Wikia

DC Universe Online Wiki

Electricity

Talk0
8,853pages on
this wiki
LightningStrikesIcon
Lightning

Keep your allies alive with jolts of Electricity. Characters that choose electricity will imbue themselves with lightning. Electricity characters use these powers to shock their enemies or revitalize allies. They also want to spread their electricity so they can do as much damage to groups as possible.
Access to Electricity is included in the Lightning Strikes DLC. Specializing in Healing abilities, Electricity is the game's eighth power.


VoltageEdit

Electricity Power - Voltage Tree

Voltage powers will electrify your enemies and resuscitate your allies.
Specializing in this tree grants +1% Critical Attack Chance and +2% Critical Healing Chance.

Healing Role : In the Healing role all Health restoration and damage prevention effects you trigger are increased by 65%.

Player versus Player : The following rules take effect in PVP areans: Flux is less effective, reducing incoming damage by 25%. The Health restoration and Power restoration effects of Invigorate are reduced. Passive damage and damage over time effects have reduced damage or duration when used against players. In Healing role, all Health restoration and damage prevention effects you trigger are increased by 25%. In Damage role, triggering the Power refund advanced mechanic also triggers Interrupt vulnerability.

Power Description Cost
Tier 1
Tesla Blast

Hit your target with a bolt of electricity, damaging and stunning it.

Power Interactions : Electrifies enemies, making them vulnerable to Electrified Power Interactions.
Damage Role : Increases all damage by 35% until the hit counter resets.

200

Tier 2
Bioelectric Surge

With a surge of bioelectricity, instantly restore Health to yourself and the most injured group member.

Power Interactions : Heals Bio-Charged group members.
Damage Role : Increases all damage by 35% until the hit counter resets.

250
Wired

Charge up your team, and imbue yours and up to 3 group members' weapon attacks with the power of electricity, increasing your Might and critical attack chance.

Power Interactions : Each hit on an enemy has the chance to Electrify enemies, making them vulnerable to Electrified Power Interactions.
Damage Role : Increases all damage by 35% until the hit counter resets.
Buffs: +15% Might, +10% Critical Attack Chance

350

Electroburst

Blast out a wave of electricity, knocking down your target.

Weapon Mastery Crit Excluded
Power Interactions : Adds an Electro-Charge to cause damage over time.
Healing Role : Electrified enemies will Heal nearby allies.
Damage Role : Increases all damage by 35% until the hit counter resets.

200

Tier 3 [Requires level 8]
Megavolt

Blind and shock your enemies with a large explosion of electricity, rooting, stunning, and heavily damaging them over time.

50% Supercharge Cost

50% SC
Shockwave

Perform an electrically charged handclap that sends a shockwave forward, damaging your enemies.

Power Interactions : Electrified enemies take more damage and may become rooted or forcefully explode.
Damage Role : Increases all damage by 40% until the hit counter resets.

270

Group Transducer

Protect yourself and your team in electrically charged barriers. Group members are healed over time, protected from incoming damage, and each incoming attack will heal a small amount. Some incoming damage is directed back at their attacker.

Usable While Controlled : 50% Supercharge Cost
Damage Prevention = 125% Restoration in Healer Role
Damage Prevention = 60% Restoration in Damage Role

50% SC

Tier 4 [Requires level 12]
Electrogenesis

Depending on your role, create an damaging aura on your 2 closest enemies, or a healing aura on yourself and your closest group member. The auras will extend a portion of their effect to those nearby.

Weapon Mastery Crit Excluded
Damage Role : Adds an Electro-Charge to cause damage over time. Increases all damage by 45% until the hit counter resets.
Refunds a portion of its power cost when used immediately after Electroburst.

270
Arc Lightning

Strike your target with a bolt of electricity that can then jump to and damage more enemies, or jump to and heal allies.

Power Interactions : Electrifies enemies, making them vulnerable to Electrified Power Interactions.
Healer Role : Instantly restore Health to yourself.
Damage Role : Increases all damage by 45% until the hit counter resets.
Refunds a portion of its power cost when used immediately after Electrogenesis.

350

Tier 5 [Requires level 16]
Ionic Drain

Drain ions from enemies or the environment to replenish yours and up to 7 group members' Health. Your targets are continuously damaged and finally knocked down.

Vulnerable to Interrupt
Healer Role : Drains ions from additional enemies.
Damage Role : Stuns your target, and if it is below 35% health, the attack deals extra damage. Increases all damage by 50% until the hit counter resets.

350

Voltaic Bolt

Call down bolts of electricity to strike your target and enemies near it, damaging and possibly rooting or stunning them.

Weapon Mastery Crit Excluded
Power Interactions : Electrified enemies will be Electrified again and will add an Electro-Charge to themselves and to other enemies around them to cause damage over time.
Increases the potency of Electro-Charge effects on Electrified enemies.
Damage Role : Increases all damage by 50% until the hit counter resets.
Refunds a portion of its power cost when used immediately after Electroburst, Electrogenesis, Electrocute or Arc Lightning.

350

Tesla Ball

Create a slow-moving ball of electricity above your target that zaps enemies, damaging and stunning them.

Power Interactions : Electrified enemies take more damage.
Damage Role : Increases all damage by 50% until the hit counter resets.

