Cast when Damage Taken Support
Level: (1–20)
Cost & Reservation Multiplier: 250%
Cooldown Time: 0.25 sec
Requires Level (38–70), (40–70) Str, (27–48) Int
Each supported spell skill will track damage you take, and be triggered when the total damage taken reaches a threshold. Cannot support skills used by totems, traps, or mines. Vaal skills, channelling skills, and skills with a reservation cannot be triggered.
This Gem can only Support Skill Gems requiring Level (38–70) or lower
Supported Skills deal (27–65)% less Damage
Trigger Supported Spells when you take (528–3272) total Damage from Hits

Additional Effects From Quality:
Supported Skills require (0–10)% reduced amount of Damage taken to Trigger
This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Skill Gem you wish to augment. Right click to remove from a socket.
Quest /1
ActQuestNPCCharacter
4The Eternal NightmarePetarus and VanjaAll Classes
Cast when Damage Taken Support /1
NameShow Full Descriptions
Steelskin
Strengthen your defense, greatly reducing damage taken from hits for a short duration. Steelskin is a Guard utility skill that blocks an amount of damage. Once depleted, the damage will go through to you. Guard skills do not benefit much from support gems, and Steelskin can be used well without supports.
Automatically cast Steelskin after taking damage. This is valuable for defending against surprise attacks. Steelskin can not be cast manually with this gem, and cannot be used to defend against a monster about to hit you. It's important to have another way to defend against monsters if you use this gem.
Level Effect /40
Implicit
Cost & Reservation Multiplier: 250%
LevelRequires LevelStrIntSupported Skills deal 65% less DamageThis Gem can only Support Skill Gems requiring Level 38 or lowerExperience
13840276538388,734
24041296340477,437
34243306142583,786
44445315944710,359
546473357461,355,511
648493455481,138,877
750513553501,368,233
852533751521,638,338
954553849541,956,648
1056573947563,655,184
1158584045583,017,327
1260604243603,576,232
1362624341624,231,667
1464644439642,395,078
1565654537658,421,063
16666646356616,159,983
17676746336741,170,367
18686847316886,794,448
196969482969157,405,063
207070482770
21722572
22742374
23762176
24781978
25801780
26821582
27841384
28861186
2988988
3090790
3191691
3292592
3393493
3494394
3595295
3696196
379797
3898198
3999299
401003100
Attribute /8

Cast when Damage Taken Support

KeyValue
CostiLvl 1: Normal: 1xOrb of Alchemy
AcronymHit, Trigger
DropLevel 38
BaseType Cast when Damage Taken Support
Class Support Gems
Icon!
ItemTypeMetadata/Items/Gems/SupportGemCastOnDamageTaken
Referencepoe.ninja, Community Wiki
Cast when Damage Taken Support
Level: (1–20)
Cost & Reservation Multiplier: 250%
Cooldown Time: 0.25 sec
Requires Level (38–70), (40–70) Str, (27–48) Int
Each supported spell skill will track damage you take, and be triggered when the total damage taken reaches a threshold. Cannot support skills used by totems, traps, or mines. Vaal skills, channelling skills, and skills with a reservation cannot be triggered.
This Gem can only Support Skill Gems requiring Level (38–70) or lower
Supported Skills deal (27–65)% less Damage
Trigger Supported Spells when you take (528–3272) total Damage from Hits
base skill show average damage instead of dps [1]
spell uncastable if triggerable [1]

