Block a Stunning Hit
Additional Effects From Quality:
Block a Stunning Hit
Quest /1
Act | Quest | NPC | Character |
---|---|---|---|
4 | The Eternal Nightmare | Petarus and Vanja | All Classes |
Level Effect /40
Implicit |
---|
Cost & Reservation Multiplier: 100% |
Level | Requires Level | Int | Dex | 50% chance to Trigger Supported Spells when you are Stunned, or Block a Stunning Hit | Experience |
---|---|---|---|---|---|
1 | 38 | 40 | 27 | 50 | 388,734 |
2 | 40 | 41 | 29 | 51 | 477,437 |
3 | 42 | 43 | 30 | 52 | 583,786 |
4 | 44 | 45 | 31 | 53 | 710,359 |
5 | 46 | 47 | 33 | 54 | 1,355,511 |
6 | 48 | 49 | 34 | 55 | 1,138,877 |
7 | 50 | 51 | 35 | 56 | 1,368,233 |
8 | 52 | 53 | 37 | 57 | 1,638,338 |
9 | 54 | 55 | 38 | 58 | 1,956,648 |
10 | 56 | 57 | 39 | 59 | 3,655,184 |
11 | 58 | 58 | 40 | 60 | 3,017,327 |
12 | 60 | 60 | 42 | 61 | 3,576,232 |
13 | 62 | 62 | 43 | 62 | 4,231,667 |
14 | 64 | 64 | 44 | 63 | 2,395,078 |
15 | 65 | 65 | 45 | 64 | 8,421,063 |
16 | 66 | 66 | 46 | 65 | 16,159,983 |
17 | 67 | 67 | 46 | 66 | 41,170,367 |
18 | 68 | 68 | 47 | 67 | 86,794,448 |
19 | 69 | 69 | 48 | 68 | 157,405,063 |
20 | 70 | 70 | 48 | 69 | |
21 | 72 | 70 | |||
22 | 74 | 71 | |||
23 | 76 | 72 | |||
24 | 78 | 73 | |||
25 | 80 | 74 | |||
26 | 82 | 75 | |||
27 | 84 | 76 | |||
28 | 86 | 77 | |||
29 | 88 | 78 | |||
30 | 90 | 79 | |||
31 | 91 | 79 | |||
32 | 92 | 80 | |||
33 | 93 | 80 | |||
34 | 94 | 81 | |||
35 | 95 | 81 | |||
36 | 96 | 82 | |||
37 | 97 | 82 | |||
38 | 98 | 83 | |||
39 | 99 | 83 | |||
40 | 100 | 84 |
Attribute /8
Cast when Stunned Support
Key | Value |
---|---|
Cost | iLvl 1: Normal: 1xOrb of Alchemy |
Acronym | Hit, Stun, Trigger, Block |
DropLevel | 38 |
BaseType | Cast when Stunned Support |
Class | Support Gems |
Icon | ! |
ItemType | Metadata/Items/Gems/SupportGemCastOnStunned |
Reference | poe.ninja, Community Wiki |
Supported Gem /192 ⍟
Icon | Name |
---|---|
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 Stunned Support Unique /1 ⍟
local stat monsters pick up item [1]
Socketed Gems are Supported by Level 10 Added Chaos Damage
Socketed Gems are supported by Level 10 Blind
Socketed Gems are supported by Level 10 Cast when Stunned
Community Wiki
Cast when Stunned Support
Cast when Stunned Support is a Support gem that causes a linked Spell to trigger when the player is stunned or blocks a stunning hit.
Skill functions and interactions
Cast when Stunned targets the enemy which stunned the player. Spells that don't have targeting, like Discharge or Ice Nova, will be cast on the character as usual.
When the character is stunned or blocks a stunning hit, the chance to activate supported spells is rolled individually for each linked spell, then all the spells that succeeded this chance check will activate at once. Multiple copies of the same spell cannot activate at the same time, only one can, however linking multiple copies of the same spell increases the chance that at least one of them activates.
After that the global CwS cooldown occurs, which is currently 250ms. Getting stunned during cooldown time will not cause any supported spells to activate, even if you have multiple CwS groups.
Strategy
Versus Cast when Damage Taken Support
Cast when Stunned has several advantages, which may tip its balance in its favour, depending on your character's build:
Characters who use energy shield or Mind Over Matter will typically have more hit points than their Life pool (for purposes of stunning). This also results in more stuns per damage taken.
Unlike Cast when Damage Taken Support , Cast when Stunned does not suffer a damage penalty at any level. However, it is usually still ineffective for damage-dealing purposes.
Most importantly, Cast when Stunned does not have a limit on active skill level. This makes it a better choice for level-dependent skills, since the trigger damage for Cast when Damage Taken Support increases rapidly with level.
Version history
Version | Changes |
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2.4.0 |
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1.2.2 |
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1.0.2 |
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1.0.0 |
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