Mechanic

Electrocution

Electrocution is a non-damaging Lightning Ailment that interrupts a target and prevents it from performing actions. It lasts five seconds by default, but ordinary Lightning damage cannot build Electrocution without an explicit enabling effect.
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 Electrocution does

Current rules

Use a skill, support, item, or debuff that explicitly allows qualifying Hit damage to contribute to Electrocution Buildup. The target becomes Electrocuted when its buildup reaches the applicable Electrocute Threshold, normally 100%. Normal enemies are Primed at 40% buildup, Magic at 50%, Rare at 60%, and Unique at 70%, allowing specific Primed payoffs to act before full Electrocution.

Electrocution prevents actions
Electrocution interrupts the target's current action and prevents further actions for five seconds by default. It is a non-damaging Ailment and an Immobilisation, so the ailment itself does not deal Lightning damage or inherit Shock's increased-damage-taken effect.
Lightning damage needs permission
Lightning damage does not contribute to Electrocution Buildup by default. The source must explicitly say that Lightning damage, all damage, or another named damage type contributes to Electrocution Buildup, or it must directly inflict Electrocution.
Buildup comes from qualifying Hits
When permission exists, qualifying Hit damage adds Electrocution Buildup relative to the target's Electrocute Threshold. Damage over time does not Hit and therefore cannot use this Hit-based contribution rule.
Full buildup causes Electrocution
A target is normally Electrocuted when buildup reaches 100% of its Electrocute Threshold. The resulting ailment has its own duration, while the buildup meter and any enabling debuff follow their own values.
Non-player buildup was reduced
Content Update 0.2.0 made Electrocution build roughly 44% slower on non-player targets. Current skill and item values must be read with that monster-side adjustment in mind rather than compared directly with early launch footage.
Primed thresholds depend on rarity
Normal enemies are Primed for Electrocution at 40% buildup, Magic enemies at 50%, Rare enemies at 60%, and Unique enemies at 70%. Content Update 0.2.0 lowered the Magic, Rare, and Unique thresholds to their current values.
Primed is not Electrocuted
A Primed enemy can still act. Primed is an earlier state checked by effects such as Neural Overload and Voltaic Mark; those effects can convert the setup into Electrocution before the normal 100% point.
Shock is a separate Ailment
Shock uses a chance roll and increases damage taken. Electrocution uses buildup and prevents actions. A target can have either or both, although Electrocute Support and Eonyr's Thunder explicitly prevent their supported skills from inflicting Shock.
Ailment Application scales buildup
Increased Ailment Application scales Electrocution Buildup after an effect has made the Hit eligible. It does not give ordinary Lightning damage permission to build Electrocution by itself.
Resistance affects buildup indirectly
Electrocution Buildup is based on qualifying Hit damage after mitigation. Lowering Lightning Resistance with Exposure or treating it as lower with Penetration can increase the contributing Lightning Hit, but neither grants Electrocution permission on its own.
Contribution can use other damage types
Explicit wording can allow a wider contribution. Brain Rattler uses all damage with the weapon, while Beyond Reach lets Chaos Hit damage contribute. This does not convert that damage to Lightning and applies only within the wording's stated scope.
Threshold overrides replace 100%
Sine Aequo makes enemies become Immobilised at 50% buildup instead of 100%. This explicit item modifier replaces the normal trigger point and can cause Electrocution before an enemy reaches its ordinary Primed threshold.

Building, triggering, and using Electrocution

8 cases
01
Electrocute supports

Electrocute Support makes Lightning damage from the supported skill contribute to Electrocution Buildup but prevents that skill from inflicting Shock. Eonyr's Thunder applies the same tradeoff and adds an explosion when supported skills kill an Electrocuted enemy.

Related: Eonyr's Thunder, Electrocute Support
02
Electrocution-enabling skills

Enervating Nova makes its own Lightning damage contribute and temporarily lets all Lightning damage build Electrocution on enemies it hits. Electrocuting Arrow attaches a rod with a similar enabling effect, while Voltaic Grenade applies a timed buildup debuff.

Related: Enervating Nova, Electrocuting Arrow, Voltaic Grenade
03
Direct and Runic sources

Conductive Runes applies Electrocution Buildup when its armed runes activate. Voltaic Barrier directly Electrocutes enemies caught between its pylons, bypassing the need to fill the normal meter through ordinary Lightning Hits.

Related: Conductive Runes, Voltaic Barrier
04
Primed finishers

Neural Overload makes a supported Hit Electrocute a marked Primed enemy. Voltaic Mark makes the marked enemy become Electrocuted when Hit while Primed, then grants extra Lightning damage and consumes the Mark.

Related: Neural Overload, Voltaic Mark
05
Contribution-changing unique items

Kitoko's Current enables Lightning Hit damage, Brain Rattler enables all damage with that weapon, and Beyond Reach enables Chaos Hit damage. Each item changes which damage can fill the meter, not what damage type the Hit deals.

Related: Kitoko's Current, Brain Rattler, Beyond Reach, Contributes
06
Earlier Immobilisation

Sine Aequo changes the Immobilisation point from 100% buildup to 50%. Against Rare and Unique enemies, this can trigger before the normal 60% or 70% Primed point, so Primed-only effects may never become necessary for that application.

Related: Sine Aequo, Immobilised
07
Electrocution payoffs

Combat Frenzy can grant a Frenzy Charge when you Electrocute. Shockchain Arrow reacts to Electrocuted enemies without consuming Electrocution, and Moment of Vulnerability can create a visage from an enemy Primed for Electrocution.

Related: Combat Frenzy, Shockchain Arrow, Moment of Vulnerability
08
Electrocution modifiers

Modifiers can change Electrocution Buildup, Electrocution Duration, damage against Electrocuted enemies, or the trigger threshold. These values are separate and should be filtered independently when comparing gear or passive nodes.

Related: Search Electrocution modifiers, Search Electrocute modifiers

Limits and exceptions

9 rules
  • Ordinary Lightning damage cannot build Electrocution without explicit permission.
  • Damage over time does not Hit and cannot use the Hit-based Electrocution contribution rule.
  • Primed for Electrocution is not the Electrocuted state and does not prevent actions by itself.
  • Shock chance, Shock Magnitude, Electrocution Buildup, Electrocute Threshold, and Electrocution Duration are separate values.
  • Electrocute Support prevents supported skills from inflicting Shock, but that restriction is specific to the support and similar explicit effects.
  • Ailment Application scales eligible buildup but does not grant permission to build Electrocution.
  • Contribution from another damage type does not convert that damage to Lightning.
  • An explicit threshold override such as Sine Aequo replaces the normal 100% point.
  • Electrocution is non-damaging and does not inherently increase damage taken.