A post-mitigation Lightning Hit dealing 40% of the target's Elemental Ailment Threshold has 10% base chance to Shock. With 100% increased Shock Chance and no other modifiers, that becomes 20%.
Related: Elemental Ailment Threshold, Hit, Shock mechanicMechanic
Lightning
Lightning Damage is one of the five damage types and one of the three Elemental damage types. Lightning Hits can Shock by default, while Electrocution requires a Skill, item, support, or other effect that explicitly enables Electrocution Buildup.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 Lightning does
Current rulesTreat Shock and Electrocution as separate calculations. Post-mitigation Lightning Hit damage determines the base chance to Shock relative to the target's Elemental Ailment Threshold. Electrocution instead fills a buildup meter only when an explicit source allows qualifying Hit damage to contribute. Shock increases damage taken; Electrocution prevents the target from acting.
- Damage type, not skill type
- Lightning is a damage type. An Attack, Spell, Hit, or damage over time effect can deal Lightning Damage when its damage and wording match, but the Lightning tag does not by itself make a Skill an Attack, Spell, Hit, Shock, or Electrocution source.
- Wide damage ranges and Lucky
- Lightning damage commonly has a low minimum and high maximum. Lucky Lightning Damage rolls the applicable Hit damage range twice and keeps the higher result. It does not make Critical Hit Chance, Shock chance, Accuracy, or every other roll Lucky unless the modifier explicitly names that roll.
- Conversion and final type
- Conversion inherent to a Skill occurs first and conversion from other sources occurs second. Damage converted to Lightning scales with Lightning Damage and follows Lightning ailment rules by default. Damage converted away from Lightning no longer does so unless an explicit contribution rule overrides the default. Damage over time cannot be converted.
- Lightning Resistance
- Lightning Resistance mitigates Lightning Damage. The default maximum Resistance is 75%, maximum Resistance cannot be raised above 90%, and negative Lightning Resistance increases Lightning Damage taken.
- Shock chance
- By default, post-mitigation Lightning Damage from a Hit gives 1% chance to Shock for every 4% of the target's Elemental Ailment Threshold dealt. Increased and more Shock Chance modify that chance. Critical Hits do not inherently guarantee Shock, although their higher damage can produce a higher base chance.
- Shock effect and duration
- Shock makes the target take 20% increased damage from all damage by default. Shock Magnitude changes that damage-taken value, not Shock chance or Electrocution Buildup, and Shock is capped at 100% Magnitude. Its base duration is 8 seconds on non-player targets and 4 seconds on players.
- Multiple Shocks
- Shock does not normally stack. Each Shock keeps its own duration, but only the strongest Shock affects the target. An explicit exception such as Strike Twice can allow more than one Shock to apply.
- Shock and Electrocution are separate
- Shock is a chance-based ailment that increases damage taken. Electrocution is a buildup-based ailment that interrupts the target and prevents actions. Shock Magnitude does not fill the Electrocution meter, and Electrocution Buildup does not increase Shock Magnitude or replace the Shock chance calculation.
- Electrocution requires permission
- Ordinary Lightning Damage does not build Electrocution. A Skill, item, support, debuff, or other effect must explicitly say that Lightning Damage, all damage, or another named damage type contributes to Electrocution Buildup.
- Electrocution Buildup and duration
- Qualifying Hit damage fills the target's Electrocution meter relative to its Electrocute Threshold. The target becomes Electrocuted at 100% buildup by default, and the resulting non-damaging ailment prevents actions for 5 seconds by default.
- Primed for Electrocution
- Normal enemies are Primed for Electrocution at 40% buildup, Magic enemies at 50%, Rare enemies at 60%, and Unique enemies at 70%. Primed is an earlier state used by specific payoff effects; it is not the same as being Electrocuted.
- Elemental Ailment Threshold
- A higher Elemental Ailment Threshold lowers base Shock chance and reduces Electrocution Buildup received from the same qualifying Hit. By default, a player's Elemental Ailment Threshold is half of maximum Life. Electrocute Threshold is the more specific value that determines how much Electrocution Buildup is needed.
- Ailment Application
- Increased Ailment Application applies to Shock chance and Electrocution Buildup. It does not turn ordinary Lightning Damage into an Electrocution source, and it does not mean that Shock chance and Electrocution Buildup are the same stat.
- Exposure and Penetration
- Exposure lowers the target's actual Total Elemental Resistances. Penetration treats Lightning Resistance as lower only for the source's Hits and normally stops at 0%. Both can increase the post-mitigation Lightning Hit used for Shock chance and, when the Hit is allowed to contribute, Electrocution Buildup. Neither is a direct Shock Chance or Electrocution Buildup modifier.
- Shocked Ground
- Shocked Ground Shocks targets standing in it and lasts 6 seconds by default. A particular Skill, item, or support can state another ground duration. Shocked Ground applies Shock; it does not by itself create Electrocution Buildup.
- Drenched is source-defined
- Drenched makes enemies easier to Shock and Freeze, but the exact modifiers come from the source. Thunderstorm currently gives Drenched enemies 50% more chance to be Shocked and 25% more Freeze Buildup received, with a 2 second linger. Read the Skill rather than assuming one universal numeric Drenched value.
Worked examples and interactions
14 casesA default Shock makes the enemy take 20% increased damage. With 50% increased Shock Magnitude and no other modifiers, the Shock becomes 30%. This does not make the Shock roll more likely and does not add Electrocution Buildup.