Additional Effects From Quality:
Supported Skills require (0–10)% reduced amount of Damage taken to Trigger
This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Skill Gem you wish to augment. Right click to remove from a socket.
Microtransactions /1
Madcap Cast when Damage Taken Effect
Your Cast when Damage Taken becomes a Madcap Effect.
Supported Gem /192
  • Allow Type: Spell, Triggerable, AND
  • Excluded Type: Trapped, RemoteMined, SummonsTotem, Aura, InbuiltTrigger
  • Fireball
    Unleashes a ball of fire towards a target which explodes, damaging nearby foes.
    Ice Nova
    A circle of ice expands from the caster.
    Ice Nova of Frostbolts
    A circle of ice expands from the caster. If the caster targets near their Frostbolt projectiles, it will expand from a number of those projectiles instead. If this skill would repeat when cast this way, it will instead expand again from the same projectiles after a short delay.
    Ice Nova of Deep Freeze
    A circle of ice expands from the caster.
    Immortal Call
    Take less Physical and Elemental Damage for a short time. Consumes up to 5 Endurance Charges to lengthen the buff and further lessen Physical Damage taken. Shares a cooldown with other Guard skills.
    Detonate Dead
    Targets a corpse, and deals spell damage to enemies around the corpse, as well as causing the corpse to explode, dealing fire damage. The explosion is not affected by modifiers to spell damage and cannot be reflected.
    Detonate Dead of Scavenging
    Targets a corpse, causing it to explode, dealing fire damage. The explosion is not affected by modifiers to spell damage and cannot be reflected. Cannot target corpses that have been created by skills.
    Detonate Dead of Chain Reaction
    Targets a corpse, and deals spell damage to enemies around the corpse, as well as causing the corpse to explode, dealing fire damage. The explosion is not affected by modifiers to spell damage and cannot be reflected. This will continue to target other corpses in the area, with a shorter delay between each one, until it runs out of corpses or has destroyed 8 corpses. Cannot be supported by Spell Cascade.
    Volatile Dead
    Corpses near the targeted location explode, dealing damage in a small area and creating an orb which moves towards nearby enemies before dealing spell damage in a larger area. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
    Volatile Dead of Confinement
    Corpses near the targeted location explode, dealing damage in a small area and creating an orb which detonates after a duration, dealing spell damage in a larger area. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
    Volatile Dead of Seething
    Corpses near the targeted location explode, dealing damage in a small area and creating an orb which moves towards nearby enemies before dealing spell damage in a larger area. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
    Unearth
    Fires a projectile that will pierce through enemies to impact the ground at the targeted location, creating a Bone Archer corpse where it lands.
    Cold Snap
    Creates a sudden burst of cold in a targeted area, damaging enemies. Also creates an expanding area which is filled with chilled ground, and deals cold damage over time to enemies. Enemies that die while in the area have a chance to grant Frenzy Charges. The cooldown can be bypassed by expending a Frenzy Charge.
    Cold Snap of Power
    Creates a sudden burst of cold in a targeted area, damaging enemies. The cooldown can be bypassed by expending a Power Charge.
    Raise Zombie
    Raises a zombie minion from a corpse, which will follow you and attack enemies with a melee strike.
    Raise Zombie of Slamming
    Raises a zombie minion from a corpse, which will follow you and attack enemies with a melee strike and an area of effect slam which cannot be evaded.
    Raise Zombie of Falling
    Raises necromantic energies into the sky above a targeted location, where they coalesce into a zombie minion. The minion then attacks by falling to the ground, causing an impact that deals damage in an area and kills the zombie.
    Blood Rage
    Adds a buff that deals Physical Damage over time, while increasing Attack Speed and Life Leech. Killing an enemy while this buff is active refreshes the buff duration, and can grant a Frenzy Charge.
    Righteous Fire
    Engulfs you in magical fire that rapidly burns you and nearby enemies. Your spell damage is substantially increased while under this effect. The effect ends when you have 1 life remaining.
    Righteous Fire of Arcane Devotion
    Engulfs you in magical fire that rapidly burns you and nearby enemies. The effect ends when you have 1 life remaining.
    Discharge
    Discharge all the character's charges to deal elemental damage to all nearby monsters.
    Discharge of Misery
    Discharge all the character's charges to deal elemental damage to all nearby monsters.
    Portal
    Creates a portal to the current area's town.
    Spark
    Launches unpredictable sparks that move randomly until they hit an enemy or expire.
    Spark of the Nova
    Launches unpredictable sparks in all directions that move randomly until they hit an enemy or expire.
    Spark of Unpredictability
    Launches unpredictable sparks with that move randomly with large differences in speed and distance until they hit an enemy or expire.
    Ice Spear
    Launches shards of ice in rapid succession. After travelling a short distance they change to a second form, which moves much faster and pierces through enemies.
    Ice Spear of Splitting
    Launches a shard of ice that splits on hitting terrain or enemies. After splitting, the projectiles are in second form, which moves much faster and pierces through enemies.
    Raise Spectre
    Raises a spectral version of a defeated foe as a minion to fight for you in battle.
    Raise Spectre of Transience
    Raises a spectral version of a defeated foe as a temporary minion to fight for you in battle for a duration.
    Frost Wall
    Creates a wall of ice which holds back enemies. Targets under the wall are damaged and pushed back.
    Freezing Pulse
    An icy projectile which has a chance to freeze enemies it passes through. The projectile fades quickly, reducing damage and freezing chance until it dissipates.
    Shock Nova
    Casts a ring of Lightning around you, followed by a larger Lightning nova. Each effect hits enemies caught in their area with Lightning Damage.
    Phase Run
    Gain a buff that makes you faster, harder to detect, and grants Phasing, letting you pass through enemies. Performing any skill replaces this buff with one that boosts melee physical damage of skills you use yourself (it will not apply to your melee skills used by totems). Consumes Frenzy Charges to increase duration.
    Temporal Chains
    Curses all enemies in an area, lowering their action speed and making other effects on them expire more slowly.
    Elemental Weakness
    Curses all targets in an area, lowering their elemental resistances.
    Warlord's Mark
