Melee Physical Damage Support
Level: 1–20
Cost & Reservation Multiplier: 130%
Requires Level 18
Supports melee attack skills.
Supported Skills deal (30–49)% more Melee Physical Damage
Supported Skills deal (30–49)% more Damage with Bleeding and Poison caused by Melee Hits
Supported Skills have 10% less Attack Speed

Additional Effects From Quality:
Supported Skills deal (0–10)% increased Melee Physical Damage
Unusual Gems /3 ⍟
TypeStatsWeight
Superior Supported Skills deal (0–10)% increased Melee Physical Damage50
Anomalous Supported Skills have +(0–0.2) metres to Melee Strike Range10
Divergent Supported Skills Overwhelm (0–5)% Physical Damage Reduction50
Quest /2 ⍟
ActQuestNPCCharacter
2Sharp and CruelQuest RewardDuelist · Marauder · Scion · Shadow · Templar · Templar · Templar · Templar
2Sharp and CruelYeenaAll Classes
Melee Physical Damage Support /12 ⍟
NameShow Full Descriptions
Glacial Hammer
A physical/cold based melee single target attack. Glacial Hammer has a built in chance to freeze and will shatter frozen enemies if they are on low life.
Grants more melee physical damage for Glacial Hammer. Because 50% of physical damage is converted to cold damage, this support will also increase the cold damage done by Glacial Hammer.
Frost Blades
A projectile based melee attack skill that converts 60% of physical damage to cold damage. The melee strike splits into multiple projectiles when hitting the targeted enemy, potentially dealing damage to multiple secondary targets.
Grants more melee physical damage for Frost Blades. Because 60% of physical damage is converted to cold damage, this support will also increase the cold damage done by Frost Blades.
Viper Strike
A melee single target attack skill that converts 25% of physical damage to chaos damage and has a high chance to poison the targeted enemy.
Grants more melee physical damage for Viper Strike. This support also increases the amount of damage inflicted bleeds and poisons do.
Ground Slam
An area of effect, melee attack that deals a wave of area damage with your main hand weapon. Enemies closer to you take more damage. Ground Slam also has an increased chance to stun enemies.
Grants more melee physical damage for Ground Slam. This support also increases the amount of damage inflicted bleeds and poisons do.
Heavy Strike
A simple melee single target attack that can knock enemies back.
Grants more melee physical damage for Heavy Strike. This support also increases the amount of damage inflicted bleeds and poisons do.
Cleave
An area of effect melee attack that deals damage in an arc. When dual-wielding Cleave uses both weapons.
Grants more melee physical damage for Cleave. This support also increases the amount of damage inflicted bleeds and poisons do.
Double Strike
A simple single target melee attack that hits a targeted enemy twice in rapid succession. It deals extra physical damage against bleeding enemies.
Grants more melee physical damage for Double Strike. This support also increases the amount of damage inflicted bleeds and poisons do.
Molten Strike
An area of effect, melee attack that launches molten projectile balls at enemies. 50% of physical damage is converted to fire damage.
Grants more melee physical damage for Molten Strike. Because 60% of physical damage is converted to fire damage, this support will also increase the fire damage done by Molten Strike.
Smite
A melee attack that causes lightning to strike a targeted location or nearby enemy, dealing area of effect damage. Smite also grants an aura on hit which provides additional lightning damage to you and your allies for a short duration.
Grants more melee physical damage for Smite. Because 50% of physical damage is converted to lightning damage, this support will also increase the lightning damage done by Smite.
Raise Zombie
A minion spell that raises a zombie from a corpse. The zombie will follow and fight for you with melee attacks.
Grants more melee physical damage for your Zombie minions attacks. This support also increases the amount of damage inflicted bleeds and poisons do.
Perforate
Slam the ground to launch deadly spikes up at enemies. The spikes are tightly packed, can hit multiple enemies, and can hit the same enemy multiple times. Switch to Sand Stance using Blood & Sand gems to explode spikes out over a wider area.
This gem causes Perforate to deal more damage. A simple but invaluable way to quickly kill enemies.
Shield Crush
Swipe your shield, dealing area damage in three waves in front of you. Enemies can be hit by two of the waves where they overlap.
Slows down the attack speed of Shield Crush but increases the melee physical damage dealt and increases the damage of bleeds and poisons inflicted by Shield Crush.
Level Effect /40
Implicit
Cost & Reservation Multiplier: 130%
Supported Skills have 10% less Attack Speed
LevelRequires LevelStrengthSupported Skills deal 30% more Melee Physical DamageSupported Skills deal 30% more Damage with Bleeding and Poison caused by Melee HitsExperience
11833303069,833
222393131128,549
326453232154,553
429493333225,374
532543434320,672
635583535447,718
738633636615,318
841673737834,639
9447238381,570,760
10477639391,633,987
11508140402,151,030
12538541412,812,189
13569042423,655,184
14589343433,017,327
15609644447,818,905
166299454515,256,013
1764102464626,260,555
1866105474762,855,887
19681084848212,002,638
20701114949
21725050
22745151
23765252
24785353
25805454
26825555
27845656
28865757
29885858
30905959
31915959
32926060
33936060
34946161
35956161
36966262
37976262
38986363
39996363
401006464

