Electrical Melee
Overview
Electrical Melee is a standard power set that is a primary set for Brutes, Scrappers, and Stalkers, and a secondary set for Tankers.
"Electricity surges through your body and you can channel this electricity through your fists. Electrical Melee allows you to pummel your foes with various melee attack powers while jolting them with a powerful electric current. Electric Melee powers can drain foes' Endurance and temporarily halt their Endurance Recovery. Some powers may even return a portion of drained Endurance back to you."
Power Tables
Brute
The Electrical Melee power set is available as a primary set for Brutes. The following table shows the level at which each power is available:
Power | Level | Effect |
---|---|---|
Charged Brawl | 1 | Melee, Minor DMG(Smash/Energy), Foe Sleep, -End |
Havoc Punch | 1 | Melee, Moderate DMG(Smash/Energy), Foe Sleep, -End |
Jacobs Ladder | 2 | Melee (Cone), High DMG(Energy), Foe Sleep, -End |
Build Up | 6 | Self +DMG, +To-Hit |
Thunder Strike | 8 | Melee (AoE), High DMG(Smash/Energy), Foe Disorient, Knockback, -End |
Taunt | 12 | Ranged (Targeted AoE), Foe Taunt |
Chain Induction | 18 | Melee, Moderate DMG(Smash/Energy), Foe -End, +Special |
Lightning Clap | 26 | PBAoE, Foe Disorient, Knockback |
Lightning Rod | 32 | PBAoE, Superior DMG(Energy), Foe Knockback, Self Teleport |
Scrapper
The Electrical Melee power set is available as a primary set for Scrappers. The following table shows the level at which each power is available:
Power | Level | Effect |
---|---|---|
Charged Brawl | 1 | Melee, Minor DMG(Smash/Energy), Foe Sleep, -End |
Havoc Punch | 1 | Melee, Moderate DMG(Smash/Energy), Foe Sleep, -End |
Jacobs Ladder | 2 | Melee (Cone), High DMG(Energy), Foe Sleep, -End |
Build Up | 6 | Self +DMG, +To-Hit |
Thunder Strike | 8 | Melee (Targeted AoE), High DMG(Smash/Energy), Foe Disorient, Knockdown |
Confront | 12 | Ranged, Foe Taunt, -Range |
Chain Induction | 18 | Melee, Moderate DMG(Smash/Energy), Foe -End, +Special |
Lightning Clap | 26 | PBAoE, Foe Disorient, Knockback |
Lightning Rod | 32 | PBAoE, Superior DMG(Energy), Foe Knockdown, Self Teleport |
Stalker
The Electrical Melee power set is available as a primary set for Stalkers. The following table shows the level at which each power is available:
Power | Level | Effect |
---|---|---|
Charged Brawl | 1 | Melee, Minor DMG(Smash/Energy), Foe Sleep, -End |
Havoc Punch | 1 | Melee, Moderate DMG(Smash/Energy), Foe Sleep, -End |
Jacobs Ladder | 2 | Melee (Cone), High DMG(Energy), Foe Sleep, -End |
Assassin's Shock | 6 | Melee, Special DMG(Smash/Energy) |
Build Up | 8 | Self +DMG, +To-Hit |
Placate | 12 | Ranged, Foe Placate, Self Stealth/Hide |
Chain Induction | 18 | Melee, Moderate DMG(Smash/Energy), Foe -End, +Special |
Thunder Strike | 26 | Melee (Targeted AoE), High DMG(Smash/Energy), Foe Disorient, Knockdown |
Lightning Rod | 32 | PBAoE, Superior DMG(Energy), Foe Knockdown, Self Teleport |
Tanker
The Electrical Melee power set is available as a secondary set for Tankers. The following table shows the level at which each power is available:
Power | Level | Effect |
---|---|---|
Charged Brawl | 1 | Melee, Minor DMG(Smash/Energy), Foe Sleep, -End, Taunt |
Havoc Punch | 2 | Melee, Moderate DMG(Smash/Energy), Foe Sleep, -End, Taunt |
Jacobs Ladder | 4 | Melee (Cone), High DMG(Energy), Foe Sleep, -End, Taunt |
Taunt | 10 | Ranged (Targeted AoE), Foe Taunt, -Range, Taunt |
Thunder Strike | 16 | Melee (Targeted AoE), High DMG(Smash/Energy), Foe Disorient, Knockdown, Taunt |
Build Up | 20 | Self +DMG, +To-Hit |
Chain Induction | 28 | Melee, Moderate DMG(Smash/Energy), Foe -End, +Special, Taunt |
Lightning Clap | 35 | PBAoE, Foe Disorient, Knockback, Taunt |
Lightning Rod | 38 | PBAoE, Superior DMG(Energy), Foe Knockdown, Self Teleport, Taunt |
Powers
Assassin's Shock
A signature Stalker attack. This attack does moderate damage on its own as a frontal attack and cannot be interrupted. However, if it is executed while you are Hidden, this attack will do tremendous damage as you waylay your unsuspecting foe. This attack may be interrupted if you move or are attacked while executing this power and are hidden. Using this power while not hidden will remove all stacks of Assassin's Focus regardless if you critically hit or not.