    Curses a single enemy, giving a chance to double the duration of stuns on them. Attacking the cursed enemy will leech life and mana, stunning them will grant rage, and killing it will grant an endurance charge. You can only have one Mark at a time.
    Punishment
    Curses all targets in an area, causing them to be debilitated when they hit enemies and increasing damage they take while on low life.
    Enfeeble
    Curses all targets in an area, reducing their accuracy and making them deal less damage.
    Assassin's Mark
    Curses a single enemy, making them more vulnerable to Critical Strikes. Killing the cursed enemy will grant life and mana, and a power charge. You can only have one Mark at a time.
    Sniper's Mark
    Curses a single enemy, increasing the damage they take from projectiles, and making projectiles split when hitting them, to hit other targets around them. You can only have one Mark at a time.
    Despair
    Curses all targets in an area, lowering their chaos resistance.
    Lightning Warp
    Waits for a duration before teleporting to a targeted destination, with the duration based on the distance and your movement speed. When the teleport occurs, lightning damage is dealt to the area around both where the player was and where they teleported to. Casting again will queue up multiple teleportations to occur in sequence.
    Summon Skeletons
    Summon Skeleton Warrior minions at the targeted location. They use a melee attack and die after a duration. If made aggressive, Skeleton Warriors will also dash towards nearby enemies.
    Summon Skeletons of Archers
    Summon Skeleton Archer minions at the targeted location. They fire arrows and die after a duration.
    Summon Skeletons of Mages
    Summon Skeleton Mage minions of random elemental types at the targeted location. They cast projectile spells based on their element, and die after a duration.
    Firestorm
    Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies.
    Firestorm of Meteors
    A large flaming bolt falls towards the targeted area. The bolt explodes when landing, dealing damage to nearby enemies.
    Firestorm of Pelting
    Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies.
    Molten Shell
    Applies a buff that adds to your armour, and can take some of the damage from hits for you before being depleted. When the buff expires or is depleted, the skill deals reflected damage to enemies around you based on the total damage that was taken from the buff. Shares a cooldown with other Guard skills.
    Detonate Mines
    Detonates a Mine, starting a Detonation Sequence which will detonate other Mines around it.
    Ethereal Knives
    Fires an arc of knives outwards in front of the caster which deal physical damage.
    Ethereal Knives of Lingering Blades
    Fires an arc of knives down into the ground in front of the caster which deal physical damage. Cannot be supported by Volley.
    Ethereal Knives of the Massacre
    Fires a circle of knives outwards around the caster which deal physical damage.
    Creeping Frost
    Fire an icy projectile that bursts on impact or when reaching the targeted area, dealing area damage and creating a chilling area that deals cold damage over time. This area will creep across the ground towards nearby enemies until its duration expires.
    Arc
    An arc of lightning reaches from the caster to a targeted enemy and chains to other enemies, but not immediately back. Each time the arc chains, it will also chain a secondary arc to another enemy that the main arc has not already hit, which cannot chain further.
    Arc of Surging
    An arc of lightning reaches from the caster to a targeted enemy and splits to simultaneously hit several other enemies.
    Arc of Oscillating
    An arc of lightning reaches from the caster to a targeted enemy and chains to other enemies. Each time the arc chains, it will also chain a secondary arc to another enemy, but this secondary arc cannot chain further.
    Flammability
    Curses all targets in an area, lowering their fire resistance and giving them a chance to be ignited when hit.
    Frostbite
    Curses all targets in an area, lowering their cold resistance and giving them a chance to be frozen when hit.
    Conductivity
    Curses all targets in an area, lowering their lightning resistance and giving them a chance to be shocked when hit.
    Animate Guardian
    Animates a melee weapon or armour, attaching it to an invisible Guardian that fights by your side. Animating multiple items attaches them to the same Guardian. You cannot animate unidentified items. Cannot be used by Traps or Mines.
    Animate Guardian of Smiting
    Animates a melee weapon or armour, attaching it to an invisible Guardian that fights by your side using Smite of Divine Judgement, ignoring weapon restrictions. Animating multiple items attaches them to the same Guardian. You cannot animate unidentified items. Cannot be used by Traps or Mines.
    Animate Weapon
    Animates a Melee Weapon Item or Lingering Blade to fight by your side. You cannot animate unidentified Weapons. Will not animate weapons with 6 sockets. Cannot be used by Traps or Mines.
    Animate Weapon of Self Reflection
    Animates a copy of your main hand Melee Weapon to fight by your side. Cannot be used by Totems, Traps or Mines.
    Animate Weapon of Ranged Arms
    Animates a Ranged Weapon Item or Lingering Blade to fight by your side. You cannot animate unidentified Weapons. Will not animate weapons with 6 sockets. Cannot be used by Traps or Mines.
    Storm Call
    Sets a marker at a location. After a short duration, lightning strikes the marker, dealing damage around it and causing lightning strikes at any other markers you've cast.
    Ball Lightning
    Fires a slow-moving projectile that damages each enemy in an area around it repeatedly with bolts of lightning.
    Ball Lightning of Orbiting
    Fires a single projectile which moves in a spiral while damaging each enemy in an area around it repeatedly with bolts of lightning.
    Ball Lightning of Static
    Creates a ball of lightning at a location that damages each enemy in an area around it repeatedly with bolts of lightning. Cannot be supported by Spell Echo or used by Totems.
    Summon Raging Spirit
    Summons a short-lived flaming skull that rushes at nearby enemies and attacks them rapidly, converting all its physical damage to fire. Enemies will not directly engage these spirits, and can pass through them.
    Summon Raging Spirit of Enormity
    Summons a short-lived flaming skull that rushes at nearby enemies and attacks them rapidly, converting all its physical damage to fire. Enemies will not directly engage these spirits, and can pass through them.
    Flame Surge
    Strikes enemies in front of you with a surge of flame. Burning enemies are dealt more damage. If you hit an ignited enemy, will create burning ground under them. Your damage modifiers don't apply to this burning ground.
    Flame Surge of Combusting
    Strikes enemies in front of you with a surge of flame. If this ignites an enemy a large area of burning ground will be created under them. Your damage modifiers don't apply to this burning ground.
    Desecrate
