Lightning Rod
Lightning Rods are recurring Items in The Legend of Zelda series.[1]
Location and Uses
Breath of the Wild
237 (242) Lightning Rod |
Description |
Common Locations Hyrule Ridge | |
Properties |
Lightning Rods are one-handed Weapons that are weaker counterparts to Thunderstorm Rods. Most commonly, they are wielded by Electric Wizzrobes. Their gems contain Lightning from Hyrule Ridge.[1] Lightning Rods are not made of flammable materials, and they can safely be used around Fire or Scorching Climates. They are also not made of magnetic materials and cannot be manipulated with Magnesis. Lightning Rod do not attract Lightning during Thunderstorms or conduct Electricity, and they will float in sufficiently deep bodies of Water.
Lightning Rods are imbued with the elemental energy of Electricity, generating a ball of Lightning that advances when swung. However, Lightning Rods are fragile and will break easily if they make direct contact with Objects or Enemies. They will also break simply from extended use. If Link executes a Spin Attack while wielding a Lightning Rod, he will loose five blasts at once in different directions. They will temporarily lose their magical properties if used excessively, requiring a brief cooldown period before they can be used again.
Name | ActorName |
---|---|
Value | "Weapon_Sword_062" |
Description | Internal name |
Name | Life |
Value | 14 |
Description | Durability of the weapon |
Name | Power |
Value | 5 |
Description | Damage dealt with the weapon |
Name | SpHitActor |
Value | "" |
Description | Objects that receive additional damage from the weapon |
Name | SpHitRatio |
Value | 2.0 |
Description | Damage multiplier appplied to SpHitActor objects |
Name | IsHammer |
Value | false |
Description | Whether or not the weapon can break ore deposits in one hit |
Name | IsWeakBreaker |
Value | false |
Description | Unknown use, maybe was used during dev to one hit kill weaker enemies ? |
Name | IsBoomerang |
Value | false |
Description | Whether or not the weapon comes back to the player if they throw it |
Name | IsLuckyWeapon |
Value | false |
Description | Unknown use, maybe was used to have random crits during dev ? |
Name | IsPikohan |
Value | false |
Description | Whether or not the weapon launches the enemies at the end of a combo or after a charged attack (Spring-Loaded Hammer behavior) |
Name | IsThrowingWeapon |
Value | false |
Description | Whether or not the weapon can be thrown |
Name | IsThrowingBreakWeapon |
Value | true |
Description | Whether or not the weapon breaks instantly when thrown to an enemy |
Name | ThrowRange |
Value | 30.0 |
Description | After being thrown, travelled distance of the weapon before getting affected with gravity |
Name | ChemicalEnergyMax |
Value | 400 |
Description | The maximal amount of energy elemental weapons have. If it falls to zero, the weapon is uncharged and you have to wait until it's charged again [a] |
Name | ChemicalEnergyAmountUsed |
Value | 100 |
Description | The energy cost elemental weapons have when using their power |
Name | ChemicalEnergyRecoverRate |
Value | 10.0 |
Description | Speed, in unit/frame, of the energy recovery of the weapon |
Name | ChemicalEnergyRecoverInterval |
Value | 90 |
Description | Frames you have to wait, after your last attack, before the weapon starts to recharge itself |
Name | ShootBeam |
Value | "" |
Description | If specified, what actor to launch when throwing the weapon |
Name | SharpWeaponAddAtkMin |
Value | 3 |
Description | Minimal value for level 1 attack up modifier |
Name | SharpWeaponAddAtkMax |
Value | 3 |
Description | Maximal value for level 1 attack up modifier |
Name | SharpWeaponAddLifeMin |
Value | 2 |
Description | Minimal value for level 1 durability up modifier |
Name | SharpWeaponAddLifeMax |
Value | 3 |
Description | Maximal value for level 1 durability up modifier |
Name | SharpWeaponAddCrit |
Value | true |
Description | Whether or not the weapon can get the critical hit modifier |
Name | PoweredSharpAddAtkMin |
Value | 4 |
Description | Minimal value for level 2 attack up modifier |
Name | PoweredSharpAddAtkMax |
Value | 8 |
Description | Maximal value for level 2 attack up modifier |
Name | PoweredSharpAddLifeMin |
Value | 4 |
Description | Minimal value for level 2 durability up modifier |
