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Electricity

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LightningStrikesIcon
Lightning

Specializing in Healing abilities, Electricity is a Power Set that is available through the download of the Lightning Strikes DLC, that was released December 6th, 2011 for $9.99. Electricity is the ability to manipulate and produce energy, particularly in the form of lightning. People with this ability include Lightning, Static, Livewire, and Black Lightning.


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 damage you deal is penalized by 25%. All Health restoration and damage prevention effects you trigger are increased by 65%.

Player versus Player : While in the healing role you have a special advantage versus Ice, Rage, Fire and Earth power users. Your super powers completely negate their nigh impenetrable defenses, leaving them weakened and vulnerable. Attacking them may inspire Confidence within you, briefly increasing your damage by 70%.

Power Description Cost
Tier 1
Tesla Blast

Hits an enemy with a bolt of electricity.

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

200

Tier 2
Wired

Imbues your and up to 3 group members' weapon attacks with the power of electricity to increase the chance of causing more damage.
Buffs: +10% Critical Attack Chance, +10% Critical Weapon 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.

350

Bioelectric Surge

Instantly restores Health to the most injured group mate and yourself.

Damage Role : Increases all damage by 35% until the hit counter resets.

250

Electroburst

Blasts out a wave of electricity to cause damage to nearby enemies and knock down your target.

Healing Role : Electrified enemies will Heal nearby allies.
Damage Role : Causes damage over time to enemies; increases all damage by 35% until the hit counter resets.

200

Tier 3 [Requires level 8]
Group Transducer

Protects all teammates from damage with electrically charged barriers, healing them with each incoming attack.

Usable While Controlled : 50% Supercharge Cost

50% SC

Shockwave

Streams electric bolts at 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

Megavolt

Blinds then shocks your enemies with a large explosion of electricity to cause widespread destruction.

100% Supercharge Cost

100% SC

Tier 4 [Requires level 12]
Arc Lightning

Strikes an enemy with a bolt of electricity that can then jump to and damage more enemies or jump to and heal allies.

Damage Role : Increases all damage by 50% until the hit counter resets.

350

Electrogenesis

Depending on your role, creates an aura on 2 targets to damage enemies or heal allies.

Damage Role : Increases all damage by 45% until the hit counter resets.

270

Tier 5 [Requires level 16]
Ionic Drain

Drains energy from the environment to replenish yours and up to 7 group members Health; damages and stuns target.

Vulnerable to Interrupt
Damage Role : Increases all damage by 50% until the hit counter resets.

350

Voltaic Bolt

Strikes enemies in range with a bolt of electricity, possibly rooting or stunning them.

Power Interactions : Electrified enemies will cause damage to other enemies around them.
Damage Role : Increases all damage by 50% until the hit counter resets.

350

Tesla Ball

Creates a slow-moving ball of electricity to zap and stun enemies in its path.

Power Interactions : Electrifies enemies, making them vulnerable to Electrified Power Interactions.
Damage Role : Increases all damage by 45% until the hit counter resets.

350

AmperageEdit

Electricity Power - Amperage Tree

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

Healing Role : In the Healing role all damage you cause is penalized by 25%. All Health restoration and damage prevention effects you trigger are increased by 65%.

Player versus Player : While in the healing role you have a special advantage versus Ice, Rage, Fire and Earth power users. Your super powers completely negate their nigh impenetrable defenses, leaving them weakened and vulnerable. Attacking them may inspire Confidence within you, briefly increasing your damage by 70%.

Power Description Cost
Tier 1
Repulse

Lifts an enemy into the air and repels them away.

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
Attract

Damages and pulls enemies toward you.

Power Interactions : Polarized enemies are levitated for a short time.
Damage Role : Increases all the damage by 35% until the hit counter resets.

220

Spark Barrage

Unleashes 5 projectiles at an enemy to damage and knock them down.

Damage Role : Increases all damage by 35% until the hit counter resets.

250

Overcharge

Strikes an enemy with a large electric blast causing additional attacks to charge them until they explode.

Damage Role : Increases all damage by 35% until the hit counter resets.

200

Tier 3 [Requires level 8]
Bio-Capacitor

Instantly restores Health to the most injured group and yourself; also restores Health once each for you and up to 3 group members if their Health falls below 35% within the next 2 minutes.

Damage Role : Increases all damage by 40% until the hit counter resets.

300

Circuit Breaker

Creates a localized burst of electricity to damage nearby enemies, dramatically increase damage and critical strike chance, protect against control effects and regenerate Health over time.

Usable While Controlled : 100% Supercharge Cost
Power Interactions : Polarizes enemies causing objects to be attracted to them

100% SC

Invigorate

Instantly restores Health and Power to you and your allies and protects against control effects; also restores Health once each for you and up to 7 group members if their Health falls below 35% within the next 2 minutes.

Usable While Controlled : 50% Supercharge Cost

50% SC

Tier 4 [Requires level 12]
Flux

Encases you in an electrically charged bubble that pushes enemies away and prevents damage.

Usable While Controlled
Damage Role : Increases all damage by 40% until the hit counter resets.
Damage Prevention = 100% Dominance + 100% Restoration

300

Electrostatic Bomb

Tosses an electric grenade that pulls enemies into the center of the explosion.

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

Forces enemies and objects away from you.

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

375

Electrocute

Creates a field to damage enemies

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

350

Galvanize

Creates a wave 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

TriviaEdit

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

GalleryEdit

See AlsoEdit

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