    Desecrates the ground, spawning corpses based on monsters in the current area and dealing chaos damage over time to enemies. If you are using the Raise Spectre skill there is a chance to spawn spectral corpses matching your most recently raised Spectres. Spectral corpses cannot be interacted with except by Minion skills.
    Flesh Offering
    Consumes a corpse, which temporarily empowers your minions with swiftness. The skill consumes other nearby corpses, increasing the duration for each corpse consumed.
    Bone Offering
    Consumes a corpse, granting all of your minions the power to block both attacks and spells. The skill consumes other nearby corpses, increasing the duration for each corpse consumed.
    Spirit Offering
    Consumes a corpse, granting increased critical strike chance and additional critical strike multiplier to your minions. The skill consumes other nearby corpses, increasing the duration for each corpse consumed.
    Glacial Cascade
    Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area and knocking them back in the direction of the next burst.
    Glacial Cascade of the Fissure
    Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area.
    Convocation
    Recalls all minions that are following you to your location, and grants them a temporary life regeneration effect.
    Convocation
    Recalls all minions that are following you to your location, and grants them a temporary life regeneration effect.
    Poacher's Mark
    Curses a single enemy, lowering their physical damage reduction, and adding physical damage to all hits against them. Attacking the cursed enemy will grant life and mana, and killing them will grant a frenzy charge. You can only have one Mark at a time.
    Summon Chaos Golem
    Summons a Chaos Golem that grants you Physical Damage Reduction. The Chaos Golem can cast a damage over time Chaos aura and a cascade of Chaos spikes in addition to its melee attack.
    Summon Chaos Golem of Hordes
    Summons a Chaos Golem. The Chaos Golem can cast a damage over time Chaos aura and a cascade of Chaos spikes in addition to its melee attack.
    Summon Chaos Golem of the Maelström
    Summons a Chaos Golem. The Chaos Golem can cast a powerful damage over time Chaos aura that Withers enemies in addition to its melee attack.
    Summon Ice Golem
    Summons an Ice Golem that grants you increased Critical Strike Chance and Accuracy. The Ice Golem can use an icy barrage spell and a chilling spinning attack in addition to its melee attack.
    Summon Ice Golem of Hordes
    Summons an Ice Golem. The Ice Golem can use an icy barrage spell and a chilling spinning attack in addition to its melee attack.
    Summon Ice Golem of Shattering
    Summons an Ice Golem. The Ice Golem can use an icy barrage spell and a chilling spinning attack in addition to its melee attack. If reduced to low life it will trigger a spell that destroys itself to deal area damage and fire icy projectiles in a circle.
    Summon Flame Golem
    Summons a Flame Golem that grants you increased Damage. The Flame Golem can cast a fire spray, a wave of fire damage, and an explosive arcing projectile.
    Summon Flame Golem of Hordes
    Summons a Flame Golem. The Flame Golem can cast a fire spray, a wave of fire damage, and an explosive arcing projectile.
    Summon Flame Golem of the Meteor
    Summons a Flame Golem. When summoned, the Flame Golem attacks by falling from the sky, dealing fire damage in an area and leaving burning ground around the impact. After landing, it can cast a fire spray and a wave of fire damage.
    Summon Lightning Golem
    Summons a Lightning Golem that grants you increased Attack and Cast speed. The Lightning Golem fires a projectile spell, creates orbs of Lightning that zap nearby enemies, and casts a temporary aura that grants added Lightning Damage to spells and attacks used by the Golem and its nearby allies.
    Summon Lightning Golem of Hordes
    Summons a Lightning Golem. The Lightning Golem fires a projectile spell, creates orbs of Lightning that zap nearby enemies, and casts a temporary aura that grants added Lightning Damage to spells and attacks used by the Golem and its nearby allies.
    Flame Dash
    Teleport to a location, damaging enemies and leaving a trail of burning ground. Shares a cooldown with other Blink skills.
    Rolling Magma
    Lob a fiery orb that deals area damage as it hits the ground. The skill chains, bouncing forward to deal damage multiple times.
    Bladefall
    Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of volleys. Enemies can be hit multiple times where these overlap.
    Bladefall of Volleys
    Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of volleys, each wider and more damaging than the last. Enemies can be hit multiple times where these overlap.
    Bladefall of Impaling
    Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of volleys. Enemies can be hit multiple times where these overlap.
    Blade Vortex
    This spell creates ethereal blades which orbit in an area around you, dealing damage every 0.6 seconds to all enemies in their radius. As more blades are added, the damage becomes greater and more frequent.
    Blade Vortex of the Scythe
    This spell creates a swarm of ethereal blades which briefly orbit in an area around you, dealing damage every 0.6 seconds to all enemies in their radius.
    Frost Bomb
    Creates a crystal that pulses with cold for a duration. Each pulse applies a debuff to nearby enemies for a secondary duration which reduces life regeneration rate, and also inflicts Cold Exposure. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it.
    Frost Bomb of Instability
    Creates a crystal which lasts for a duration. When the crystal's duration ends, it explodes, dealing cold damage to enemies around it.
    Frost Bomb of Forthcoming
    Creates a crystal which lasts for a duration. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it.
    Orb of Storms
    Creates a stationary electrical orb that strikes enemies in its area of effect with beams of lightning that can then split to hit more enemies. Modifiers to cast speed will increase how frequently it does this. Casting this skill again will replace the previous orb.
    Summon Stone Golem
    Summons a Stone Golem that grants you life regeneration. In addition to its melee attack, the Stone Golem uses a rolling charge and a powerful slam that can taunt enemies.
    Summon Stone Golem of Hordes
    Summons a Stone Golem. In addition to its melee attack, the Stone Golem uses a rolling charge and a powerful slam that can taunt enemies.
    Summon Stone Golem of Safeguarding
    Summons a Stone Golem that takes a portion of the melee damage you recieve from enemy hits from its life before yours. In addition to its melee attack, the Stone Golem uses a rolling charge and a powerful slam that can taunt enemies.
    Contagion
    Unleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy dies while affected by Contagion, the debuff spreads to other enemies.
    Contagion of Subsiding
    Unleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy dies while affected by Contagion, the debuff spreads to other enemies, but each time it spreads, it only deals three quarters as much damage as before.
