Tooltip
Your auto attacks have a very low chance to prime Diver's Folly. For 12 sec, 5% of your damage will be stored as bioelectric charge. When Diver's Folly discharges, deal Nature damage equal to the charge to 3 nearby enemies.
How it works
- Effect 1 is School Damage (effect type 2). It jumps to up to 3 targets.
What it does
Bioelectric Charge is a Nature spell with an instant cast and a range of 40 yards. When cast it deals Nature damage jumping to up to 3 targets.
Generated from the SpellEffect, SpellMisc, SpellCooldowns and SpellRange records in the current retail game build. Effects the client marks as internal hooks are left out.
Spell Details
| School | Nature |
|---|---|
| Range | 40 yards (Long Range) |
| Cast time | Instant |
| Effect #1 | School Damage (2) Chain targets: 3 |
Raw client values from the current retail game build. Where the game data carries no name for an id, the id is shown as is.