The status effect is easily seen by the arc lightning surrounding a target. Shocking targets is one of the most efficient and dangerous status effects in clearing out large groups of enemies. Any target that has a Shocked status effect is treated as a potential threat to its entire party.
By attacking that individual, an area of effect attack of Lighting damage is dealt to other members in its party.
The amount of damage dealt by Shocked targets depends on the Skill stat of the hero that inflicted the Shock debuff. Damage mitigation such as Magical (reducing the amount of magical damage dealt by 25%) can reduce the damage. While Armored targets take a boosted damage of Shock (1.5x). Especially Ekko can deal massive Shock damage with his Epic and Runes that boosts his Skill stat.
In addition, the Shocked effect triggers for every hit that target receives. This means that for attacks that deal multiple strikes to the same target, each hit will trigger the lightning effect hurting the target. Every round the target can also hurt their allies by shocking lightning strikes. For example, Ekko's Electrical Storm deals multiple strikes per target. If the first strike successfully inflicts the Shocked Status, then further strikes from the storm will trigger a cascading effect of lightning AOE. If the entire party is inflicted with the Shocked status, then any further area of attack will trigger mass-wide feedback of lightning AOE from each source. Damage dealt by Burned, Poisoned, or Shocked effects do not trigger additional Shocks.
Electrified Whirlwind (Special Attack): Melee Lightning attack on all enemies with a chance to Shock, reduces the first enemy's energy by 1. Static Strike (Basic Attack): A Basic Melee Physical attack with a 100% base chance to Shock the target.
Chain Lightning (Special Attack): Ranged Lightning attack on all enemies with chance to Shock. Deals damage based on the amount of targets hit. Consumes all stacks of Storm Power, purging Buffs on all enemies hit for each Stack of Storm Power.
Electric Feel (Trait): Chance to Shock Melee attackers when hit and chance to Shock on hit. Light Nova (Special Attack): Ranged Light attack on all enemies that grants the team Shocking Touch (chance to Shock on Basic Attacks).
Tinkerer's Tricks (Trait): All attacks have a chance to apply one of the following debuffs to each enemy hit: Chilled, Burned, Shocked, Diseased, or Poisoned. Only one of these debuffs will be applied per hit, and is applied to each enemy individually. This means that if you use Helmet Missiles, one enemy could get burned, another could be poisoned, and another might not be debuffed at all (resisted or immune).
Will of the Wisp (Trait): Immune to Spirit, Lightning, and Light attacks. High resistance (75%) to Paralysis. [Light allies start Dungeons with +1 extra energy]. The text in [brackets] is of rank II of this trait (I/II).
Ride the Lightning (Trait): Immune to Lightning, Shock, Silence, and Paralysis. Whenever another ally Shocks or Paralyses an ememy, or hits with lightning attack, this hero will make a follow-up Basic Attack on that enemy.