Charged Dash is an active skill gem.
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.Your Charged Dash has more Damage when released.
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.
- 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
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Name | Additional Effects From Quality | Weight |
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Charged Dash | (0–10)% increased Attack Speed | 50 |
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Related Gems
Level Effect
Level | Requires Level | Dexterity | Base Damage | Experience |
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1 | 28 | 67 | 95% | 199,345 |
2 | 31 | 73 | 96.4% | 285,815 |
3 | 34 | 79 | 97.7% | 401,344 |
4 | 37 | 85 | 99.1% | 554,379 |
5 | 40 | 92 | 100.5% | 477,437 |
6 | 42 | 96 | 101.8% | 583,786 |
7 | 44 | 100 | 103.2% | 710,359 |
8 | 46 | 104 | 104.6% | 1,355,511 |
9 | 48 | 109 | 105.9% | 1,138,877 |
10 | 50 | 113 | 107.3% | 1,368,233 |
11 | 52 | 117 | 108.7% | 1,638,338 |
12 | 54 | 121 | 110.1% | 1,956,648 |
13 | 56 | 125 | 111.4% | 3,655,184 |
14 | 58 | 130 | 112.8% | 3,017,327 |
15 | 60 | 134 | 114.2% | 7,759,995 |
16 | 62 | 138 | 115.5% | 15,138,193 |
17 | 64 | 142 | 116.9% | 26,083,825 |
18 | 66 | 146 | 118.3% | 62,620,247 |
19 | 68 | 151 | 119.6% | 211,708,088 |
20 | 70 | 155 | 121% | |
21 | 72 | | 122.4% | |
22 | 74 | | 123.7% | |
23 | 76 | | 125.1% | |
24 | 78 | | 126.5% | |
25 | 80 | | 127.8% | |
26 | 82 | | 129.2% | |
27 | 84 | | 130.6% | |
28 | 86 | | 131.9% | |
29 | 88 | | 133.3% | |
30 | 90 | | 134.7% | |
31 | 91 | | 135.4% | |
32 | 92 | | 136.1% | |
33 | 93 | | 136.7% | |
34 | 94 | | 137.4% | |
35 | 95 | | 138.1% | |
36 | 96 | | 138.8% | |
37 | 97 | | 139.5% | |
38 | 98 | | 140.2% | |
39 | 99 | | 140.8% | |
40 | 100 | | 141.5% | |
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.
- DPS: A stage is gained after each attack while moving, and a wave is released after every second attack. Thus the damage per 2 attacks while moving is 100% (wave) + 2x75% (stages added to final pulse) = 250% of damage, and the damage per 2 attacks while finished moving is 100% (base) + 150% (more damage) = 250% of damage. Therefore the duration the skill is channeled for has no effect on dps, unless attack speed is high enough to reach the 15 stage hard limit while still moving, after which dps will be 100% of base until the projection stops moving.
- 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.
- 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. The Alternate Divergent Gem quality increases distance travelled by 1% per quality. Thus the time taken to reach the end point can be calculated with the formula 62*(1 + divergent quality)/(38*(1 + movement speed)*1.3) ≈ 1.255*(1+divergent)/(1+ms%). 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 maximum stages reached can then be calculated as APS*1.255*(1+divergent)/(1+ms%).
- 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.
- Ailments: Despite the wording, damaging ailments are not scaled by any of Charged Dash's damage mechanics - each hit while moving applies the same ignite or poison damage as a hit while the projection has finished moving and the same damage as the final wave.
Item acquisition
Charged Dash can drop anywhere. Drop level: 28.
Recipes
Charged Dash can be created from the following recipes:
Amount | Part | Description |
6 | The Fox | Random level 20 gem |
8 | Dying Anguish | Random level 19 gem with 19% alternative quality |
8 | The Hook | Random corrupted level 21 gem with 23% alternative quality |
3 | Gemcutter's Promise | Random gem with 20% quality |
1 | Gemcutter's Incubator | Random gem with 1–20% quality |
1 | The Void | Random divination card set exchange |
Quest reward
This item is given as a quest reward for the following quests:
Class → | Witch | Shadow | Ranger | Duelist | Marauder | Templar | Scion |
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 → | Witch | Shadow | Ranger | Duelist | Marauder | Templar | Scion |
Quest ↓ |
A Fixture of Fate Act 3 Siosa | ✓ |
Sever the Right Hand Act 3 Clarissa | ✗ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
Fallen from Grace Act 6 Lilly Roth | ✓ |
Related helmet enchantments
The following helmet enchantments affect Charged Dash.
Name | Level | Labyrinth | Stats | Spawn Weighting |
Enchantment Charged Dash Damage 1 | 66 | Merciless Labyrinth | 25% increased Charged Dash Damage | helmet 75 default 0 |
Enchantment Charged Dash Damage 2 | 75 | Eternal Labyrinth | 40% increased Charged Dash Damage | helmet 75 default 0 |
Enchantment Charged Dash Movement Speed 1 | 66 | Merciless Labyrinth | Charged Dash has 10% more Movement Speed | helmet 75 default 0 |
Enchantment Charged Dash Movement Speed 2 | 75 | Eternal Labyrinth | Charged Dash has 15% more Movement Speed | helmet 75 default 0 |
Enchantment Charged Dash Radius Final Explosion 1 | 66 | Merciless Labyrinth | Charged Dash has +4 to Radius of each Wave's last damage Area | helmet 75 default 0 |
Enchantment Charged Dash Radius Final Explosion 2 | 75 | Eternal Labyrinth | Charged Dash has +6 to Radius of each Wave's last damage Area | helmet 75 default 0 |
Alternate skill effects
Charged Dash has the following alternate skill effects:
Item | Effect(s) |
Desert Charged Dash Effect | Your Charged Dash becomes a Desert Effect. |