PoE 2 Ref

Ailments

Bleeding, Ignite, Poison, Chill, Freeze, Shock and Electrocution — exact durations, magnitudes and how each one is applied

Ailments are the debuffs that come attached to damage: fire hits build Flammability and ignite, cold hits chill and build freeze, lightning hits shock. Each has a fixed base duration and a magnitude derived from the hit that caused it.

The reference table collects the exact base values, and the entries beneath it cover how each one is applied.

Ailment reference

Base values before any modifiers. A player's Elemental Ailment Threshold is half their maximum Life by default, so more Life means fewer ailments.

AilmentDamage typeBase durationBase magnitudeHow it is applied
BleedingPhysical5s15% of the hit's pre-mitigation physical damage per secondNeeds an explicit source of bleeding chance
IgniteFire4s20% of the hit's fire damage per secondChance comes from Flammability buildup on the target
PoisonChaos2s20% of the hit's pre-mitigation physical and chaos damage per secondNeeds an explicit source of poison chance
ChillCold2s on players · 8s on othersSlow of 30% to 50%, scaled by damage vs the target's ailment thresholdCold hits chill by default; chills below 30% are ignored
FreezeCold4sTarget cannot move or actCold hits build up freeze until the freeze threshold is passed
ShockLightning4s on players · 8s on others20% increased damage taken1% chance per 4% of the target's ailment threshold dealt as lightning damage
ElectrocutionLightning5sTarget's actions are interrupted and preventedOnly lightning damage from specific skills builds it up

Keyword reference

Ailments

Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding, Ignite, Chill, Freeze, Shock, Electrocute, and Poison.

Elemental Ailments

Elemental Ailments are Ignite, Chill, Freeze, Shock, and Electrocute.

Damaging Ailments

Ailments that deal damage are Bleeding, Ignite, and Poison.

Non-Damaging Ailments

Ailments that do not deal damage are Chill, Freeze, Shock, and Electrocute.

Elemental Ailment Threshold

A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment, as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.

Ailment Application

Modifiers to Ailment Application apply to:

Bleeding, Poison and Shock chance

Flammability, Freeze and Electrocution Buildup.

Damage Contributing to Ailments

By default, specific Ailments are calculated based on only specific damage types, such as only the Fire damage of a Hit mattering when inflicting Ignite.

Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment.

For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment. For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).

Bleeding

Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield

Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated.

Physical damage from Hits Contributes to Bleeding Magnitude.

Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.

The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.

Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break) do not affect Bleeding damage.

Aggravated Bleeding

Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.

Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.

Each Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.

Ignite

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.

The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit.

Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.

The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit, but not any modifiers on the target that affect how much damage they will take from the Hit. This Magnitude is not further affected by any modifiers to the damage you deal.

Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Ignite damage.

Flammability

Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment, but is closely associated with Ignite, which is.

Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.

The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite.

Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.

Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground, also inflict Flammability, but do not roll a random chance to Ignite. Such effects will only Ignite once the total Flammability on the target reaches 50%.

Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.

Compounding Ignite

When Igniting a target which has already been Ignited by the same use of this Skill, the existing Ignite is removed to boost the new Ignite, multiplying its Magnitude by the total number of Ignites compounded this way.

Ignites cannot Compound when reflected, or when applied by Oil Ground that has been Ignited. They will neither remove existing Ignite, nor get any boost to Ignite Magnitude.

Aggravated Ignite

Ignite that has been Aggravated deals 100% extra damage.

Once an Ignite has been Aggravated, it will remain Aggravated until its duration expires.

Just like Bleeding, each Ignite Debuff can be Aggravated, or not, independently of others on the target.

Poison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield.

Physical and Chaos damage from Hits Contribute to Poison Magnitude.

Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.

The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.

Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Poison damage.

Chill

Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold, with a minimum of 30% and a default maximum of 50%.

Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.

Freeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.

Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen.

Freeze Threshold

Freeze Threshold determines how much Freeze buildup is needed to Freeze a target.

Frozen

A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.

Shatter

Frozen enemies Shatter when killed, destroying their corpse.

Shock

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.

Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.

Electrocution

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.

Electrocute Threshold

Electrocute Threshold determines how much Electrocute buildup is needed to Electrocute a target.

Spreading Ailments

Spreading an ailment inflicts a new, matching ailment on another target, from the same source. The new ailment can potentially spread further, but never back to the same target twice.

Ailments can never spread to, or from, the entity that originally inflicted them.

Burning

Enemies taking Fire damage over time are Burning. Usually this occurs because the enemy is Ignited.

Exposure

Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances. By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances, this can cause the enemy's Resistance to become negative.

Higher Rarity enemies are less affected by Exposure:

15% less Exposure effect on Magic monsters

30% less Exposure effect on Rare monsters

50% less Exposure effect on Unique monsters

Common questions

What are the ailments in Path of Exile 2?

Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding, Ignite, Chill, Freeze, Shock, Electrocute, and Poison.

How long does an ignite last?

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.

How much damage does bleeding deal?

Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated. Physical damage from Hits Contributes to Bleeding Magnitude. Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it.

How much does shock increase damage taken?

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.

What is Elemental Ailment Threshold?

A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment, as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.

Why do my hits not chill?

Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold, with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill.

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