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Quick answer
Fire the slow orb through or beside a target so its repeated bolts remain in range as long as possible. The orb itself does not hit; the nearby lightning discharges do.
Projectile speed is a tuning stat: slower travel can add time near a boss, while faster travel improves reach and mapping comfort.
Skill properties
- Gem tier
- 11
- An Intelligence active spell.
- Cast time
- 1.00 second
- Can be used while moving with the skill's movement penalty.
- Bolt interval
- 0.2 seconds
- An enemy in range can be targeted repeatedly as the orb travels.
- Target radius
- 1.8 metres
- Quality can increase the targeting radius.
- Projectile speed
- 4 metres per second
- Quality can reduce speed; projectile-speed modifiers change contact time.
- Fire Infusion
- Consumed when available
- Creates ignited ground and an end explosion in addition to the lightning behaviour.
Requirements and setup
- Needs Intelligence and enough mana for a sustained or repeated cast pattern.
- Single-target performance depends on placing a slow path close to the boss.
- Fire-Infused scaling is a separate branch; do not assume lightning supports improve the fire explosion or ignited ground.
Core mechanics
Ball Lightning passes through enemies without the ball itself dealing a hit. Its bolts select enemies within the listed radius every 0.2 seconds, which makes travel path and speed central to real damage.
A large target or a target moving beside the projectile can remain in range for several discharges. Additional projectiles improve coverage, but they do not guarantee that every orb will repeatedly target the same enemy.
When a Fire Infusion is consumed, the projectile slows over time, lays ignited ground, and explodes after dissipating. That fire package has its own critical chance and damage values and should be treated as a deliberate hybrid choice.
What scales each component
| Component | Useful investment | Common trap |
|---|---|---|
| Slow projectile | More time near a stationary boss | Shorter reach and slower map coverage |
| Fast projectile | Better screen coverage | Fewer possible bolt intervals near one target |
| More area or target radius | Easier multi-target coverage | Does not increase bolt frequency by itself |
| Additional projectiles | Wider coverage and more paths | May spread away from a single target |
| Fire Infusion | Ignited ground and final fire explosion | Requires fire scaling and reliable infusion generation |
Support priorities
- Considered Casting
- Core
- Strong self-cast damage when the cast-speed loss remains comfortable.
- Magnified Area
- Core
- Increases practical target coverage around each orb.
- Lightning Attunement
- Core
- Favours the pure lightning version while reducing other elements.
- Projectile Acceleration
- Situational
- Mapping option; faster travel can reduce boss contact time.
- Multishot
- Situational
- Adds coverage but carries speed and damage tradeoffs that must be tested.
Support compatibility rules
Choose supports for the component that actually deals damage in the build. A support can be technically compatible while weakening placement, speed, conversion, or another component.
- Re-test projectile speed, duration, and area after changing supports.
- Do not infer support behaviour from the visual effect alone.
- Keep one flexible socket for mapping or bossing needs.
Mapping rotation
Cast across the pack's movement line rather than directly at its front edge. One well-angled orb can keep discharging while the character moves to the next group.
Use faster projectiles or additional projectiles only when coverage is the bottleneck. If normal enemies already die, spend sockets on mana comfort or a boss-specific link.
Bossing rotation
Aim so the projectile travels through the boss's centre line or along its movement. Recast after it leaves the targeting radius, not simply whenever the cast animation is available.
Against a stationary target, slower projectile speed and controlled casting can outperform frantic spam because more bolts remain eligible to fire.
Build use cases
- Lightning self-cast builds that scale repeated hits and shock.
- Trigger or utility setups that need a sustained projectile in an area.
- Hybrid Fire Infusion builds prepared to scale the explosion and ground effect separately.
Troubleshooting
- Boss damage is lower than mapping damageSlow or redirect the projectile so the boss stays within 1.8 metres.Stop casting from maximum range.
- The skill consumes too much manaUse fewer deliberate casts and add cost efficiency.Remove a support whose multiplier is not improving the intended component.
- Fire Infusion feels weakSeparate the lightning, explosion, and ignited-ground scaling.Confirm the build can generate the infusion often enough to justify the sockets.
Common mistakes
- Assuming the visible orb hits enemies.
- Stacking projectile speed for bosses without checking lost contact time.
- Expecting additional projectiles to shotgun one target automatically.
- Using a Fire Infusion without any fire or ignite plan.
Frequently asked questions
Does the ball itself hit?
No. Nearby bolts are the damaging lightning hits.
Is slower projectile speed always better?
No. It helps stationary single targets but can make mapping and target acquisition worse.
Can one enemy be hit repeatedly?
Yes, while it remains inside the bolt targeting radius across multiple 0.2-second intervals.
Does area increase bolt frequency?
No. It improves coverage; the listed interval remains the same.
Should every build use Fire Infusion?
Only builds that can generate it and scale the added fire package without weakening their core lightning plan.
Video guide
PoE2 Ball Lightning Guide
Ball Lightning — orb frequency, fire infusion and shock (PoE2 0.5)
Guide covering Ball Lightning cast cadence, fire-infusion setups, and shock application.
What to watch for: Watch the orb frequency and shock procs.
Open source ↗Sources and verification
Current projectile, bolt, shock and Fire Infusion behaviour.
Revision history
- Expanded the skill page with current mechanical properties, component scaling, rotations, compatibility rules, and symptom-based troubleshooting.
Information is compiled from public web sources and in-game observations; some visuals are original editorial diagrams. External information and images remain the property of their authors or platforms; contact us for removal requests.