Related: Magnitude, Damage, Shock mechanicA 1 to 100 Lightning Hit averages 50.5 without Luck. If that Lightning Hit damage is Lucky, the range is rolled twice and the higher result is kept, raising the expected value to about 67. Lucky damage does not reroll Shock chance unless Shock chance itself is Lucky.
Related: Lucky, HitA Skill converting 60% of 100 Physical Damage to Lightning has 40 Physical and 60 Lightning after conversion. By default, only the final 60 Lightning contributes to Shock chance; neither portion builds Electrocution without explicit permission.
Related: Physical, Damage Conversion, Hit, Shock mechanic, Electrocution mechanicA target has 40% Lightning Resistance. Default Exposure lowers its actual Resistance to 20%. A Hit with 30% Lightning Penetration then treats it as 0%, increasing the post-mitigation Lightning Hit used for Shock chance and for Electrocution Buildup when that Hit is allowed to contribute.
Related: Exposure, Resistances, HitElectrocute Support makes Lightning Damage from the supported Skill contribute to Electrocution Buildup, but the supported Skill cannot Shock. This is an explicit tradeoff, not a general rule that Shock and Electrocution always exclude one another.
Related: Electrocute Support, Shock mechanic, Electrocution mechanicElectrocuting Arrow attaches a rod that makes incoming Lightning Damage build Electrocution until the enemy is Electrocuted. The enabling state belongs to the target, so other Lightning Hits can contribute while the rod is attached.
Related: Electrocuting ArrowKitoko's Current explicitly makes Lightning Damage from Hits contribute to Electrocution Buildup. It does not say that those Hits cannot Shock, so do not import the Electrocute Support restriction into this item.
Related: Kitoko's Current, Contributes, HitBrain Rattler says all damage with the weapon causes Electrocution Buildup. The permission is broader than ordinary Lightning-only contribution and is limited to damage with that weapon.
Related: Brain Rattler, Contributes, AttackThe Three Dragons redirects Lightning Damage from Hits to Freeze Buildup instead of Shock Chance. The damage remains Lightning, but its default ailment contribution changes. The helmet does not make that Lightning Damage build Electrocution unless another source allows it.
Related: The Three Dragons, Freeze Buildup, Contributes, Shock mechanicVoltaxic Rift converts 100% of Lightning Damage to Chaos Damage, then explicitly allows Chaos Damage from Hits to contribute to Shock Chance. The Shock permission comes from the item; the final damage is still Chaos and is mitigated as Chaos Damage.
Related: Voltaxic Rift, Chaos, Damage Conversion, Contributes, Shock mechanicA Unique enemy becomes Primed for Electrocution at 70% buildup but is normally Electrocuted at 100%. Sine Aequo changes the immobilisation point to 50%, so the item can make Electrocution occur before the ordinary Unique Primed threshold.
Related: Sine Aequo, Electrocution mechanicThunderstorm's Drenched makes enemies 50% more likely to be Shocked and makes them receive 25% more Freeze Buildup. It does not state that Drenched grants Electrocution Buildup or increases Shock Magnitude.
Related: Thunderstorm, Shock mechanicA target standing in Shocked Ground is Shocked without using the ordinary Hit-based Shock chance calculation. The ground lasts 6 seconds by default, but a source such as a Skill or item can specify another duration.
Related: Shocked Ground, Shock mechanicRare monster modifiers
1 linkedGain 40% of Damage as Extra Lightning Damage.
Limits and exceptions
14 rules- Lightning is a damage type, not a guarantee that a Skill is an Attack, Spell, Hit, Projectile, Shock source, Electrocution source, or damage over time effect.
- Shock chance, Shock Magnitude, Shock Duration, Electrocution Buildup, Electrocute Threshold, and Electrocution Duration are separate values.
- Ordinary Lightning Hits can Shock but cannot build Electrocution without explicit permission from a Skill, item, support, debuff, passive, or other effect.
- Shock increases all damage taken by default, not only Lightning Damage. It does not deal damage itself.
- Shock does not normally stack. Separate instances keep their durations, but only the strongest applies unless an explicit exception changes the limit.
- Critical Hits do not inherently guarantee Shock. Their damage can increase the base Shock chance, but chance and damage remain separate calculations.
- Lucky Lightning Damage rerolls the applicable Hit damage range. It does not automatically reroll Critical Hit Chance, Accuracy, Shock chance, or Electrocution Buildup.
- Penetration and Exposure can indirectly improve Shock chance and Electrocution Buildup through a larger post-mitigation Lightning Hit, but they are not direct ailment modifiers.
- Electrocution is a non-damaging ailment and an immobilisation. It does not inherit Shock's increased-damage-taken effect unless another modifier explicitly grants one.
- Primed for Electrocution is not the Electrocuted state. It is an earlier rarity-based threshold used by specific payoff effects.
- Ailment Application scales Shock chance and Electrocution Buildup, but does not grant permission for ordinary Lightning Damage to build Electrocution.
- Damage over time cannot be converted and does not use the default Lightning Hit rules for Shock chance or Electrocution Buildup.
- Contribution overrides such as The Three Dragons, Voltaxic Rift, Brain Rattler, and Kitoko's Current change only the calculations named by their exact wording.
- Drenched values are source-specific. Read the Skill or effect that applies Drenched instead of assuming Thunderstorm's numbers apply to every future source.











