Understand Rumblejack
Useful when…
- Normal melee with innate Electricity and 40% listed status chance.
- Regular or heavy slams for Electricity area damage.
- Close-range dagger use with 1.8 m listed range and 0.4-second heavy wind-up.
What do the attack modes provide?
Normal attacks deal 120 Impact and 180 Electricity damage, with 13% critical chance, a 1.8× critical multiplier, and 40% status chance at listed speed 0.67. Regular slams are area attacks dealing 600 Electricity, with 14% critical chance and 40% status chance; damage falls off to a 50% reduction by 4 m. Heavy slams deal 900 Electricity in an area, with 14% critical chance and 40% status chance, reaching 6 m with 30% falloff reduction. Listed range is 1.8 m, combo duration 5 seconds, and heavy wind-up 0.4 seconds.
When is the high status profile useful?
All three listed attack modes have 40% status chance, while the normal attack’s damage is split between Impact and Electricity and both slam modes are Electricity. This makes Rumblejack straightforward to consider when you want a consistently high listed status chance across its modes. It has no polarity listed in the supplied details, and no particular mod interaction or final output is established.
How do the named comparisons differ?
Ether Reaper is a scythe requiring Rank 4, with 20% critical chance and a 2× multiplier. Amanata is a polearm requiring Rank 2, with 24% critical chance and a 2× multiplier; its description describes a blessing after every 30 hits. Arca Titron is a hammer requiring Rank 10, with 24% critical chance and a 2× multiplier; its description says successive kills build an electron charge unleashed on slam attacks. Those are different weapon types and stated mechanics; they do not establish the same Electricity profile as Rumblejack.
Limitations and tradeoffs
- Normal attacks have 13% critical chance despite the 40% status chance.
- Slam damage has falloff, with the regular slam’s listed range ending at 4 m.
- The input does not specify a special Electricity proc effect, so do not attribute extra control or damage to the status chance alone.
Common mistakes to avoid
- Treating 40% status chance as a guaranteed status effect on every hit.
- Using the heavy slam’s 900 Electricity as normal attack damage.
- Assuming Electricity damage alone establishes a particular stun duration or control effect.






