Electricity Damage is one of the four primary elemental damage types. It performs well against the bodies of Grineer machines and Corpus robots, but is mitigated by the Alloy Armor worn by many high-level Grineer units.
Electricity damage's unique status effect is Chain Lightning, dealing damage equal to ( + ) ÷ 2 as Electricity to surrounding enemies within 3 meters. This damage scales with modifiers such as critical hits. Shocked enemies will also be briefly stunned, exposing them from cover and preventing them from attacking for about 3 seconds (though ospreys, bosses, and Tenno are immune to this). The target will have electricity running through their body over the duration, which disappears after 6 seconds.
|Grineer Health||Electricity Modifier||Corpus Health||Electricity Modifier||Infested Health||Electricity Modifier|
|Ferrite Armor||Shield||Infested Flesh|
|Alloy Armor||–50%||Proto Shield||Fossilized|
Electricity damage mods can be combined with other elemental mods to create a new elemental damage type.
Exhale a deep breath of elemental destruction. Chroma's energy color determines the element.
Energy Drain: 3 s-1
|Strength:100 / 125 / 150 / 200 (damage)|
|Range:4 / 5 / 6.5 / 10 m|
|Misc:40% / 45% / 50% / 60% (status chance)|
Depending on Chroma's elemental alignment, an offensive area-of-effect is created. Chroma and his nearby allies are imbued with defensive energy.
Chroma turns his pelt into a massive sentry that strengthens nearby allies and engulfs enemies in elemental attacks.
Energy Drain: 10 s-1
|Strength:100 / 200 / 300 / 400 (damage/tick)|
500 / 1000 / 1500 / 2000 (damage/second)
1000 / 2000 / 4000 / 8000 (health)
|Misc:20 m (attack range)|
30 m (stun radius)
5 m (knockback radius)
15% / 30% / 45% / 60% (credit chance)
25% / 50% / 75% / 100% (credit bonus)
20% (speed bonus)
50% (armor reduction)
Launches a grenade that holds an electrical charge, zapping enemies that come within range.
|Strength:80 / 100 / 120 / 150 (arc damage)|
15 (contact damage)
|Duration:5 / 6 / 7 / 10 (charges)|
|Range:7 / 8 / 10 / 12 m|
|Misc:40 s (duration)|
Launches a shocking projectile. It stuns and deals high damage to a single target and chains damage to nearby enemies.
|Strength:75 / 100 / 125 / 200 (damage)|
|Range:7 / 10 / 12 / 15 m (chain link range)|
|Misc:2 / 3 / 4 / 5 (chain links)|
∞ (cast range)
Volt deploys an obstacle of energy, providing cover in any situation.
Meters per Energy Drained: 4 m
|Duration:10 / 15 / 20 / 25 s|
|Misc:50% (damage bonus)|
200% (critical damage bonus)
6 m x 4.25 m (static shield)
2 m x 3 m (current shield)
6 (shields limit)
Paralyze nearby hostiles with a damaging electric charge, this also shocks approaching enemies.
|Strength:??? / ??? / ??? / 750 (damage)|
1000 / 2000 / 3000 / 4000 (health cap)
|Duration:6 / 8 / 10 / 12 s (effect duration)|
|Range:12 / 15 / 18 / 20 m (Ability Range)|
4 m (Tesla radius)
|Misc:3 / 3 / 4 / 4 s (Ability Duration)|
|Offense||Critical Hit • Damage • Enemy Body Parts • Multishot • Punch Through|
|Defense||Armor • Health • Shield|
|Physical||Impact • Puncture • Slash|
|Elemental||Cold • Electricity • Heat • Toxin|
|Combined||Blast • Corrosive • Gas • Magnetic • Radiation • Viral|
|Unique||Finishing • Void|