Electrical Blast is a Primary Power Set for Blasters and Corruptors and a Secondary Power Set for Defenders.
You can tap into the elemental powers of electricity and lightning. This power can be used to damage foes and inhibit their access to their Endurance Dice. The source of this power may be magical, biological, some form of strange or alien technology, or you may not even know how you do it.
Some Electrical Blast features require an attack roll. In all such cases, you are making a ranged attack that you are proficient with, and you add your Dexterity Modifier to the roll. You also add your Dexterity Modifier to the damage.
Most Electrical Blast features that cause damage may also cause Endurance Suppression. Whenever you make a successful critical attack roll as part of an Electrical Blast feature, in addition to the normal bonus to damage, your target will also be unable to roll a number of Endurance Dice equal to your Proficiency Modifier until the end of its next turn. Endurance Dice that are currently set aside for a "Toggle Power" feature are unaffected. This applies to every Electrical Blast feature that calls for an attack roll, unless a specific feature indicates otherwise. A target creature that resists lightning damage is not immune to this effect, but it works a little differently for it. Such a creature still has access to all its Endurance Dice, but the affected ones become d4 until the end of its next turn.
Some Electrical Blast features can also cause Endurance Drain. In such a case, whenever you cause Endurance Suppression, for every two Endurance Dice you penalize (if the number is odd, round down), you may restore one of your own spent Endurance Dice if available. If the target resists lightning damage, then you can restore at most one of your own Endurance Dice, regardless of how many you penalized.
The effects of Endurance Suppression do not stack. If a creature is affected by Endurance Suppression from multiple sources at the same time, the number of Endurance Dice suppressed is equal to the highest Proficiency Modifier from its attackers. If multiple attacks are also causing Endurance Drain, each attacker restores a number of Endurance Dice based on its own Proficiency Modifier.
You can loose a bolt of electricity at a creature that you can see within 80 feet. This feature uses a ranged attack roll and deals lightning damage equal to 4d4 plus your Dexterity Modifier. This feature will cause Endurance Suppression on a critical hit.
You can use Lightning Bolt at 1st level, Zapp at 4th level if Electrical Blast is your Primary Power Set or at 8th level if it is your Secondary Power Set, and Thunderous Blast at 12th level if Electrical Blast is your Primary Power Set or at 15th level if it is your Secondary Power Set. Each of these is capable of causing Endurance Drain as well as Endurance Suppression and, with the exception of Thunderous Blast, deals the same base damage as your Charged Bolt.
You have learned to conjure electrical constructs that can server various purposes. Your construct can be used to detonate at a distance, ensnare foes, and even serve as a form of bodyguard. You can use Ball Lightning at 1st level, Tesla Cage at 7th level if Electrical Blast is your Primary Power Set or at 11th level if it is your Secondary Power Set, and Voltaic Sentinel at 10th level if Electrical Blast is your Primary Power Set or at 14th level if it is your Secondary Power Set.
At 2nd level if Electrical Blast is your Primary Power Set or at 4th level if it is your Secondary Power Set, you can use your Action to cause an electrical burst to erupt from your location. Each creature within 20 feet of you must make a Constitution Saving Throw or suffer 8d4 lightning damage and suffer from Endurance Suppression. If the creature's Saving Throw is successful, it takes half damage and is not afflicted with Endurance Suppression.
Starting at 3rd level if Electrical Blast is your Primary Power Set or at 6th level if it is your Secondary Power Set, you can take a moment to focus your senses. Roll at least one Endurance Die. You can add the result to every Electrical Blast attack and damage roll you make until the end of your next turn. Using this feature does not cost an Action but you can only do it on your turn.