Name | PoweredSharpAddLifeMax |
Value | 7 |
Description | Maximal value for level 2 durability up modifier |
Name | PoweredSharpAddThrowMin |
Value | 1.0 |
Description | Minimal value for throw distance up modifier |
Name | PoweredSharpAddThrowMax |
Value | 1.0 |
Description | Maximal value for throw distance up modifier |
Name | ThrowSpeed |
Value | 1.0 |
Description | Initial speed of the weapon when thrown |
Name | ThrowRotSpeed |
Value | 50.0 |
Description | Rotation speed, in radian per second, of the weapon when thrown |
Name | MagicName |
Value | "ThunderRodLv1Thunder" |
Description | Type of actor to spawn if the weapon has elemental properties |
Name | ChargeMagicNum |
Value | 5 |
Description | How many actors are spawned when doing a charged attack with the weapon |
Name | MagicPower |
Value | 10 |
Description | Damage of the spawned actor |
Name | MagicSpeed |
Value | 10.0 |
Description | Multiplier affecting the base speed of the spawned actor when attacking with Y |
Name | MagicSpeedByThrow |
Value | 10.0 |
Description | Multiplier affecting the base speed of the spawned actor, if spawned with the R button cast |
Name | MagicGravity |
Value | 0.0001 |
Description | Multiplier affecting the vertical acceleration of the spawned actor |
Name | MagicRadius |
Value | 0.4 |
Description | Multiplier affecting the size of the spawned actor |
Name | MagicRange |
Value | 30.0 |
Description | Distance where the spawned actor will despawn, from the weapon that spawned it |
Name | MagicSpeedByEnemy |
Value | 9.0 |
Description | Multiplier affecting the base speed of the spawned actor when an enemy uses the weapon |
Name | MagicGravityByEnemy |
Value | 0.01 |
Description | Multiplier affecting the vertical acceleration of the spawned actor when an enemy uses the weapon |
Name | MagicRadiusByEnemy |
Value | 0.15 |
Description | Multiplier affecting the size of the spawned actor when an enemy uses the weapon |
Name | MagicRangeByEnemy |
Value | 20.0 |
Description | Distance where the spawned actor will despawn, from the weapon that spawned it if an enemy uses it |
Name | SellingPrice |
Value | 18 |
Description | Unused value for the weapons, probably a leftover from a dev build where you could sell your weapons |
Name | BuyingPrice |
Value | 120 |
Description | Unused value for the weapons, probably a leftover from a dev build where you could buy weapons |
Name | Value | Description |
---|---|---|
ActorName | "Weapon_Sword_062" | Internal name |
Life | 14 | Durability of the weapon |
Power | 5 | Damage dealt with the weapon |
SpHitActor | "" | Objects that receive additional damage from the weapon |
SpHitRatio | 2.0 | Damage multiplier appplied to SpHitActor objects |
IsHammer | false | Whether or not the weapon can break ore deposits in one hit |
IsWeakBreaker | false | Unknown use, maybe was used during dev to one hit kill weaker enemies ? |
IsBoomerang | false | Whether or not the weapon comes back to the player if they throw it |
IsLuckyWeapon | false | Unknown use, maybe was used to have random crits during dev ? |
IsPikohan | false | Whether or not the weapon launches the enemies at the end of a combo or after a charged attack (Spring-Loaded Hammer behavior) |
IsThrowingWeapon | false | Whether or not the weapon can be thrown |
IsThrowingBreakWeapon | true | Whether or not the weapon breaks instantly when thrown to an enemy |
ThrowRange | 30.0 | After being thrown, travelled distance of the weapon before getting affected with gravity |
ChemicalEnergyMax | 400 | The maximal amount of energy elemental weapons have. If it falls to zero, the weapon is uncharged and you have to wait until it's charged again [a] |
ChemicalEnergyAmountUsed | 100 | The energy cost elemental weapons have when using their power |
ChemicalEnergyRecoverRate | 10.0 | Speed, in unit/frame, of the energy recovery of the weapon |
ChemicalEnergyRecoverInterval | 90 | Frames you have to wait, after your last attack, before the weapon starts to recharge itself |
ShootBeam | "" | If specified, what actor to launch when throwing the weapon |
SharpWeaponAddAtkMin | 3 | Minimal value for level 1 attack up modifier |
SharpWeaponAddAtkMax | 3 | Maximal value for level 1 attack up modifier |
SharpWeaponAddLifeMin | 2 | Minimal value for level 1 durability up modifier |