    Contagion of Transference
    Unleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy is hit while affected by Contagion, the debuff spreads to other enemies.
    Essence Drain
    Fires a projectile that applies a damage over time debuff when it hits. You are healed for a portion of the debuff damage. The debuff is spread by Contagion.
    Essence Drain of Desperation
    Fires a projectile that applies a damage over time debuff when it hits. You lose Life and Energy Shield equal to a portion of the debuff damage. The debuff is spread by Contagion.
    Essence Drain of Wickedness
    Fires a piercing projectile that applies a damage over time debuff when it hits. You are healed for a portion of the debuff damage.
    Frostbolt
    Fires a slow-moving projectile that pierces through enemies, dealing cold damage.
    Vortex
    An icy blast explodes around the caster, dealing cold damage to enemies, and leaving behind a whirling vortex which deals cold damage over time and chills enemies caught in it.
    Vortex of Projection
    An icy blast explodes around the caster, dealing cold damage to enemies, and leaving behind a whirling vortex which deals cold damage over time and chills enemies caught in it. If the caster targets near their Frostbolt projectiles, it will explode from a number of those projectiles instead, destroying them.
    Dark Pact
    This spell removes some life from one of your Skeleton minions near you or the targeted location to deal chaos damage in an area around it. This effect will chain to your other nearby skeletons. If you have no skeletons near you or the targeted location, it will sacrifice your own life to deal damage instead.
    Cremation
    A targeted corpse explodes, dealing area damage and turning into a volcanic geyser, which will repeatedly unleash projectiles sequentially over the surrounding area for a duration. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
    Cremation of Exhuming
    A targeted corpse explodes, dealing area damage and turning into a volcanic geyser, which will repeatedly unleash projectiles sequentially over the surrounding area and detonate nearby corpses for a duration. Corpse explosions are not affected by modifiers to spell damage, and cannot be reflected.
    Cremation of the Volcano
    Creates a volcanic geyser at a location, which will repeatedly unleash projectiles sequentially over the surrounding area for a duration.
    Bodyswap
    Violently destroys your body and recreates it at the location of a targeted enemy or corpse, dealing spell damage in an area at both locations. If there is no specific target, it will prioritise corpses over enemies. If targeting a corpse, the corpse will also explode, dealing damage around it that is not affected by modifiers to spell damage, and cannot be reflected. This spell cannot be repeated.
    Bodyswap of Sacrifice
    Violently destroys your body and recreates it at the location of a targeted enemy or damageable minion, dealing spell damage in an area at both locations. If there is no specific target, it will prioritise minions over enemies. If targeting a minion, the minion will also be destroyed in an explosion which deals damage around it that is not affected by modifiers to spell damage, and cannot be reflected. This spell cannot be repeated.
    Vulnerability
    Curse all targets in an area, causing them to take increased physical damage. Attacks against the cursed enemies have a chance to inflict bleeding.
    Summon Holy Relic
    Summon a Holy Relic that stays near you. When you hit an enemy with an attack, the Holy Relic triggers a nova spell with a short cooldown, that deals physical damage to enemies and grants life regeneration to allies in an area around it. This life regeneration is higher when applied to minions.
    Summon Holy Relic of Conviction
    Summon a Holy Relic that stays near you. When you hit an enemy with an attack, the Holy Relic triggers a spell with a short cooldown, that deals physical damage to enemies in an area around a nearby enemy.
    Storm Brand
    Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, firing beams which deal damage to nearby enemies and those around them. The brand will detach if the enemy dies.
    Storm Brand of Indecision
    Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, firing a beam which deals damage to the branded enemy and those around it. The brand will detach if the enemy dies.
    Armageddon Brand
    Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, causing a fiery meteor to fall from the sky. The brand will detach if the enemy dies.
    Armageddon Brand of Volatility
    Creates a magical brand which can attach to a nearby enemy. It activates once, causing a fiery meteor to fall from the sky, then is destroyed.
    Armageddon Brand of Recall
    Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, causing a fiery meteor to fall from the sky. The brand will detach if the enemy dies.
    Brand Recall
    Recall your brands to you, detaching them from enemies and increasing attachment range until they next attach to an enemy. Spends a portion of each recalled brand's cost to cause it to activate.
    Purifying Flame
    A wave of divine fire deals damage in a line, then creates Consecrated Ground and deals damage in an area around the targeted location. A larger shockwave then expands outwards, damaging enemies standing on Consecrated Ground that were not already hit.
    Purifying Flame of Revelations
    A wave of divine fire deals damage in a line, then creates Consecrated Ground and deals damage in an area around the targeted location. A larger shockwave then expands outwards, damaging enemies standing on Consecrated Ground that were not already hit.
    Soulrend
    Fires a projectile that turns towards enemies in front of it, damaging and piercing through those it hits, and leeching some of that damage as energy shield. As the projectile travels, it repeatedly applies a short but powerful chaos damage over time debuff to each enemy in an area around it.
    Soulrend of Reaping
    Fires a projectile that deals chaos damage to enemies it hits and leeches some of that damage as energy shield.
    Soulrend of the Spiral
    Fires a series of projectiles in a spiral that turn towards enemies in front of them, damaging and piercing through those they hit, and leeching some of that damage as energy shield. As the projectiles travel, they repeatedly apply a short but powerful chaos damage over time debuff to each enemy in an area around them.
    Bane
    Applies a debuff to enemies in an area, which deals chaos damage over Time. Linked hex curses are also applied to those enemies. The debuff deals more damage and lasts longer for each hex applied this way. This skill cannot be used by Totems, Traps, or Mines.
    Bane of Condemnation
    Applies a debuff to enemies in a small area, which deals chaos damage over Time. Linked hex curses are also applied to those enemies. The debuff deals more damage and lasts longer for each hex applied this way. This skill cannot be used by Totems, Traps, or Mines.
    Wave of Conviction
