Lightning Rod

From Zelda Wiki, the Zelda encyclopedia
Jump to navigation Jump to search

Lightning Rods are recurring Items in The Legend of Zelda series.[1]

Location and Uses

Breath of the Wild

Hyrule Compendium Entry
237  (242Master Mode) Lightning Rod
Description
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.
Common Locations
West Necluda
Hyrule Ridge
Properties
Atk 5

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.

Elemental Weapon Parameters
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
NameValueDescription
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
  1. You can switch weapons to instantly recharge your elemental weapons

Other Appearances

Hyrule Warriors: Age of Calamity

The following section is not part of the Zelda canon and should not be taken as such.
The Lightning Rod from 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" Quests both reward Warriors one additional charge to all Rods, including the Lightning Rod.

Nomenclature

Names in Other Regions
LanguageNames
This table was generated using translation pages.
To request an addition, please contact a staff member with a reference.

Gallery

See Also

References

  1. 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)