Lightning Bolt, Fulminating Concoction, Lightning Spear, Ball Lightning, Storm Wave, and Tempest Flurry include explicit bonuses to chance to Shock. Some also change Shock Magnitude, so check the skill page for the current gem-level values.
Related: Lightning Bolt, Fulminating Concoction, Lightning Spear, Ball Lightning, Storm Wave, Tempest FlurryMechanic
Shock
Shock is a non-damaging Lightning Ailment that makes a target take 20% increased damage by default. Lightning Hits gain a chance to Shock based on post-mitigation damage relative to the target's Elemental Ailment Threshold.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 Shock does
Current rulesBy default, a Lightning Hit gains 1% chance to Shock for every 4% of the target's Elemental Ailment Threshold dealt after mitigation. A successful Shock normally makes the target take 20% increased damage. It lasts four seconds on players and eight seconds on non-players, and Shock Magnitude can scale the damage-taken effect up to the 100% maximum.
- Lightning Hits supply the chance
- Lightning damage from Hits contributes to chance to Shock by default. Lightning damage over time does not Hit, so it does not use this default application rule. Another damage type contributes only when explicit wording permits it.
- Chance uses post-mitigation damage
- The game compares the Lightning damage actually dealt by the Hit after mitigation with the target's Elemental Ailment Threshold. The default rate is 1% chance to Shock for each 4% of that threshold dealt, equivalent to 25% base chance when the Hit deals 100% of the threshold.
- Critical Hits do not guarantee Shock
- A Critical Hit has no inherent rule that always applies Shock. Its larger damage can raise the calculated chance, but the application still needs a successful chance roll unless another effect says the Hit always Shocks.
- Base Magnitude is 20%
- A default Shock makes the target take 20% increased damage. Shock Magnitude modifiers change this value, and the default maximum Shock effect is 100% increased damage taken.
- Increased damage taken is additive
- Shock's damage-taken value is additive with other increased damage taken modifiers. It affects eligible damage from any source and is not limited to the Lightning Hit that inflicted the Shock.
- Duration depends on the target
- Shock lasts four seconds on players and eight seconds on non-players by default. Shock Duration modifiers change that duration; Shock Magnitude changes the damage-taken value instead.
- Only the strongest Shock applies
- Several Shock instances can retain independent durations, but Shock does not normally stack its effect. Only the highest-Magnitude active Shock affects the target, and a weaker remaining Shock can take over after the stronger one expires.
- Strike Twice is an explicit exception
- The Stormweaver passive Strike Twice allows a target to be affected by two of your Shocks at once, while applying 25% less Magnitude to your Shocks. That exception does not change the normal one-Shock rule for other characters.
- Resistance affects application indirectly
- Lightning Resistance reduces the Hit before chance to Shock is calculated. Lightning Penetration applies to that Hit, while Lightning Exposure lowers the target's actual Resistance. Both can improve application indirectly but do not modify an existing Shock.
- Shocked Ground is a delivery source
- Shocked Ground Shocks targets standing in it without requiring a Lightning Hit. Its default ground duration is six seconds, but a skill or item can provide its own duration and other ground-specific values.
- Shock and Electrocution are separate
- Shock increases damage taken and uses a chance roll. Electrocution prevents actions and requires specific effects to build Electrocution Buildup. A target can be Shocked without being Electrocuted, and Electrocute Support prevents supported skills from inflicting Shock.
- Other damage types need explicit contribution
- Physical, Fire, Cold, and Chaos damage do not contribute to Shock chance by default. Skills, items, supports, or passives can explicitly allow another type or all Hit damage to contribute without converting that damage to Lightning.
Applying, scaling, and using Shock
10 casesShock Support raises application chance, Lasting Shock trades application chance for longer duration, and Overcharge raises Shock Magnitude but reflects those Shocks back to you. Chance, duration, and Magnitude are separate scaling axes.
Related: Shock, Lasting Shock, OverchargeShock Conduction can Shock nearby enemies when a supported Hit Shocks. Static Shocks turns a Shock from a supported Hit into periodic Lightning pulses, while Galvanic Field consumes its buff when you Shock to attach a firing Orb.
Related: Shock Conduction, Static Shocks, Galvanic FieldPrimal Strikes can refresh and then consume Shock, Siphoning Strike consumes it for a shockwave and Power Charge, Snap consumes it for an elemental blast and Infusion, and Shockchain Arrow consumes Shock but not Electrocution.
Related: Primal Strikes, Siphoning Strike, Snap, Shockchain Arrow, ElectrocutionLightning Conduit deals more damage to Shocked enemies and distributes extra bolts when one is present. Herald of Thunder, Innervate, Shock Siphon, and other effects instead react to hitting or killing a Shocked enemy.
Related: Lightning Conduit, Herald of Thunder, Innervate, Shock SiphonCast on Elemental Ailment and Elemental Invocation gain Energy when you Shock. Siphon Elements can create an Infusion Remnant, and Spear of Solaris gains Glory from inflicting Shock, Freeze, or Ignite. Each resource follows its own gain and cooldown rules.
Related: Cast on Elemental Ailment, Elemental Invocation, Siphon Elements, Spear of SolarisVoltaxic Rift lets Chaos Hit damage contribute to Shock chance. Periphery lets all Elemental Hit damage contribute, while The Three Dragons makes Fire contribute to Shock and prevents Lightning from doing so by redirecting it to Freeze Buildup.
Related: Voltaxic Rift, Periphery, The Three Dragons, ContributesSkysliver and Earthbound increase chance to Shock. Levinstone raises both chance and Magnitude. Wake of Destruction instead drops Shocked Ground while moving, using ground application rather than a Hit chance roll.
Related: Skysliver, Earthbound, Levinstone, Wake of Destruction, Shocked GroundGrounding Charm activates when you become Shocked and grants immunity. Byrnabas prevents Shock, Shackles of the Wretched grants a six-second lockout after Shock, Obern's Bastion reduces Shock Duration, and Bronzebeard reduces Shock effect on you.
Related: Grounding Charm, Byrnabas, Shackles of the Wretched, Obern's Bastion, Bronzebeard, CharmRelevant modifiers separately change chance to Shock, Shock Magnitude, maximum Shock effect, duration, avoidance, effect on you, immunity, and Shocked Ground. Search the modifier table for exact eligible item classes and current tiers.
Related: Search Shock modifiers, Search Shock Magnitude modifiersRare monster modifiers
1 linkedHits always Shock. All Hit damage contributes to Shock chance.
Limits and exceptions
9 rules- Lightning damage over time does not Hit and therefore does not use the default Hit-based chance to Shock calculation.
- A Critical Hit does not inherently guarantee Shock in Path of Exile 2.
- Chance to Shock, Shock Magnitude, maximum Shock effect, and Shock Duration are separate values.
- Several Shock instances can retain durations, but only the strongest normally applies unless an explicit effect allows more than one.
- Shock and Electrocution are separate Lightning Ailments with different application and effects.
- Shocked Ground applies its own Shock and follows the values supplied by the creating effect when they override defaults.
- Cold, Fire, Physical, or Chaos damage contributes only when explicit wording permits it.
- Consuming Shock removes it, so another Shock must be applied for a later payoff.
- Reflected Shock from Overcharge can affect the player unless the character has suitable immunity or mitigation.




























