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Electrify

Spell

Electrify

Nature

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Instant cast1 sec cooldownTen yards

Damages nearby enemies.

Electrify

Tooltip

Damages nearby enemies.

How it works

It does not trigger the global cooldown, so it can be used between other casts.

  1. Effect 1 is School Damage (effect type 2). Its base value is 6. It jumps to up to 3 targets.

What it does

Electrify is a Nature spell with an instant cast, a range of 10 yards and a 1 sec cooldown. When cast it deals Nature damage (base value 6) 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

SchoolNature
Range10 yards (Ten yards)
Cast timeInstant
Cooldown1 sec
Global cooldownNone
Effect #1School Damage (2)
Value: 6
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.

Comments

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