Shell Charge
Shell Charge is a Electric-element melee skill in Palworld with power 500 and a 24-second cooldown. 2 Pals learn it on their own; there is no Skill Fruit for it. Effective range: up to 500.
Snock's exclusive skill. Withdraws into its shell to reduce damage taken while building electric charge. Once fully charged, it discharges, damaging nearby enemies. After discharging, the Attack of this Pal's Electric skills is increased for a limited time.
- Mid-range
- High burst
- Effect-bearing
How to get Shell Charge
2 Pals learn Shell Charge on their own — the earliest is Snock at level 50. There is no Skill Fruit for it, so it cannot be taught to any other Pal.
How Shell Charge stacks up
- Power: #3 of 12 in Electric Melee
- DPS: #114 of 310 across all skills
- Cooldown: #221 of 310 across all skills
- Range: #291 of 310 across all skills
Pals that learn Shell Charge (2)
Effects
- Electrical+100
On hit, Shell Charge applies Electrical +100.
Closest comparable skills
| Skill | Power | CD | DPS | Range |
|---|---|---|---|---|
| Bolt Blink | 600 | 30s | 20.0 | 5000 |
| Thunder Uppercut | 600 | 30s | 20.0 | 3000 |
| Flash Charge | 500 | 24s | 20.8 | 2500 |
| Thunder Tempest | 300 | 16s | 18.8 | 2000 |
| Blast Punch | 180 | 8s | 22.5 | 700 |
When to use Shell Charge
Shell Charge is a balanced mid-range hit — 500 power on a 24-second window leaves room in the rotation for one filler skill between casts, a flexible slot for most teams. It also applies electrical, so leading the rotation with it locks the target before your bigger hitters land.