Consider helping out in updating the wiki for 3.3.0 - see Path_of_Exile_Wiki:To-do_list/3.3.0

Various people have reported issues with the ads on here. Make sure to report those advertisements

Charged Dash

From Path of Exile Wiki
Jump to: navigation, search
Charged DashMovement, AoE, Channelling, Attack, Lightning, Melee
Mana Cost: 4
Cast Time: 1.00 sec
Damage Effectiveness: (75%-92%)
Requires Level 28Channel to project a mirage forward in the direction you're facing, based on your movement speed. Release to teleport to the mirage dealing area of effect damage multiple times along the way. Travelling further applies a bonus to the damage as well as dealing damage in larger areas. Faster attack speed and lower movement speed will both cause damage to be dealt more frequently along the path.Per 1% Quality:
0.5% increased Attack Speed
Deals (75-92.1)% of Base Damage
60% more Attack Speed
50% of Physical Damage Converted to Lightning Damage
Final wave deals 75% of Damage per stage
Deals 150% more Damage while Channelling if Mirage has finished moving
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.
Charged Dash skill icon.pngCharged Dash inventory icon.png
Level: 28
Purchase Costs
Normal1x Orb of Chance
Sell Price
1x Scroll Fragment
Item class: Active Skill Gems
Metadata ID: Metadata/Items/Gems/SkillGemChargedDash

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 projectile moves based on where your mouse is relative to your avatar. To do a 180 for example. You need to move the mouse behind your avatar. In some cases the projection will have to be steered in order for the stages to not cap prematurely. I assume steering will be much easier with a joystick.
  • Stages: Stages are incremented while the projection is moving. The cap is based off movement speed and attack speed. The faster your attack speed the higher the cap, and faster movement is will lower the cap. 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. So if you have say 8 attacks a second and 120% movement speed. Your cap for stages will be 4.4. Based on how you steer the skill it may hit 5 stages. But if you had 20% movement speed instead. The cap would be 9 stages. GGG said they could see it getting as high as 15 stages.
  • 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 like it used too.
  • Attack speed: While channeling, you will release a pulse for half of your stages. So if you cap out at 4 stages it will pulse 2 times in the amount of time it takes you to reach max distance. So if you cap 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. Attack speed determines max stages. While damage from releasing a full charge will usually be higher. The damage per second is only slightly lower over all while channeling. Only when your max stages is less or equal to 2 will this reverse.
  • Movement speed: Doesn't directly effect damage. It indirectly allows for a faster cast time. This means you will be able to get more cast in the faster you are. However; this lowers the max stages you can reach. Lowering the damage each cast can max out at. It should even out though. However it is important to note based off max stages you can reach. Which is based off movement speed + 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.
  • Mana cost: The faster your attack, and the slower movement speed. The more this skill will cost. The math is "Mana Cost"*"Attack speed"*"Time to reach max Dist". 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 you 74.8 mana (17*8*0.55=74.8).
  • Dual wielding: Dual Wielding while using Charged Dash will cause the player to alternate weapons each attack/pulse.

Gem level progression

Exp.Total Exp.

Item acquisition

Quest reward

This skill is given as quest reward for the following quests:
Class →WitchShadowRangerDuelistMarauderTemplarScion
Quest ↓
Sever the Right Hand
Act 3

Vendor reward

This skill can be bought at the listed npc vendors after completing the following quests:
Class →WitchShadowRangerDuelistMarauderTemplarScion
Quest ↓
A Fixture of Fate
Act 3
Sever the Right Hand
Act 3
Fallen from Grace
Act 6
Lilly Roth

Related helmet enchantments

The following helmet enchantments affect Charged Dash

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.Stats
EnchantmentChargedDash16625% increased Charged Dash Damage
EnchantmentChargedDash27540% increased Charged Dash Damage
EnchantmentChargedDashDodgeWhenFinishedChannelling1_664% chance to Dodge Attack Hits if you have finished Channelling Charged Dash Recently
EnchantmentChargedDashDodgeWhenFinishedChannelling2756% chance to Dodge Attack Hits if you have finished Channelling Charged Dash Recently
EnchantmentChargedDashMovementSpeed1_66Charged Dash has 10% more Movement Speed
EnchantmentChargedDashMovementSpeed2_75Charged Dash has 15% more Movement Speed
EnchantmentChargedDashRadiusFinalExplosion166Charged Dash has +4 to Radius of each Wave's last damage Area
EnchantmentChargedDashRadiusFinalExplosion275Charged Dash has +6 to Radius of each Wave's last damage Area

Version history

Version Changes
  • 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.
  • Now limited to a maximum of 15 strikes per skill use, as well as limited by distance travelled.
  • Charged Dash has been added to the game.