Melee Physical Damage Support

CostiLvl 1: Normal: 1xOrb of Alteration
AcronymHit, Melee, Poison, Bleeding
DropLevel 18
BaseType Melee Physical Damage Support
Class Support Gems
IconM
AwakenedAwakened Melee Physical Damage Support
MetadataMetadata/Items/Gems/SupportGemMeleePhysicalDamage
Referencepoe.ninja, Community Wiki
Supported Gem /62 ⍟
IconName
Leap Slam
Jump into the air, damaging and knocking back enemies with your weapon where you land. Enemies you would land on are pushed out of the way. Requires an Axe, Mace, Sceptre, Sword or Staff. Cannot be supported by Multistrike.
Charged Dash
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.
Blade Flurry
Repeatedly hit enemies in a circle in front of you while channelling, dealing damage to and around the enemy. The damage is continually boosted while channelling. You unleash an additional hit for each stage reached once the channelling ends. Requires a Dagger, Claw or One-Handed Sword.
Sweep
Swings a two handed melee weapon in a circle, knocking back monsters around the character.
Ground Slam
Slams the ground in front of you, creating a wave that travels forward and damages enemies with an increased chance to stun. The wave deals more damage to closer enemies. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Cleave
The character swings their weapon (or both weapons if dual wielding) in an arc, damaging monsters in an area in front of them. Only works with Axes and Swords.
Shield Charge
Charges at a targeted location or enemy, pushing away enemies in your path and repeatedly dealing off-hand damage in a small area in front of you. You deal damage in a larger area when you reach the target. The further you travel, the more damage you deal, and the greater your chance of stunning enemies. Cannot be supported by Multistrike.
Double Strike
Performs two fast strikes with a melee weapon.
Lacerate
Slashes twice, releasing waves of force that damage enemies they hit. Enemies in the middle of the slashes can be hit by both. The slashes will have a chance to inflict bleeding in Blood Stance, or have a wider angle in Sand Stance, Can be used with Axes and Swords. You are in Blood Stance by default.
Elemental Hit
Each attack with this skill will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will also deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.
Dual Strike
Attacks with both weapons, dealing the damage of both in one strike. Dual wield only. Does not work with wands.
Whirling Blades
Dive through enemies, dealing weapon damage. If dual wielding attacks with both weapons, dealing the damage of both in one hit. Only works with Daggers, Claws, and One-Handed Swords. Cannot be supported by Multistrike.
Frenzy
Performs an attack that gives the character a frenzy charge if it hits. Frenzy charges increase your attack speed.
Static Strike
Attack with a melee weapon, gaining static energy for a duration if you hit an enemy. While you have static energy, you'll frequently hit a number of nearby enemies with beams, dealing attack damage.
Flicker Strike
Teleports the character to a nearby monster and attacks with a melee weapon. If no specific monster is targeted, one is picked at random. Grants a buff that increases movement speed for a duration. The cooldown can be bypassed by expending a Frenzy Charge.
Infernal Blow
Attacks with your weapon, applying a charged debuff to enemies hit by your strike, and an uncharged debuff to any other enemies hit. Upon reaching 6 charges, expiring, or the enemy's death, the charged debuff is removed, and it deals damage to that and other nearby enemies. Enemies with either debuff explode when they die, damaging other nearby enemies. Damage from this explosion cannot be reflected. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Glacial Hammer
Hits enemies, converting some of your physical damage to cold damage. If an enemy is frozen and is on less than one third life, they will shatter when hit by Glacial Hammer. If striking three times in a row, the third strike will freeze enemies more easily. Requires a Mace, Sceptre or Staff.
Viper Strike
