Diablo Wiki
(→‎Thunderstorm: misphrase; estimated damage amount)
No edit summary
Line 1: Line 1:
'''Monster Traits''' in ''[[Diablo III]]'' are special abilities that are added to [[Champion Monsters|Champion]], [[Rare Monsters|Rare]], [[Unique Monsters|Unique]] and [[Minion]] monsters. These traits appear beneath the name of the monster. The number of traits depends on that of your hero's level; to be specific, a Champion/Rare/Minion encountered at lv. 1-29 will have only one trait, those encountered at lv. 30-49 will have two traits, 50-59 will have three, and 60+ will have four traits possible. Unique monsters have one to four affixes regardless of their level. Some traits cannot appear on Champions / Rares at lower levels: for example, Arcane Enchanted only rolls at level 31 or later.
+
'''Monster Traits''' in ''[[Diablo III]]'' are special abilities added to [[Champion Monsters|Champion]], [[Rare Monsters|Rare]], [[Unique Monsters|Unique]], and [[Minion]] monsters. These traits appear beneath the name of the monster. The number of traits depends on your hero's level:
  +
*One trait for hero levels 1–29
 
  +
*Two traits for levels 30–49
In Champion packs, all monsters have the same skills and can use them independently. In Rare packs, skills can apply to the leader only, or to both leader and minions, but some affixes (like Missile Dampening) can only be present on the leader. Note that a monster having a natural skill similar to an affix can still have that skill as a result of being an elite pack. For example, naturally fast creatures can have Fast skill, and creatures naturally able to become immune to damage can still have Shielded skill.
 
  +
*Three traits for levels 50–59
  +
*Four traits for levels 60+
  +
Some traits have additional level requirements: for example, monsters cannot roll Arcane Enchanted until level 31.
  +
In Champion packs, all monsters have the same skills and can use them independently. In Rare packs, some skills can be used by botth the Rare and its minions, while others apply only to the leader. Note that a monster having a natural skill similar to an affix can still have that skill as a result of being an elite pack. For example, naturally fast creatures can roll Fast, while creatures naturally capable of becoming immune to damage can still roll Shielded.
   
 
The traits are detailed below.
 
The traits are detailed below.
   
==Arcane Enchanted==
+
==Arcane Enchanted (all)==
 
[[File:300px-Arcane_Enchanted_6.png|thumb]]
 
[[File:300px-Arcane_Enchanted_6.png|thumb]]
  +
'''Monster level:''' 31
Monsters imbued with the ''Arcane Enchanted'' trait can summon glowing orbs of arcane energy that fully form after a few seconds. Once activated, these transform into rotating beams called Arcane Sentries, which deal significant [[Arcane]] damage per tick, spinning either clockwise or counter-clockwise. If the monster who summoned the Arcane Sentry is killed before the beam forms, the orb vanishes.
 
  +
'''Damage type:''' Arcane
  +
Monsters imbued with the ''Arcane Enchanted'' trait can summon glowing orbs of arcane energy that fully form after a few seconds. Once activated, these transform into rotating beams called Arcane Sentries, which deal significant [[Arcane]] damage per tick, spinning either clockwise or counter-clockwise. If the monster who summoned the Arcane Sentry is killed before the beam forms, the orb vanishes. However, once the Sentry begins spinning, it will complete its rotation.
  +
One quirk of the Arcane Sentry is that Arcane Sentries can pass underneath stairs, and will ''not'' cause damage to a hero standing on a higher stair.
   
 
This affix is extremely dangerous when combined with Vortex, or just in an environment with little place for maneuvering. Kite monsters with this affix often to leave the dangerous laser-swept area behind.
 
This affix is extremely dangerous when combined with Vortex, or just in an environment with little place for maneuvering. Kite monsters with this affix often to leave the dangerous laser-swept area behind.
   
Min. Monster level: 31.<br />
 
Available to: All.<br />
 
Damage Type: Arcane.
 
   
==Avenger==
 
The death of each Champion in the group infuses the remaining Champions with greater strength and speed. To minimize this affix's usefulness, do ''not'' kill each member until every last one of them is barely away from death. Empowered monsters are easily identified by increased size, growing after each death of their group members.
 
