Mechanic

Chain

Chain redirects an effect from the enemy it hits to another valid target. A skill that Chains 2 times can hit its first target, then redirect twice and reach up to three different targets if each redirect finds a target in range.
0.5.4d
Current data

Catalog version 0.5.4d

No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.

What Chain does

Current rules

Check the exact skill component before adding Chain. Projectiles normally search within 6 metres, while other chaining effects use 4 metres. Split, Pierce, and Fork are resolved before Chain, and the same Chain cannot target one enemy twice. Some skills place Chain only on a secondary beam or bolt, so a Chaining gem tag does not prove that every component of the skill can Chain.

How does Chain work?
After an effect hits an enemy, Chain redirects it to a different eligible target within chaining distance. Each available Chain can make one redirect, and the process stops when the count is spent or no new valid target is available.
How many targets does Chain hit?
The number counts redirects after the initial hit. Chains 2 times can therefore reach the initial enemy and up to two more enemies, for at most three targets. It can stop earlier when no eligible new target is within chaining distance.
Chain has a targeting distance
A Projectile has a base chaining distance of 6 metres. Other effects have a base chaining distance of 4 metres. A skill can state a different range, such as Shockchain Arrow's larger conditional search range.
One enemy cannot be targeted twice
An enemy cannot be targeted more than once by the same Chain. Extra chain count therefore needs enough different eligible targets to be fully used.
Split, Pierce, and Fork happen first
Projectile behaviours are resolved in the order Split, Pierce, Fork, then Chain. A Projectile does not Chain from an enemy it Pierces or Forks from. It may Chain from a later enemy after those earlier behaviours are exhausted.
Can Projectiles Chain from walls?
Some passives, modifiers, and Ricochet supports let a Projectile Chain when it hits a wall or other terrain. Terrain Chain is separate from ordinary enemy Chain, can occur after the Projectile has Pierced or Forked from an enemy, and normally occurs only once unless the source explicitly grants another terrain Chain.
Cannot Chain applies to the named component
Cannot Chain overrides generic Chain sources for that component. Lightning Arrow's main arrow Cannot Chain, but its generated Lightning beams Chain 2 times. Galvanic Shards and Voltaic Barrier similarly place Chain on their generated beams rather than on every part of the skill.
The Chaining tag does not describe every component
A multi-part skill can receive the Chaining tag because one component Chains. Read the component labels on the skill page. Ball Lightning carries the tag, but its moving Projectile does not Hit and its current detailed skill data does not give that Projectile a Chain count.
Additional times and more times are different
Chain +1 time adds one redirect. Dominus' Grasp instead grants 100% more Chains, which is a multiplicative increase to an applicable Chain count rather than a flat +1.

Skills, supports, items, and passive sources

11 cases
01
Direct chaining skills

Arc, Orb of Storms, Exsanguinate, Galvanic Field, and Valako's Charge explicitly give their arc, bolt, tendril, or orb component a Chain count. Gem level, Quality, Infusions, or the individual skill can change that count.

Related: Arc, Orb of Storms, Exsanguinate, Galvanic Field, Valako's Charge
02
Secondary beams

Lightning Arrow's arrow Cannot Chain while its Lightning beams Chain 2 times. Galvanic Shards releases a beam that Chains to another enemy. Projectiles fired through Voltaic Barrier create Chaining beams on Hit. The source Projectile and the generated beam must be evaluated separately.

Related: Lightning Arrow, Galvanic Shards, Voltaic Barrier
03
Conditional chaining skills

Shockchain Arrow begins its additional redirects when its first hit finds a Shocked or Electrocuted enemy. Elemental Expression gives Chain to its Arcing Bolt, not its fiery explosion or icy wave. Spiral Volley gains Chain by consuming Frenzy Charges, and Coiling Bolts Chains through Cursed targets.

Related: Shockchain Arrow, Elemental Expression, Spiral Volley, Coiling Bolts
04
Other Chain interactions

Lightning Rod can be selected by Chaining Lightning beams. A Lightning Infusion lets Ember Fusillade create Chaining beams. Rolling Magma uses Chain as forward ground bounces rather than ordinary enemy-to-enemy Projectile redirection.

Related: Lightning Rod, Ember Fusillade, Rolling Magma
05
Chain I, II, and III

Chain I adds 1 Chain and makes supported Skills deal 30% less Damage with Hits. Chain II adds 2 Chains with 50% less Damage with Hits. Chain III adds 2 Chains with 40% less Damage with Hits. The less modifier applies to Hits from the supported Skill, not only to later redirected Hits.

Related: Chain I, Chain II, Chain III
06
Ricochet I, II, and III

Ricochet I and II give supported Projectiles a chance to Chain from terrain. Ricochet III makes the terrain redirect occur, removes additional Projectiles, and makes the Projectiles always Pierce. These supports change terrain collision rather than granting an ordinary enemy Chain count.

Related: Ricochet I, Ricochet II, Ricochet III
07
Conditional and Lineage supports

Stormchain forces the initial Hit to Chain from an already Shocked enemy but prevents the supported Skill from inflicting Shock. Dominus' Grasp grants 100% more Chains. Coursing Current sends projectiles that Chain 6 times and only collide with Drenched targets.

Related: Stormchain, Dominus' Grasp, Coursing Current
08
Random and Minion supports

Gambleshot randomly chooses Fork, Chain, or Pierce for eligible Projectiles. Living Lightning and Living Lightning II create short-lived Minions whose own Attacks Chain; they do not add Chain directly to the supported Skill.

Related: Gambleshot, Living Lightning, Living Lightning II
09
Unique item modifiers

Mist Whisper makes Attacks Chain 2 additional times. Levinstone gives Lightning Skills +1 Chain. Snakepit changes Spell Projectiles by ring slot: the left slot grants Fork and prevents Chain, while the right slot grants +1 Chain and prevents Fork. Both versions prevent those Spell Projectiles from Piercing.

Related: Mist Whisper, Levinstone, Snakepit
10
Weapons, quivers, and crafting

Bow bases can roll a chance to Chain an additional time. Runemastered Torment Club can roll a chance for Lightning Skills to Chain again. Mystic Alloy can place a Chain chance modifier on a Quiver. Search the modifier database for the exact current values and item-level requirements.

Currency: Mystic AlloyRelated: Warden Bow, Protector Bow, Guardian Bow, Runemastered Torment Club, Search Chain modifiers
11
Passive tree sources

Branching Bolts gives Lightning Skills a 60% chance to Chain an additional time. Trick Shot grants 15% terrain Chain chance. Shrapnel and Ricochet each grant 10% terrain Chain chance, with their own additional Projectile effects.

Related: Branching Bolts, Trick Shot, Shrapnel, Ricochet

Limits and exceptions

8 rules
  • A listed Chain count is the maximum number of redirects, not a guarantee that every redirect finds a target.
  • The same enemy cannot be targeted more than once by the same Chain.
  • Split, Pierce, and Fork are resolved before Chain.
  • Cannot Chain overrides additional Chain sources for the named skill component.
  • A Chaining gem tag can describe only one component of a multi-part skill.
  • Terrain Chain and enemy Chain are separate behaviours.
  • Grenades cannot Fork or Chain.
  • Extra Chain does not bypass a skill's target requirements, such as Shocked, Electrocuted, Cursed, or Drenched.