Hits enemies, converting some of your physical damage to chaos damage and inflicting poison which will be affected by modifiers to skill duration. If dual wielding, will strike with both weapons. Requires a claw, dagger or sword.
Riposte
Perform a deadly counter-attack when you block. Uses both weapons while you're dual wielding.
Vengeance
Chance to perform a swift counter-attack against all enemies around you when you are hit. Weapon range increases the area of this attack. Requires a Melee Weapon.
Reckoning
Perform a swift counter-attack against enemies in a cone shape when you block with your shield.
Heavy Strike
Attacks enemies with a forceful blow, knocking them back. Requires a Mace, Sceptre, Axe, Sword or Two-Handed Weapon.
Dominating Blow
Attacks enemies with a melee strike, applying a debuff for a short duration. If a non-unique enemy dies while affected by the debuff, the enemy's corpse will be consumed and a Sentinel of Dominance with the same rarity, prefix and suffix modifiers will be summoned for a longer secondary duration.
Lightning Strike
Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy is released from the weapon as projectiles as you strike, flying out to hit farther-away enemies. The projectiles cannot miss if the melee attack hits a target.
Puncture
Punctures enemies, causing a bleeding debuff, which will be affected by modifiers to skill duration. Puncture works with bows, daggers, claws or swords.
Cyclone
Channel this skill to move towards a targeted location while spinning, building up stages while constantly attacking enemies in an area around you. While channelling this skill, you cannot be knocked back.
Reave
Attacks a small area in front of you. Each Reave that hits an enemy grants stages, which you will begin to lose after a short period without hitting anything. Only works with Daggers, Claws, and One-Handed Swords.
Vaal Cyclone
Spin and attack in place, damaging nearby enemies and pulling others towards you. While using this skill, you cannot be stunned or knocked back. Cannot be supported by Ruthless.
Vaal Ground Slam
Slams the ground in front of you, creating a wave that travels in all directions that damages enemies with an increased chance to stun. The wave deals more damage to closer enemies. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Vaal Lightning Strike
Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy becomes an orb attached to the enemy you hit, or the ground if you don't hit an enemy. The orb will periodically fire projectiles at other nearby enemies for a duration, which will also damage the enemy the orb is attached to.
Vaal Double Strike
Performs two fast strikes with a melee weapon, each of which summons a double of you for a duration to continuously attack monsters in this fashion.
Vaal Glacial Hammer
Hits enemies, converting some of your physical damage to cold damage. It traps enemies with you in a circle of ice so that they can't escape. Requires a Mace, Sceptre or Staff.
Vaal Reave
Repeatedly attacks a large area in different directions. Each Vaal Reave that hits an enemy grants stages, which you will begin to lose after a short period without hitting anything. Only works with Daggers, Claws, and One-Handed Swords.
Molten Strike
Infuses your melee weapon with molten energies to attack with physical and fire damage. This attack causes balls of molten magma to launch forth from the enemies you hit, divided amongst all enemies hit by the strike. These will deal area attack damage to enemies where they land.
Ice Crash
Slam the ground, damaging enemies in an area around the impact in three stages. Enemies take slightly less damage on the second and third stage. Works with Swords, Maces, Sceptres, Axes, Staves and Unarmed.
Frost Blades
Attack enemies with increased range, releasing icy blades from the first enemy hit which fly at other enemies. Requires a Melee Weapon.
Vigilant Strike
Attacks enemies with a powerful melee strike which grants Fortification, reducing damage you take from hits. The cooldown can be bypassed by expending an Endurance Charge. Requires a Melee Weapon.