    An expanding wave of energy surges forward, damaging enemies in a cone-shaped area over a duration. Each enemy hit is inflicted with Exposure matching the element of which they took the highest damage. Only one Wave of Conviction can be active at a time
    Steelskin
    Applies a buff which can take some of the damage from hits for you before being depleted. Shares a cooldown with other Guard skills.
    Berserk
    Consumes Rage at an accelerating rate to increase the effects of Rage.
    Frostblink
    Teleport to a location, damaging enemies and leaving Chilled ground in an area at both ends of the teleport. Shares a cooldown with other Blink skills.
    Frostblink of Wintry Blast
    Teleport to a location, damaging enemies in an area at both ends of the teleport. Deals higher damage to chilled enemies, then removes chill from them. Cannot be supported by Unleash.
    Summon Carrion Golem
    Summons a Carrion Golem that grants added physical damage for your non-golem minions. The Carrion Golem attacks with a series of slashes that increase in speed and damage, as well as a cascade of bone spikes, and deals more damage for each of your non-golem minions near it.
    Summon Carrion Golem of Hordes
    Summons a Carrion Golem. The Carrion Golem attacks with a series of slashes that increase in speed and damage, as well as a cascade of bone spikes.
    Summon Carrion Golem of Scavenging
    Summons a Carrion Golem. The Carrion Golem attacks with a series of slashes that increase in speed and damage, can consume corpses to heal itself and gain the ability to unleash a devastating cascade of bone spikes, and deals more damage for each of your non-golem minions near it.
    Withering Step
    Grants Elusive and a buff that grants Phasing. While you have this buff, monsters that enter an area around you will be Withered. Using a skill or losing the Elusive buff ends this skill's effects. Shares a cooldown with other Blink skills. Cannot be used while already Elusive.
    Arcane Cloak
    Spends a portion of your mana to grant a buff that takes some of the damage from hits for you until depleted. The buff grants added lightning damage based on the amount of mana spent by this skill. Shares a cooldown with other Guard skills.
    Blade Blast
    Deals spell damage in a targeted area. Each time this spell deals damage, it will detonate any of your Lingering Blades it touches, dealing damage again in an area around them. Up to 50 Blades can be detonated this way.
    Blade Blast of Unloading
    Deals spell damage in an area around you. If you have Blade Vortex blades orbiting you, it will detonate each of them in turn, dealing damage again in an area around you for each one.
    Blade Blast of Dagger Detonation
    Deals spell damage in an area around you. Your equipped daggers add to this damage.
    Penance Brand
    Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy. When the branded enemy reaches 20 energy, a large explosion occurs and the brand is removed. All energy is removed from the enemy when the brand is detached.
    Penance Brand of Dissipation
    Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy and causing a pulse that deals damage to the branded enemy and other nearby enemies. The pulse gains area of effect and damage for each energy on the branded enemy, up to 20. All energy is removed from the enemy when the brand is detached.
    Penance Brand of Conduction
    Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy and nearby enemies who do not have energy. When the brand is detached, all enemies with energy are dealt damage.
    Wintertide Brand
    Creates a magical brand which can attach to a nearby enemy, dealing cold damage over time and chilling them. It periodically activates while attached, gaining stages that raise the damage. When removed, a short-duration debuff dealing the same damage over time and chill is applied to each nearby enemy. The brand keeps its charges while detached.
    Blazing Salvo
    Fires projectiles which fly in an arc, dealing area damage on impact with either enemies or the ground near where you target. Targeting farther away causes the projectiles to spread out and land over a wider area.
    Void Sphere
    Creates a Void Sphere which Hinders enemies in an area around it, with the debuff being stronger on enemies closer to the sphere. It also regularly releases pulses of area damage. The Void Sphere will consume the corpses of any enemies which die in its area. Can only have one Void Sphere at a time.
    Void Sphere of Rending
    Creates a Void Sphere which Hinders enemies in an area around it, with the debuff being stronger on enemies closer to the sphere. It also regularly releases pulses of area damage. The Void Sphere will consume the corpses of any enemies which die in its area. Can only have one Void Sphere at a time.
    Crackling Lance
    Release a beam which deals lightning damage to enemies in a long area in front of you, and has several smaller beams branch off from it at an angle, hitting more enemies to the sides.
    Crackling Lance of Branching
    Release a beam which deals lightning damage to enemies in a long area in front of you, and has several smaller beams branch off from it at an angle, hitting more enemies to the sides.
    Crackling Lance of Disintegration
    Release a concentrated beam which deals lightning damage to enemies in a long area in front of you.
    Frost Shield
    Place a Frost Shield that drains your energy shield for one second or until you run out, gaining stages while this drain occurs. The Frost Shield takes some damage from hits in place of you and allies while in its area. Enemies in the area are Chilled. You can only have one Frost Shield active at once.
    Sigil of Power
    Places a Sigil on the ground, which grants a buff to you and allies in the area around it for a duration. The Sigil gains stages as you spend mana in its area, making the buff more powerful. You can only have one Sigil of Power at a time.
    Flame Wall
    Create a wall of fire for a duration, which deals burning damage to everything in its area. Each enemy that enters the wall also receives a secondary burning debuff which persists for a short duration after leaving the wall. Any projectiles fired through the wall by you and allies deal added fire damage and apply the wall's secondary debuff on hit.
    Hexblast
    Deals chaos damage to a single enemy, dealing more damage if they are Hexed, then removing the Hex. If the enemy was Hexed, also deals area damage to other enemies around the target, boosting damage and removing Hexes from those enemies in the same way.
    Hexblast of Contradiction
    Deals chaos damage to a single enemy, dealing more damage if they are Hexed, then removing the Hex. If the enemy was Hexed, also deals area damage to other enemies around the target, boosting damage and removing Hexes from those enemies in the same way.
    Hexblast of Havoc
    Deals chaos damage to a single enemy. If the enemy was Hexed, also deals area damage to other enemies around the target.
    Hydrosphere
