Immobilisation
Immobilised
Tooltip
A target is immobilised if it cannot move, for example due to being Frozen,A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup. Pinned,Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as Immobilised. Heavy Stunned,Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).
While an enemy is Heavy Stunned, they cannot act and count as Immobilised. It will also be harder to Heavy Stun them again for a short time afterwards.
Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other. or Electrocuted.Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted. Other sources of Lightning damage will not build up towards Electrocution.
Pinned targets count as Immobilised. Heavy Stunned,Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).
While an enemy is Heavy Stunned, they cannot act and count as Immobilised. It will also be harder to Heavy Stun them again for a short time afterwards.
Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other. or Electrocuted.Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted. Other sources of Lightning damage will not build up towards Electrocution.
Immobilisation is an effect that prevents movement. Heavy stun, pin, freeze and electrocute all cause immobilisation.
Mechanics
Immobilise effects only refers to the prevention of movement (from one location to another); it does not necessarily refer to preventing any action entirely (e.g. in the case of pin), though they often occur together.
Most immobilise effects have buildup; this causes effects that fail to meet the threshold to apply to accumulate over several applications until buildup reaches 100%, at which point the effect occurs and the buildup resets to 0%.
Related support gems
| Gem | Tier | |||
|---|---|---|---|---|
Category: Pin Tier: 2Support Requirements: +5 DexSupports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun, as well as granting Critial Hit Chance against Immobilised enemies.Supported Skills have 50% increased Critical Hit Chance against Immobilised Enemies Modifiers to Stun Buildup for Supported Skills instead apply to Pin Buildup Supported Skills cannot cause Stun Buildup Physical Damage from Supported Skill is PinningPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill. | 2 |
Related unique items
| Item | Base item | Stats | |
|---|---|---|---|
| The Prisoner's Manacles Verisium CuffsArmour: (144-192) Energy Shield: (51-68)Requires Level 45, 64 Str, 64 Int(200-300)% increased Armour and Energy Shield +100 to maximum Life 100% increased Attribute Requirements +(20-40)% to Lightning Resistance (15-30) Life Regeneration per second Debuffs you inflict have (20-30)% increased Slow Magnitude Cannot Immobilise enemiesOnly once did Maligaro wonder if he'd gone too far. His greatest success took three entire legions to capture. | Verisium Cuffs | 45 | (200-300)% increased Armour and Energy Shield +100 to maximum Life 100% increased Attribute Requirements +(20-40)% to Lightning Resistance (15-30) Life Regeneration per second Debuffs you inflict have (20-30)% increased Slow Magnitude Cannot Immobilise enemies |
| Sine Aequo Grand ManchettesArmour: (88-110) Evasion: (80-100) Energy Shield: (30-37)Requires Level 65, 32 Str, 32 Dex, 32 Int(10-15)% increased Skill Speed (100-150)% increased Armour, Evasion and Energy Shield Immobilise enemies at 50% buildup instead of 100% Enemies Immobilised by you take 20% more DamageThe greatest warrior of his era fought with honour. | Grand Manchettes | 65 | (10-15)% increased Skill Speed (100-150)% increased Armour, Evasion and Energy Shield Immobilise enemies at 50% buildup instead of 100% Enemies Immobilised by you take 20% more Damage |
Related passive skills
The following passive skills are related to immobilisation:
| Name | Stats |
|---|---|
| Attack Damage | 5% increased Attack Damage 8% increased Immobilisation buildup [1] |
| Ballista Immobilisation Buildup | 20% increased Ballista Immobilisation buildup [1] [2] |
| Damage vs Immobilised | 20% increased Damage against Immobilised Enemies [1] [2] |
| Damage vs Immobilised and Buildup | 8% increased Immobilisation buildup 10% increased Damage against Immobilised Enemies [1] |
| Hazard Immobilisation Buildup | 20% increased Hazard Immobilisation buildup [1] |
| Immobilisation Buildup | 15% increased Immobilisation buildup [1] [2] [3] [4] 10% increased Immobilisation buildup against Constructs [2] |
| Melee Damage against Immobilised | 20% increased Melee Damage against Immobilised Enemies [1] [2] |
| Shapeshifted Damage against Immobilised | 20% increased Damage against Immobilised Enemies while Shapeshifted [1] [2] [3] |
| Finish Them | 40% increased Culling Strike Threshold against Immobilised Enemies [1] |
| Hindering Obstacles | Debuffs inflicted by Hazards have 30% increased Slow Magnitude 30% increased Hazard Immobilisation buildup [1] |
| Honourless | 50% increased Melee Damage against Immobilised Enemies 25% increased Armour if you've Hit an Enemy with a Melee Attack Recently [1] |
| Hunter | 50% increased Damage against Demons 50% increased Immobilisation buildup against Constructs 50% increased Duration of Ailments on Beasts 50% increased Critical Hit Chance against Humanoids [1] |
| Kept at Bay | 50% increased Ballista Immobilisation buildup Attacks used by Ballistas have 10% increased Attack Speed [1] |
| Personal Touch | 20% increased Attack Damage 12% increased Immobilisation buildup [1] |
| Radial Force | 10% increased Area of Effect 12% increased Immobilisation buildup [1] |
| Sic 'Em | Companions deal 60% increased damage against Immobilised enemies [1] |
| Sitting Duck | Your Hits cannot be Evaded by Pinned Enemies 35% increased Critical Hit Chance against Immobilised enemies [1] |
| Spirit of the Bear | 25% increased Stun buildup while Shapeshifted 50% increased Damage against Immobilised Enemies while Shapeshifted [1] |
Version history
| Version | Changes |
|---|---|
| 0.1.0 |
|