Damage | Special (Smashing/Energy) |
Recharge | Slow |
Minimum Level | 6 (Stalker) |
Effects | Melee |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Reduce Endurance Cost | |
Increase Attack Rate | |
Set Categories | Melee Damage |
Build Up
Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your chance to hit.
Recharge | Long |
Minimum Level | 6 (Brute) |
6 (Scrapper) | |
8 (Stalker) | |
20 (Tanker) | |
Effects | Self +Damage, +To-Hit |
Enhancements | Reduce Endurance Cost |
Increase Attack Rate | |
Enhance ToHit Buff | |
Set Categories | To Hit Buff |
Chain Induction
This Electric Melee attack deals moderate Smashing and Energy damage and may drain some of the target's Endurance. However, this attack also induces an unstable electric charge that may jump to another enemy target. The charge will jump to the closest enemy in range that has not been previously hit, until it inevitably dissipates. Enhancements and Fury will boost the effectiveness of the initial attack as well as the jumping charge.
Damage | Moderate (Smashing/Energy) |
Recharge | Slow |
Minimum Level | 18 (Brute) |
18 (Scrapper) | |
18 (Stalker) | |
28 (Tanker) | |
Effects | Melee |
Foe -Endurance, +Special | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Enhance Endurance Modification | |
Reduce Endurance Cost | |
Increase Attack Rate | |
Enhance Taunt Effectiveness (Brute/Tanker only) | |
Set Categories | Melee Damage |
Endurance Modification | |
Taunt (Brute/Tanker only) |
Charged Brawl
Your fists become electrically charged and deliver a powerful punch. Charged Brawl can drain some Endurance from the target and may overload his synapses, leaving him writhing for a moment. A portion of drained Endurance may be returned to you. Disturbing an overloaded target will disperse the electrical charge and release him.
Damage | Minor (Smashing/Energy) |
Recharge | Fast |
Minimum Level | 1 (Brute) |
1 (Scrapper) | |
1 (Stalker) | |
1 (Tanker) | |
Effects | Melee |
Foe Sleep, -Endurance | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Enhance Endurance Modification | |
Reduce Endurance Cost | |
Increase Attack Rate | |
Enhance Sleep Duration | |
Enhance Taunt Effectiveness (Brute/Tanker only) | |
Set Categories | Melee Damage |
Endurance Modification | |
Sleep | |
Taunt (Brute/Tanker only) |
Confront
Challenges a foe to attack you. Useful to pull a villain off an ally who finds themselves in over their head. A To-Hit check required to Taunt enemy players, but is not needed against critter targets.
Recharge | Fast |
Minimum Level | 12 (Scrapper) |
Effects | Ranged |
Foe Taunt, -Range | |
Enhancements | Enhance Accuracy |
Enhance Range | |
Increase Attack Rate | |
Enhance Taunt Effectiveness | |
Set Categories | Taunt |
Havoc Punch
The Havoc Punch is a slower attack than Charged Brawl, but makes up for it with a greater damage. Havoc Punch can drain some Endurance from your target and may overload his synapses, leaving him writhing for a moment. A portion of the drained Endurance may be given back to you. Disturbing an overloaded target will disperse the electrical charge and release him.
Damage | Moderate (Smashing/Energy) |
Recharge | Moderate |
Minimum Level | 1 (Brute) |
1 (Scrapper) | |
1 (Stalker) | |
2 (Tanker) | |
Effects | Melee |
Foe Sleep, -Endurance | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Enhance Endurance Modification | |
Reduce Endurance Cost | |
Increase Attack Rate | |
Enhance Sleep Duration | |
Enhance Taunt Effectiveness (Brute/Tanker only) | |
Set Categories | Melee Damage |
Endurance Modification | |
Sleep | |
Taunt (Brute/Tanker only) |
Jacobs Ladder
You are able to generate a strong current between your arms and snap a powerful bolt of electricity in an arc in front of you. This melee attack can electrocute all foes within the arc dealing High Energy damage. Jacobs Ladder can drain some Endurance from your target and may overload his synapses, leaving him writhing for a moment. Disturbing an overloaded target will disperse the electrical charge and release him.