Wild Strike
Your melee weapon strikes enemies, converting physical damage to a random element. Then, depending on the element chosen, it releases a fiery explosion, an arcing bolt of lightning, or an icy wave. It will avoid choosing the same element twice in a row.
Earthquake
Smashes the ground, dealing damage in an area and cracking the earth. The crack will erupt in a powerful aftershock after a short duration. Cracks created before the first one has erupted will not generate their own aftershocks. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Sunder
Slams the ground, creating a slow wave of churning terrain that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies around them. Using the skill again will stop the previous wave. Requires a Mace, Sceptre, Axe, Staff or Unarmed.
Ancestral Protector
Summons an Ancestor Totem which attacks enemies with melee strikes while you're near it. Being near it grants you more attack speed. Requires a Melee Weapon or Unarmed.
Ancestral Warchief
Summons an Ancestor Totem which attacks enemies with a powerful slam while you're near it. Being near it grants you more melee damage. Requires a Melee Weapon or Unarmed.
Tectonic Slam
Slam the ground, unleashing a fiery fissure in front of you, dealing area damage and randomly releasing a number of smaller fissures branching off from it. Consume an Endurance Charge every third time you slam the ground with this skill. Requires a Mace, Sceptre, Sword, Axe, Staff, or Unarmed.
Vaal Earthquake
Smashes the ground, dealing damage in an area and cracking the earth. The crack will erupt in a powerful aftershock after a short duration. After using this skill, your steps will deal damage around you, cracking the earth if the previous cracks have erupted. This effect ends after a secondary duration, or after a maximum number of aftershocks. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Vaal Ancestral Warchief
Summons an Ancestor Totem which attacks enemies with a powerful cascading slam while you're near it. If the enemies are far away, it will leap toward them as it slams. Being near it grants you more melee damage. Requires a Melee Weapon or Unarmed.
Consecrated Path
Slams the ground at a targeted location. If an enemy is near where you target, you'll teleport to it from a short distance away, slam, and create an area of consecrated ground. Can't be supported by Multistrike, and requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Smite
Performs a melee attack, and causes lightning to strike a targeted location or nearby enemy, dealing damage in an area. Each target can only be hit once by this skill. Hitting an enemy grants an aura, giving you and your allies additional lightning damage for a duration. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Bladestorm
Perform a spinning attack, damaging enemies around you and creating a bladestorm matching your stance. The bladestorm repeatedly damages enemies, based on your weapon damage and attack time, for a duration. Blood bladestorms are stationary and cause Bleeding, while Sand bladestorms move slowly forwards and Blind enemies. Requires a Sword or Axe. You are in Blood Stance by default.
Perforate
Smash the ground to bring forth multiple spears to damage enemies. When in Blood Stance, multiple spikes burst from the ground in sequence, able to hit enemies multiple times. In Sand Stance, the spikes are thrust outwards. Requires a Sword or Axe. You are in Blood Stance by default.
Chain Hook
When used at range, throws out a chain, pulling you to the enemy hit dealing damage in an area behind them. When close to the enemy, just causes the area damage directly. Requires a One Handed Mace, Sceptre, Sword or Axe.
Pestilent Strike
Attacks with your weapon, inflicting a debuff on enemies hit by the strike. If a debuffed enemy dies while poisoned, Pestilent Strike inflicts a secondary chaos damage over time debuff on enemies around them, based on the poisons on the slain enemy. This damage is not affected by your damage modifiers. Requires a Claw or Dagger.
Earthshatter