350

AmperageEdit

Electricity Power - Amperage Tree

Amperage powers are based on electrostatic forces.
Specializing in this tree grants +5% Critical Attack Damage and +5% Critical Healing Magnitude.

Healing Role : In the healing role all health restoration and damage prevention effects you trigger are increased by 65%.

Player versus Player : The following rules take effect in PVP areans: Flux is less effective, reducing incoming damage by 25%. The Health restoration and Power restoration effects of Invigorate are reduced. Passive damage and damage over time effects have reduced damage or duration when used against players. In Healing role, all Health restoration and damage prevention effects you trigger are increased by 25%. In Damage role, triggering the Power refund advanced mechanic also triggers Interrupt vulnerability.


Power Description Cost
Tier 1
Repulse

Repel your target into the air and then away, damaging and knocking it down.

Power Interactions : Polarizes the target causing objects to be attracted to them.
Damage Role : Increases all damage by 35% until the hit counter resets.

200

Tier 2
Spark Barrage

Unleash 5 hazardous projectiles at your enemies, damaging them in quick succession and knocking them down.

Power Interactions : Polarized enemies take more damage.
Damage Role : Increases all damage by 35% until the hit counter resets.

250
Attract

Use the power of attraction to pull your enemies toward you, then pummel them for damage.

Power Interactions : Polarizes enemies causing objects to be attracted to them.
Polarized enemies are levitated for a short time.
Damage Role : Increases all the damage by 35% until the hit counter resets.

220

Overcharge

Overload your target with an electric discharge, damaging it. Additional attacks will charge them until they explode, causing additional damage.

Power Interactions : Polarized enemies take more damage.
Damage Role : Increases all damage by 35% until the hit counter resets.

200

Tier 3 [Requires level 8]
Flux

Surround yourself with an electrically charged bubble that repels enemies and prevents incoming damage.

Usable While Controlled
Healing Role : Also surrounds up to 3 group members with a bubble that prevents incoming damage.
Damage Role : Increases all damage by 40% until the hit counter resets.
Damage Prevention = 125% Restoration in Healer Role
Damage Prevention = 60% Restoration in Damage Role

Invigorate

Use the power of bioelectricity to protect your team against control effects, and restore Health and Power over time.

Usable While Controlled : 50% Supercharge Cost
Power Interactions : Grant a Bio-Charge to yourself and up to 7 group members. If you or a group member is Bio-Charged, and your Health falls below 45% within the next 2 minutes, some of their Health will be restored.

50% SC

Circuit Breaker

Create a localized burst of electricity to damage and knockback nearby enemies, increase critical attack chance and critical attack damage, protect yourself against control effects, and regenerate Health over time.

Usable While Controlled : 35% Supercharge Cost
Power Interactions : Polarizes enemies causing objects to be attracted to them.

35% SC

Bio-Capacitor

Instantly restore Health to yourself and the 3 most injured group members.


Power Interactions : Grant a Bio-Charge to yourself and up to 3 group members. If you or a group member is Bio-Charged, and your Health falls below 45% within the next 2 minutes, some of their Health will be restored.
Damage Role : Increases all damage by 40% until the hit counter resets.

Tier 4 [Requires level 12]
Electrostatic Bomb

Toss an electric grenade at your target that pulls enemies into the center of the explosion, damaging and knocking them down.

Power Interactions : Polarized enemies take more damage and may be knocked into the air.
Damage Role : Increases all damage by 45% until the hit counter resets.

300

Tier 5 [Requires level 16]
Static Push

Force enemies and objects away from you, damaging them and knocking them down.

Vulnerable to Interrupt
Power Interactions : Polarizes enemies causing objects to be attracted to them. Polarized enemies take more damage.
Damage Role : Increases all damage by 50% until the hit counter resets.

375

Electrocute

Summon an acute electrical event to damage enemies within its area of effect.

Weapon Mastery Crit Excluded
Power Interactions : Electrified and Polarized enemies take additional damage.
Damage Role : Increases all damage by 50% until the hit counter resets.
Refunds a portion of its power cost when used immediately after Arc Lightning.

350

Galvanize

Create a wave of electrical energy to heal yourself and allies within range, growing in strength with every ally healed.

Healing Role : Heals over time.
Damage Role : Increases all damage by 50% until the hit counter resets.

350

Advanced MechanicEdit

Electricity's Advanced Mechanic involves Electrified and Electro-Charge effects combined with Voltaic Bolt.
Electricity Advanced Mechanic example:

  1. Electroburst adds an Electro-Charge to cause damage over time
  2. Electrogenesis adds another Electro-Charge to cause damage over time and refunds power if cast after Electroburst
  3. Arc Lightning Electrifies opponents and refunds power if cast after Electrogenesis
  4. Electrocute causes additional damage to Electrified opponents and refunds power if cast after Arc Lightning
  5. Voltaic Bolt increases the potency of Electro-Charge effects on Electrified enemies, refreshes the Electrified effect, spreads Electro-Charges to nearby enemies and refunds power if cast after any of the previous example powers

TriviaEdit

  • Some of the abilities in electricity change colour (Yellow or Blue) depending on the role.
  • Some of the abilities resemble that of Cole MacGrath from the inFamous series.

GalleryEdit

See AlsoEdit

Around Wikia's network

Random Wiki