropped item rarity +% [500]
unique boss curse effect on self +% final [0]
Fast Attacks
Y
Charged Dash
Your Charged Dash has more Damage when released.
charged_dash_damage_+%_final

charged_dash_damage

IsBuffDefinition1
BuffMergeModesID1
IsCharged1
IsInvisible0
IsRemovable0
IsSkillBuff0
BuffGroupsID-1
MaxStacks15

Codecharged_dash_damage_+%_final
PublicFlag1
LocalFlag0
VirtualFlag0
ProxiedFlag0
PartyFlag0
ObservableFlag0
StatSemanticsIDPercentage
Microtransactions /1 ⍟

Microtransactions /1 ⍟

IconName
Desert Charged Dash Effect
Your Charged Dash becomes a Desert Effect.
Labyrinth Enchantment helmet /8 ⍟

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 Dodge When Finished Channelling 14% chance to Dodge Attack Hits if you have finished Channelling Charged Dash Recently75
The Eternal LabyrinthEnchantment Charged Dash Dodge When Finished Channelling 26% chance to Dodge Attack Hits if you have finished Channelling Charged Dash Recently75
The Merciless LabyrinthEnchantment Charged Dash Radius Final Explosion 1Charged Dash has +4 to Radius of each Wave's last damage Area75
The Eternal LabyrinthEnchantment Charged Dash Radius Final Explosion 2Charged Dash has +6 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 /96 ⍟

Supported By /96 ⍟

  • Active Type: MovementSkill, Area, Hit, Channelled, Attack, Melee, LightningSkill
  • Support GemActiveType
    Added Fire Damage SupportHit, Attack
    Faster Attacks SupportAttack, AnimateWeapon
    Added Cold Damage SupportAttack, Hit
    Additional Accuracy SupportAttack, AnimateWeapon
    Increased Area of Effect SupportArea, CreateMinion, Type53
    Added Lightning Damage SupportAttack, Hit
    Increased Critical Strikes SupportHit, Attack
    Increased Critical Damage SupportHit, Attack
    Knockback SupportHit, Attack
    Life Leech SupportHit, Attack
    Mana Leech SupportAttack
    Added Chaos Damage SupportHit, Attack
    Stun SupportHit, Attack
    Melee Physical Damage SupportMelee
    Item Rarity SupportHit, Attack, DamageOverTime, Type112
    Concentrated Effect SupportArea, CreateMinion, Type53
    Cold to Fire SupportHit, Attack
    Combustion SupportHit, Attack
    Elemental Damage with Attacks SupportAttack, AnimateWeapon
    Bloodlust SupportMelee
    Life Gain on Hit SupportAttack, AnimateWeapon
    Elemental Proliferation SupportHit, Attack, CauseElementalStatus
    Culling Strike SupportHit, Attack
    Iron Will SupportHit, Type59, Type66
    Damage on Full Life SupportAttack
    Chance to Flee SupportAttack, Hit
    Blind SupportHit, Attack
    Fire Penetration SupportHit, Attack
    Cold Penetration SupportHit, Attack
    Lightning Penetration SupportHit, Attack
    Elemental Penetration SupportHit, Attack
    Power Charge On Critical SupportHit, Attack
    Burning Damage SupportHit, Attack, CausesBurning
    Hextouch SupportAttack, Hit
    Cast On Critical Strike SupportAttack
    Cast on Melee Kill SupportMelee
    Endurance Charge on Melee Stun SupportMelee
    Block Chance Reduction SupportHit, Attack
    Physical to Lightning SupportHit, Attack
    Fortify SupportMelee
    Ice Bite SupportHit, Attack
    Hypothermia SupportHit, Attack, DamageOverTime
    Innervate SupportHit, Attack
    Critical Strike Affliction SupportHit, Attack
    Void Manipulation SupportHit, Attack, DamageOverTime
    Controlled Destruction SupportHit, Attack, Type59
    Swift Affliction SupportDuration, Type55, Hit, Attack
    Elemental Focus SupportHit, Attack, CausesBurning, NonHitChill
    Cast while Channelling SupportChannelled
    Ignite Proliferation SupportHit, Attack
    Chance to Bleed SupportAttack
    Chance to Poison SupportHit, Attack
    Deadly Ailments SupportHit, Attack
    Decay SupportHit, Attack
    Efficacy SupportHit, Attack, Type59, Duration, Type55, DamageOverTime
    Vile Toxins SupportHit, Attack
    Maim SupportAttack, Maims
    Immolate SupportHit, Attack
    Unbound Ailments SupportHit, Attack, CauseElementalStatus
    Brutality SupportHit, Attack, DamageOverTime
    Onslaught SupportHit, Attack
    Infused Channelling SupportChannelled
    Summon Phantasm SupportAttack, Hit, CreatesMinion
    Withering Touch SupportAttack
    Bonechill SupportAttack, Hit, NonHitChill, ChillingArea
    Energy Leech SupportHit, Attack
    Close Combat SupportMelee
    Shockwave SupportMelee
    Impale SupportAttack
    Pulverise SupportMelee
    Rage SupportMelee
    Nightblade SupportAttack
    Awakened Added Fire Damage SupportHit, Attack
    Awakened Brutality SupportHit, Attack, DamageOverTime
    Awakened Burning Damage SupportHit, Attack, CausesBurning
    Awakened Elemental Damage with Attacks SupportAttack, AnimateWeapon
    Awakened Fire Penetration SupportHit, Attack
    Awakened Melee Physical Damage SupportMelee
    Awakened Added Cold Damage SupportAttack, Hit
    Awakened Cast On Critical Strike SupportAttack
    Awakened Cold Penetration SupportHit, Attack
    Awakened Deadly Ailments SupportHit, Attack
    Awakened Swift Affliction SupportDuration, Type55, Hit, Attack
    Awakened Void Manipulation SupportHit, Attack, DamageOverTime
    Awakened Added Chaos Damage SupportHit, Attack
    Awakened Added Lightning Damage SupportAttack, Hit
    Awakened Cast While Channelling SupportChannelled
    Awakened Controlled Destruction SupportHit, Attack, Type59
    Awakened Hextouch SupportAttack, Hit
    Awakened Elemental Focus SupportHit, Attack, CausesBurning, NonHitChill
    Awakened Increased Area of Effect SupportArea, CreateMinion, Type53
    Awakened Lightning Penetration SupportHit, Attack
    Awakened Unbound Ailments SupportHit, Attack, CauseElementalStatus
    Trinity SupportHit, Attack
    Bloodthirst SupportAttack
    Cruelty SupportHit, Attack

    Community Wiki

    Wiki Edit

    Charged Dash


    ChargedDashGemCharged 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.


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