    Create a sphere of water, or move an existing sphere and reset its duration. The sphere continually applies a drenched debuff with a short duration to enemies in its area or those it moves through. You can hit the sphere with other skills to inflict Cold and Lightning Ailments (other than Chill). The sphere pulses when created, at regular intervals while afflicted by an Ailment, and after moving, damaging all drenched enemies in a large area.
    Exsanguinate
    Releases several tendrils of blood from your character, targeting enemies in a narrow angle in front of you. The beams deal physical damage and inflict a physical damage over time debuff to enemies, which can stack up to 3 times. Effects which allow skills to chain can apply to these tendrils.
    Exsanguinate of Transmission
    Releases a tendril of blood from your character, which will target an enemy in front of you, then chain to other enemies. The tendril deals physical damage and inflicts a physical damage over time debuff to enemies, which can stack up to 3 times.
    Corrupting Fever
    Draws out your own blood to power a buff for a duration, letting this skill inflict the Corrupting Blood debuff on enemies you hit, dealing physical damage over time for a short secondary duration. The buff's duration will be refreshed if you spend enough life before it expires.
    Reap
    A bloody scythe swipes across a selected area, applying a physical damage over time debuff and hitting enemies with physical damage. If any survive, you gain a blood charge which raises the damage and cost of the skill. Players can have 5 maximum blood charges.
    Voltaxic Burst
    Each cast of this spell waits for a short duration, releasing a burst of lightning and chaos spell damage in an area around you when that duration ends. Enemies killed by this damage, or shortly after, will explode. The explosions of the corpses are not affected by modifiers to spell damage, and cannot be reflected.
    Absolution
    Damages enemies in an area, applying a debuff for a short duration. If a non-unique enemy dies while affected by the debuff, the corpse will be consumed to summon a Sentinel of Absolution for a secondary duration, or to refresh the duration and life of an existing one instead if you have the maximum number of them.
    Absolution of Inspiring
    Damages enemies in an area, applying a debuff for a short duration. If a non-unique enemy dies while affected by the debuff, the corpse will be consumed to summon a Sentinel of Absolution for a secondary duration, or to refresh the duration and life of an existing one instead if you have the maximum number of them.
    Forbidden Rite
    Lobs an exploding projectile near the targeted location, and extra projectiles toward enemies around you. The projectiles deal chaos damage based on your life and energy shield. Casting this spell damages you.
    Forbidden Rite of Soul Sacrifice
    Lobs an exploding projectile near the targeted location, and extra projectiles toward enemies around you. The projectiles deal chaos damage based on your energy shield. Casting this spell damages you.
    Ambush
    Teleports you to a nearby enemy, applying a buff to you for a short duration and blinding the enemy for a secondary duration. Performing a melee attack with a One-Handed Weapon removes the buff to exert that attack.
    Manabond
    Deals lightning damage based upon your missing mana in a circular area around the targeted location, as well as in four rectangular extensions whose lengths depend upon your remaining mana.
    Summon Reaper
    Summons a powerful Reaper which uses a variety of slashing area attacks. The Reaper's presence weakens your other minions, and it will consume them to temporarily empower and heal itself. Using this skill while the Reaper is already summoned causes it to dash to the targeted location and perform a powerful attack.
    Summon Reaper of Revenants
    Summons a Reaper which uses a variety of slashing area attacks. The presence of any Reapers weakens your other non-Reaper minions, and Reapers will consume them to temporarily empower and heal themselves.
    Eye of Winter
    Fires a single eye projectile which constantly releases shard projectiles in a spiral. The shards will damage enemies they impact, dealing cold damage. The eye cannot damage enemies. When the eye dissipates or collides with terrain, it releases a faster spiral of extra shards.
    Eye of Winter of Finality
    Fires a single eye projectile which cannot damage enemies. When the eye dissipates or collides with terrain, it releases a fast spiral of shards. The shards will deal cold damage to enemies they impact.
    Eye of Winter of Transience
    Fires a single eye projectile which releases a number shard projectiles in a spiral before dissipating. The shards will damage enemies they impact, dealing cold damage. The eye cannot damage enemies.
    Tornado
    Create a Tornado that hinders and repeatedly damages enemies around it. It will move forward for a duration, during which your projectiles can collide with it to deal damage as though it was an enemy. Then it will chase down enemies for a secondary duration, and reflect a portion of the damage it took from your projectiles to them in addition to its own damage.
    Tornado of Elemental Turbulence
    Create a Tornado of a random element that hinders and repeatedly damages enemies around it, converting physical damage to its element. The Tornado will chase down enemies for a duration.
    Lightning Conduit
    Lightning strikes all Shocked enemies around a targeted location, then removes Shock from those enemies. Shocks cannot expire on enemies in range while casting this spell. Cannot be supported by Spell Cascade or Unleash.
    Lightning Conduit of the Heavens
    Lightning strikes a number of enemies around a targeted location. Cannot be supported by Spell Cascade.
    Galvanic Field
    Applies a buff boosting chance to shock. When you shock an enemy while you have this buff, creates a spherical field of energy attached to the shocked enemy for a duration, which will damage it and other nearby enemies with beams of lightning. The strength of the field depends on the magnitude of shock affecting the enemy when it is created.
    Galvanic Field of Intensity
    Applies a buff boosting chance to shock. When you shock an enemy while you have this buff, creates a spherical field of energy attached to the shocked enemy for a duration, which will damage it and other nearby enemies with beams of lightning.
    Alchemist's Mark
    Curses a single enemy, granting flask charges when you hit them and creating Burning Ground under them if your hit Ignites them, and Caustic Ground if it Poisons them. Damage modifiers do not apply to these ground effects. You can only have one Mark at a time.
    Cast when Damage Taken Support Unique /1
    Grants 44 Life per Enemy Hit
    Socketed Gems are Supported by Level 12 Cast when Damage Taken
    15% Chance to Block Attack Damage
    (100–120)% increased Physical Damage
    +(30–50) to maximum Life
    50% increased Defences from Equipped Shield
    Adds 45 to 75 Fire Damage if you've Blocked Recently
    (Armour, Evasion Rating and Energy Shield are the standard Defences)
    (Recently refers to the past 4 seconds)

