PoE 2 Ref

Buffs, Charges & Stacking Effects

Charges, Rage, Energy, Infusions and the rules that decide when two of the same buff stack

Path of Exile 2 layers temporary power on top of your build through charges and buffs, and the rules for when they stack — and how their magnitude is scaled — are shared across all of them.

Buff and charge base values

Base values before any modifiers to magnitude, effect or duration.

EffectBase value
Maximum Rage30
Rage decay5 per second, pausing for 4s whenever you gain Rage or take damage
Maximum Infusions of each type3
Infusion duration20s, or until consumed
Impale magnitude30% of the hit's pre-mitigation physical damage
Maximum Impale stacks on a target60
Unholy Might30% of all damage gained as extra chaos damage
“Recently”The past 4 seconds

Keyword reference

Charges

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.

There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.

Resonance

Buffs

Buffs are effects that boost a player or monster's stats for a duration or while a condition is met.

Unless otherwise stated, Buffs of the same type do not stack — only the copy with the strongest effect applies.

Debuffs

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.

Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.

Buff/Debuff Magnitude

The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.

Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.

Buff/Debuff Effect

Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff, which come from its creator.

Non-Stacking Effects

This effect does not stack. Applying it again before the first expires will refresh the duration.

Effect Consumption

Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.

Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.

Rage

Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.

Only one Hit every 0.5 seconds can cause you to gain Rage.

Unbound Fury

Chilling, Shocking, or Igniting Enemies grants 1 Unbound Fury. Freezing or Electrocuting Enemies grants 6 Unbound Fury.

Energy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.

Energy cannot be gained from direct effects of Triggered Skills.

Elemental Infusions

Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.

Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.

Elemental Surges

Elemental Surges are consumed when you use a non-Melee Projectile Attack to suffuse the Projectiles fired by that Attack, causing them to trigger a Surging Blast when they reach the end of their flight.

Your weapon can have a maximum of 6 of each type of Surge active by default. Surges last 15 seconds. Surges are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap.

Projectiles which Split or Fork do not gain the benefits of Surges.

Arcane Surge

Arcane Surge grants 15% increased Cast Speed and 20% more Mana Regeneration Rate.

Onslaught

Onslaught grants 20% increased Skill Speed and 10% increased movement speed.

Unless specified, Onslaught lasts 4 seconds.

Tailwind

Tailwind is a stacking Buff which grants 1% increased movement speed, 2% increased Skill Speed, 10% increased Evasion Rating and prevent 1% of Damage from Deflected Hits per stack. Maximum 10 stacks.

Elusive

The Elusive buff grants increased Movement Speed, and additional chance to avoid damage. The effects of Elusive are reduced over time.

Concentration

Enemies have less Cooldown Recovery Rate the lower their Concentration, scaling down to 50% less Cooldown Recovery Rate when Concentration is 0%.

Combo

Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you Strike Enemies. Combo will fall off after a short time without this happening.

Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons.

Valour

Valour is used to fuel Banner Skills. Killing an enemy with an Attack generates 1 Valour, and Banners passively gain 1 Valour per second while a Unique enemy is in your Presence. You can only gain Valour once every 0.5 seconds, and a Banner skill cannot gain Valour while its Banner is placed.

Each Banner has 50 maximum Valour by default. If you have multiple Banner skills active, each gains Valour separately.

Unholy Might

Unholy Might is a Buff that grants 30% of all damage as extra Chaos Damage.

Impale

Impale is a Debuff inflicted by Hits, which stores 30% of the Pre-mitigation Physical Hit damage of the Impaling hit as its Magnitude.

Subsequent Attack Hits against Impaled targets will Extract the Impale debuff. When this occurs, the Magnitude of the Impale is added to the Pre-mitigation Physical damage of that attack hit.

A maximum of 60 Impale Debuffs can be present on a target at once. If multiple Impales are present on a target, each Attack's Hit only Extracts and benefits from the strongest one of them.

Recently

Recently refers to the past 4 seconds.

Stat Totals

The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.

Adding to Stat Totals

Adding to the Total value of a stat occurs after all other calculations have been performed. This means that the added value does not benefit from percentage modifiers to the stat.

Common questions

What are charges in Path of Exile 2?

Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects.

How does Rage work?

Rage grants 1% more Attack damage per 1 Rage. 2 seconds.

Do the same buffs from two sources stack?

This effect does not stack. Applying it again before the first expires will refresh the duration.

What does "recently" mean?

Recently refers to the past 4 seconds.

How does Impale work?

Impale is a Debuff inflicted by Hits, which stores 30% of the Pre-mitigation Physical Hit damage of the Impaling hit as its Magnitude. Subsequent Attack Hits against Impaled targets will Extract the Impale debuff.

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