Slam the ground, sending out rectangular fissures that deal area damage to enemies and thrust a spike from the ground when they end. Warcries or other Slam Attacks performed by you or allied players near any spike will cause them to shatter, damaging surrounding enemies. Works with Maces, Sceptres, Axes, Staves and Unarmed.
Rage Vortex
Spin with a sword or axe to deal damage in an area around you. Sacrifices some rage to send a ragestorm forward. While enemies are inside it, the ragestorm will slow its movement and repeatedly deal attack damage based on your attack speed.
Shield Crush
Swipe your shield, dealing area damage in three waves in front of you. Enemies can be hit by two of the waves where they overlap.
Boneshatter
Attack enemies with a forceful melee strike that also hurts you. Successive uses will raise the damage dealt both to enemies and you. Stunning an enemy with the strike releases a damaging pulse. Requires a Mace, Sceptre, Axe or Staff.
Volcanic Fissure
Slam the ground, creating a winding fissure that deals area damage while travelling outwards. When it reaches the target location it erupts, releasing a burst of molten projectiles. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Vaal Flicker Strike
Repeatedly teleports to enemies and hits them, inflicting a wound but dealing no damage. After the repeating finishes, each enemy is hit by the total damage of their wounds, which are removed.
Vaal Molten Strike
Infuses your melee weapon with molten energies to attack with physical and fire damage. This attack causes balls of molten magma to launch forth causing area attack damage to enemies where they land.
Vaal Cleave
The character swings their weapon (or both weapons if dual wielding) in an arc, damaging monsters in an area in front of them. Killing Blows on Rare or Unique enemies grant a buff that improves Cleave for a duration. Killing Blows on Rare Enemies also steal their modifiers for a secondary duration. Only works with Axes and Swords.
Vaal Volcanic Fissure
Slam the ground, creating a winding fissure that deals area damage while travelling outwards. When it reaches the target location it erupts, releasing a burst of molten projectiles. After erupting, the fissure continues moving towards enemies to cause further eruptions. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Vaal Smite
Calls lightning down to infuse your weapon, then performs a melee attack and causes lightning to strike nearby enemies, dealing damage in an area around each. Hitting an enemy grants an aura, giving you and your allies additional lightning damage for a duration, and additional lightning bolts with Smite. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Vaal Blade Flurry
Channel to create an expanding circle area around you that blinds enemies within it. When you stop channelling, deals damage in a smaller area around each enemy in the circle. Requires a Dagger, Claw or One-Handed Sword.
Melee Physical Damage Support Unique /1 ⍟
IconName
Socketed Gems are Supported by Level 30 Melee Physical Damage
Socketed Gems are Supported by Level 30 Faster Attacks
Socketed Gems are supported by Level 30 Blind
6% Chance to Block Attack Damage
Adds 20 to 30 Physical Damage to Attacks
+(200–300) to maximum Life
(200–300)% increased Armour and Evasion
20% chance to gain an Endurance Charge when you Block
Can't use Chest armour
Extra gore

Community Wiki

Edit

Melee Physical Damage Support

Melee Physical Damage Support is a Support gem that grants more Physical damage to attacks made with the supported melee skill.

See also

Version history

VersionChanges
3.15.0d
  • Melee Physical Damage Support now has a Cost and Reservation Multiplier of 130% (previously 140%).
  • 3.15.0
  • Now grants “Supported Skills have 10% less Attack Speed”.
  • 3.0.0
  • Melee Physical Damage Support now also grants 30% more Damage with Bleeding and Poison caused by Melee hits at gem level 1.
  • 0.9.12qq
  • From 0.2% per quality point to 0.35%.
  • 0.8.8
  • Melee Physical Damage added to the game.

  • Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.