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Charged attack

A charge empowers your next released weapon attack and is consumed even on a miss. Charges do not stack or expire. A charge source can charge the attack again only after its cooldown: 2 s, a critical hit 0.2 s, counted from the last successful charge. A perfect dodge ignores the cooldown and always charges the attack if a dodge roll charges it for you. Spending a charge does not restart cooldowns, and failed grants do not extend them. All hits and projectiles of the released attack share its charge. Spells can consume it only with Charged Casts. The charge itself grants 25% increased damage; charged-attack nodes add further bonuses.

Referenced by

Passive Tree

Notables

Name Effect
Circle of the Heavy Blow 20% increased charged attack area of effect
80% increased ailment build-up with charged attacks
Decisive Swing 30% increased charged attack damage
60% increased charged attack critical strike chance
Fist's Release 20% reduced charged attack stamina cost
Deal 30% of hit damage to nearby enemies with charged attacks
Held Might 60% increased charged attack damage on block recently
Leap Before the Blow 10% reduced charged attack stamina cost
Charge your next attack on jump
Jumping charges the next attack. The charged attack keeps its weapon type and can interact with charged attack effects. Cooldown: 2 s.
Life in the Fist Restore 0.025% of missing health with charged attacks on hit
Stored Fury 80% increased stagger build-up with charged attacks
30% increased charged attack damage
Strength Before the Storm 120% increased stagger build-up with charged attacks on primary attack hit recently
Weighty Anticipation 80% increased stagger build-up with charged attacks

Masteries

Option Effect
Behind the Guard Attacking from block with a charged knife teleports you behind the aimed nearby enemy
Attacking from block with a charged knife teleports you behind the aimed nearby enemy with knives with charged attacks
Bloodied Charge 150% increased bleed build-up with axes with charged attacks
Charged Volley +1 bow projectiles per shot or throw with charged attacks
Elemental Edge 60% increased elemental damage with swords with charged attacks
Phantom Fist +100% Phantom strike chance with fists with charged attacks
Piercing Charge +1 crossbow projectile chain with charged attacks
Rumbling Charge +100% club aftershock chance with charged attacks
Spell Echo +100% staff repeat chance when casting with charged attacks
+0.2 staff s repeat delay when casting with charged attacks

Small passives

Stat Nodes
32% increased stagger build-up with charged attacks 9
8% reduced charged attack stamina cost 4
12% increased charged attack damage 2
8% increased charged attack area of effect 2
Restore 0.01% of missing health with charged attacks on hit 2

Items

Mods (11)

Mod Type Rolls on From (item level)
#% increased charged attack area of effect Suffix must be jewel and Strength–Dexterity jewel Meadows (1)
#% increased charged attack critical strike chance Suffix must be weapon; one of club or pickaxe Meadows (1)
#% increased charged attack damage Prefix must be weapon; one of axe, club, crossbow, pickaxe or spear Meadows (1)
#% increased charged attack damage Prefix must be jewel and Strength–Dexterity jewel Meadows (1)
#% increased stagger build-up with charged attacks Suffix must be jewel and Strength jewel Meadows (1)
#% increased stagger build-up with charged attacks Suffix must be jewel and Strength–Dexterity jewel Meadows (1)
#% reduced charged attack stamina cost Suffix must be jewel and Dexterity jewel Meadows (1)
#% reduced charged attack stamina cost Suffix must be jewel and Strength–Dexterity jewel Meadows (1)
Deal #% of hit damage to nearby enemies with charged attacks Prefix must be weapon; one of polearm or sword Meadows (1)
Restore #% of missing health with charged attacks on hit Suffix must be weapon; one of axe, crossbow or spear Meadows (1)
Restore #% of missing health with charged attacks on hit Suffix must be jewel and Strength jewel Meadows (1)

Data from Path of Valheiman 5.1.0, extracted 2026-10-19.