SharpWeaponAddLifeMax | 3 | Maximal value for level 1 durability up modifier |
SharpWeaponAddCrit | true | Whether or not the weapon can get the critical hit modifier |
PoweredSharpAddAtkMin | 4 | Minimal value for level 2 attack up modifier |
PoweredSharpAddAtkMax | 8 | Maximal value for level 2 attack up modifier |
PoweredSharpAddLifeMin | 4 | Minimal value for level 2 durability up modifier |
PoweredSharpAddLifeMax | 7 | Maximal value for level 2 durability up modifier |
PoweredSharpAddThrowMin | 1.0 | Minimal value for throw distance up modifier |
PoweredSharpAddThrowMax | 1.0 | Maximal value for throw distance up modifier |
ThrowSpeed | 1.0 | Initial speed of the weapon when thrown |
ThrowRotSpeed | 50.0 | Rotation speed, in radian per second, of the weapon when thrown |
MagicName | "ThunderRodLv1Thunder" | Type of actor to spawn if the weapon has elemental properties |
ChargeMagicNum | 5 | How many actors are spawned when doing a charged attack with the weapon |
MagicPower | 10 | Damage of the spawned actor |
MagicSpeed | 10.0 | Multiplier affecting the base speed of the spawned actor when attacking with Y |
MagicSpeedByThrow | 10.0 | Multiplier affecting the base speed of the spawned actor, if spawned with the R button cast |
MagicGravity | 0.0001 | Multiplier affecting the vertical acceleration of the spawned actor |
MagicRadius | 0.4 | Multiplier affecting the size of the spawned actor |
MagicRange | 30.0 | Distance where the spawned actor will despawn, from the weapon that spawned it |
MagicSpeedByEnemy | 9.0 | Multiplier affecting the base speed of the spawned actor when an enemy uses the weapon |
MagicGravityByEnemy | 0.01 | Multiplier affecting the vertical acceleration of the spawned actor when an enemy uses the weapon |
MagicRadiusByEnemy | 0.15 | Multiplier affecting the size of the spawned actor when an enemy uses the weapon |
MagicRangeByEnemy | 20.0 | Distance where the spawned actor will despawn, from the weapon that spawned it if an enemy uses it |
SellingPrice | 18 | Unused value for the weapons, probably a leftover from a dev build where you could sell your weapons |
BuyingPrice | 120 | Unused value for the weapons, probably a leftover from a dev build where you could buy weapons |
- ↑ You can switch weapons to instantly recharge your elemental weapons
Other Appearances
Hyrule Warriors: Age of Calamity
In Hyrule Warriors: Age of Calamity, Lightning Rods are tools that can be wielded by all Warriors, as well as by enemy Electric Wizzrobes. Located on the left bumper wheel with the Fire Rod, Ice Rod, and Apple, Lightning Rods are limited charge attack Items that will shock anything in its attack radius. They can also help whittle away at exposed Weak Point Gauges. This attack radius can be widened if Enemies are near metal crates or are in Water. The Lightning Rod need Electric-elemental energy as fuel for its attacks, and the amount of charges the Rod has carry over into future battles, meaning completing battles with an empty Lightning Rod will have the Lightning Rod remain out of charge. The energy needed to power the Lightning Rod can be found by either slaying Electric Monsters, such as Electric Wizzrobes, or by smashing open crates.
The Lightning Rod is obtained by slaying the player's first Electric Wizzrobe, with the first one being found in the "Road to the Ancient Lab" Scenario. The Lightning Rod help make the Weak Point Gauges of certain Monsters, such as Waterblight Ganon], drain faster. Being hit by the Lightning Rod while near or on a conductive surface will allow Warriors to chain Weak Point Smashes more consecutively.
While the Lightning Rod innately has three charges, completing the "The Research of Rods" and "It Takes Two" Side Quests both reward Warriors one additional charge to all Rods, including the Lightning Rod.
Nomenclature
Names in Other Regions | ||
---|---|---|
Language | Names | |
This table was generated using translation pages. To request an addition, please contact a staff member with a reference. |
Gallery
-
An Electric Wizzrobe wielding a Lightning Rod
See Also
References
- ↑ 1.0 1.1 "Lightning Rod
A magical rod that can shoot balls of electricity. Its gem contains lightning from the Hyrule Hills. It's not recommended to use as a melee weapon." — Inventory (Breath of the Wild)