Damage | High(Energy) |
Recharge | Moderate |
Minimum Level | 2 (Brute) |
2 (Scrapper) | |
2 (Stalker) | |
4 (Tanker) | |
Effects | Melee (Cone) |
Foe Sleep, -Endurance | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Enhance Endurance Modification | |
Reduce Endurance Cost | |
Increase Attack Rate | |
Enhance Sleep Duration | |
Enhance Taunt Effectiveness (Brute/Tanker only) | |
Set Categories | Melee AoE Damage |
Endurance Modification | |
Sleep | |
Taunt (Brute/Tanker only) |
Lightning Clap
You can clap your hands together to release a violent Lightning Clap. The Lightning Clap can knock down most nearby foes, Disorienting many of them. Lightning Clap deals no damage.
Recharge | Slow |
Minimum Level | 26 (Brute) |
26 (Scrapper) | |
35 (Tanker) | |
Effects | Point Blank Area of Effect |
Foe Disorient, Knockback | |
Enhancements | Enhance Accuracy |
Reduce Endurance Cost | |
Enhance Knockback Distance | |
Increase Attack Rate | |
Enhance Disorient Duration | |
Enhance Taunt Effectiveness | |
Set Categories | Stuns |
Knockback | |
Taunt |
Lightning Rod
You can polarize your body and become a living Lightning Rod. This power calls forth a massive lightning bolt from the sky to strike you. You can then ride this bolt and instantly Teleport short distances. You rematerialize in a massive bolt of electricity, dealing massive damage and knocking down all nearby foes. Damage from the lightning bolt is superior.
Damage | Superior (Energy) |
Recharge | Slow |
Minimum Level | 32 (Brute) |
32 (Scrapper) | |
32 (Stalker) | |
38 (Tanker) | |
Effects | Point Blank Area of Effect |
Foe Knockback | |
Self Teleport | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Reduce Endurance Cost | |
Enhance Knockback Distance | |
Enhance Range | |
Increase Attack Rate | |
Enhance Taunt Effectiveness (Brute/Tanker only) | |
Set Categories | Melee AoE Damage |
Knockback | |
Taunt (Brute/Tanker only) |
Placate
Allows you to trick a foe into no longer attacking you. A successful Placate will also Hide you. This Hide is very brief, and offers no defense bonus, but it will allow you to deliver a critical hit or an Assassin's Strike. However, if you attack a Placated foe, he will be able to attack you back.
Recharge | Long |
Minimum Level | 12 (Stalker) |
Effects | Ranged |
Foe Placate | |
Self Stealth/Hide | |
Enhancements | Enhance Range |
Increase Attack Rate | |
Set Categories | - |
Taunt
Taunt foes to attack you. Useful to pull enemies off allies and keep them attacking you to raise your Fury. A To Hit check is required to Taunt enemy players, but is not needed against critter targets.
Recharge | Fast |
Minimum Level | 12 (Brute) |
10 (Tanker) | |
Effects | Ranged (Targeted Area of Effect) |
Foe Taunt | |
Enhancements | Enhance Accuracy |
Enhance Range | |
Increase Attack Rate | |
Enhance Taunt Effectiveness | |
Set Categories | Taunt |
Thunder Strike
A massive attack. You smash your foes with all the power of a lightning bolt. The pummeled victim takes tremendous damage and may be Disoriented. Any nearby foes may be knocked down and take some damage from the shockwave as well as have some Endurance drained.
Damage | High (Smashing/Energy) |
Recharge | Slow |
Minimum Level | 8 (Brute) |
8 (Scrapper) | |
26 (Stalker) | |
16 (Tanker) | |
Effects | Melee (Area of Effect) |
Foe Disorient, Knockdown, -Endurance | |
Enhancements | Enhance Accuracy |
Enhance Damage | |
Reduce Endurance Cost | |
Enhance Knockback Distance | |
Increase Attack Rate | |
Enhance Disorient Duration | |
Enhance Taunt Effectiveness (Brute/Tanker only) | |
Set Categories | Melee AoE Damage |
Knockback | |
Stuns | |
Taunt (Brute/Tanker only) |
Historical
- This set was added to the game for Brutes in Issue 7.
- This set was proliferated to Stalkers in Issue 12.
- This set was proliferated to Scrappers and Tankers in Issue 16.
- Chain Induction's 100% chance to jump to another target if original target is still alive was broken if an Invention Origin Enhancement proc was placed in, as it would replace the 100% chance to jump value with the proc's value. An example would be if Touch of Death's proc Touch of Death: Negative Enemy Damage was place in. This would change the 100% chance to jump to 15% (the chance for the proc to activate extra Negative Damage). This was fixed in Issue 16.
- Lightning Rod also used to interact with Invention Origin Enhancement procs incorrectly. A proc placed in this power would attack the user instead of enemies. This was fixed but was not listed as a patch note in or before Issue 20.