    Community Wiki

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    Cast when Damage Taken Support

    Cast when Damage Taken Support is a Support gem. It causes a linked Spell to trigger when the player takes a certain amount of damage.

    Skill functions and interactions

    • Trigger gem: Like all trigger gems, Cast when Damage Taken only "casts" spells. Attack gems such as Double Strike are not considered spells. Multiple spells can be linked to a single trigger gem, and will all be triggered if so. Multiple copies of Cast when Damage Taken will also function independently.

    • Damage counter and cooldown: Each linked spell gains an internal damage counter that tracks the total accumulated damage taken from hits, though not from damage over time or the Blood Magic passive (e.g. you cannot use Righteous Fire to trigger Cast when Damage Taken). All damage counters will be reset to 0 upon entering a new area. When a linked spell is cast, it is put on cooldown for 250 ms and will not track damage during that time.
      Multiple copies of the same gem share cooldowns, meaning that if two copies of the same spell are triggered within 250 ms of each other, the first will trigger and the second will fail to do so as it is on cooldown. This mostly prevents using multiple copies of the same spell with Cast when Damage Taken, though the use of Cast when Damage Taken gems of different levels can avoid cooldown overlap in some circumstances due to the differing amounts of damage required to trigger the spells.
      The Cast when Damage Taken gem itself does not have its own counter or cooldown.

    • Maximum level of supported skills: Cast when Damage Taken cannot support skills with a higher player level requirement than that of Cast when Damage Taken itself. Note that this restriction only applies to active skills; any level of other support gems may be used.

    • Trigger order: Trigger gems and their linked skills are cast in a certain order that depends both on which item it is equipped on and which socket the skills are in. If there are trigger gems in each equipped item, the order of operation will be:

      • Main hand ⇒ Amulet ⇒ Helm ⇒ Off hand ⇒ Body armour ⇒ Gloves ⇒ Boots

      • The linked sockets also follow a specific order, as follows:

    1 ⇒ 2
      ⇓
    4 ⇐ 3
    ⇓  
    5 ⇒ 6
    • Damage effectiveness: The damage effectiveness increases with level, but so does the damage taken per cast; overall, the amount of damage that needs to be taken per damage effectiveness goes up at higher gem levels. The optimum is a level 2 gem, which requires 1442 damage taken per 100% damage effectiveness. In comparison, a level 20 gem requires 3057 damage taken per 100% damage effectiveness.
      This does not, however, take into account the increase in damage from being able to use a higher level gem; for instance, a level 4 Bladefall gem deals an average of 91.5 damage, while a level 20 gem deals an average of 475. On a strict damage-in-per-damage-out basis, Cast when Damage Taken roughly triples in power between level 1 and level 20, depending on the skill used. Any flat added damage will affect this ratio—the more damage added, the less effective it is to level up the Cast when Damage Taken gem.

    • Targeting: Targeted spells will cast towards the enemy that caused the last damage. Reflected damage is considered to come from the enemy originally damaged. If the damage was self-caused, it will target a random enemy (if there are no enemies, it will be cast at the player, if it is a projectile, it will be fired in a random direction).

    • Totems: Cast when Damage Taken can't be used with totems.

    Version history

    VersionChanges
    3.19.0
  • Cast when Damage Taken Support now causes Supported Skills to deal 65% less Damage at gem level 1 (previously 70%), up to 27% less Damage at gem level 20 (previously 6% more Damage).
  • 3.15.0
  • Trigger skill gems now cost mana.
  • Now has a 250% Cost and Reservation Multiplier.
  • ?
  • (Not documented in patch notes) the Divergent alternate gem quality has changed to Supported Skills require 1% reduced amount of Damage taken to Trigger
  • 3.12.0
  • Now has alternative gem quality:
    Anomalous: Supported Skills have 1% increased Skill Effect Duration (per 1% quality)
    Divergent: 1% more Damage required to Trigger (per 1% quality)
  • 2.0.0
  • Enduring Cry is now a Warcry instead of a spell, therefore it can't be cast anymore.
  • 1.3.1g
  • Fixed a bug with the trigger gems that cause spells to automatically cats on various conditions.
  • 1.3.1
  • Spells triggered by Cast on Damage Taken have had their damage reduced by 25%.
  • 1.3.0
  • Trigger gems are now classified as Trigger.
  • 1.2.2
  • Gems may now only be supported by a single trigger gem, gems supported by multiple trigger gems will be disabled.
  • 1.0.1
  • The level requirement of gems augmented by Cast on Damage Taken may not exceed the level requirement of the Cast on Damage Taken gem.
  • 1.0.0f
  • Cooldown of 250ms added.
  • 1.0.0
  • Cast when Damage Taken has been added to the game.

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