   
Min. Monster Level: 51.<br />
 
Available to: Champion.<br />
 
Damage Type: N/A.
 
   
  +
==Avenger (Champion)==
==Desecrator==
 
  +
'''Monster level:''' 51
[[File:Desecrator.jpg|thumb]]Monsters with the Desecrator trait can conjure a deadly pool of void energy directly underneath the Player Character. A Rare monster's minions cannot cause their own voids. These pools deal very little damage at first, but their damage constantly increases (doubles every 0.5 seconds you remain in that pool, to a limit of ten stacks), becoming tremendous if you don't move quickly to avoid them.
 
  +
'''Damage type:''' N/A
  +
The death of each Champion in the group imbues the remaining Champions with greater strength and speed. The safest way to deal with this affix is to ''not'' kill any member until they are all barely away from death. Empowered monsters are easily identified by increased size, growing after each death of their group members.
   
Min. Monster Level: 22.<br />
 
Available to: Rare, Champion.<br />
 
Damage Type: [[Physical]].
 
   
==[[Lightning Enchanted|Electrified]]==
 
[[File:Electrified4.jpg|thumb]]Electrified monsters release a volley of sparks (count as [[missiles]]) flying in all directions when hit by any damaging attack. These sparks deal slight [[Lightning damage]], but can easily overwhelm a hero in proximity. This is identical to Diablo II [[Lightning Enchanted]] bonus.
 
   
The number of sparks released per hit grows as the monster is losing more and more [[Life]]. As of Patch 2.1.1, there is a very small (0.1 seconds) internal cooldown on the sparks generation, which protects players from overdose of sparks when using [[damage over time]] (see the image to the right).
 
   
  +
==Desecrator (Rare, Champion)==
As of patch 2.4.3, crawling lightning generated by this affix now [[Piercing|pierces]], allowing it to damage multiple targets in succession.
 
  +
[[File:Desecrator.jpg|thumb]]'''Monster Level: '''22<br />'''Damage type:''' [[Physical]]
  +
Monsters with the Desecrator trait can conjure a deadly pool of void energy directly underneath the Player Character. Rare Minions cannot summon voids. These pools deal very little damage at first, but their damage constantly increases: the damage doubles every 0.5 seconds you remain in that pool, up to ten stacks.
   
Min. Monster Level: 26.<br />
 
Available to: All monsters.<br />
 
Damage Type: Lightning.
 
   
==Extra Health==
 
{{obsolete}}
 
As the name implies, this trait simply gave the monster additional Life, usually +40%. As of patch 2.1.2, it no longer rolls; only Unique monsters retain it as legacy.
 
   
Min. Monster Level: 31.<br />
 
Available to: All.<br />
 
Damage Type: N/A.
 
   
==[[Extra Fast|Fast]]==
+
==[[Lightning Enchanted|Electrified]] (all)==
  +
[[File:Electrified4.jpg|thumb]]'''Monster Level: '''26<br />'''Damage type: '''Lightning 
The Fast trait increases attack, casting and movement speed for the imbued monster. Movement Speed is increased by 40%, Attack Speed is increased by 20%, and Casting Speed is increased by 10%. Fast creatures excel at chasing you down when you're wounded and use their increased speed to quickly move around the battlefield.
 
  +
This trait is identical to the Diablo II [[Lightning Enchanted]] affix. Electrified monsters, when hit by a damaging attack, release a volley of sparks that fly in all directions; the sparks count as [[missiles]]. These sparks deal slight [[Lightning damage]], but can easily overwhelm a hero in proximity.
   
  +
The number of sparks released per hit grows as the monster loses [[Life]]. As of Patch 2.1.1, there is a 0.1 second internal cooldown on spark generation, which protects players from overdose of sparks when using [[damage over time]] (see the image to the right).
Min. Monster Level: 31.<br />
 
Available to: All monsters.<br />
 
Damage Type: N/A.
 
   
  +
As of patch 2.4.3, crawling lightning generated by this affix now [[Piercing|pierces]], allowing it to damage multiple targets.
==Fire Chains==
 
[[File:Fire-chains.jpg|thumb]]This trait periodically connects Champion monsters with Flaming Chains, linking the entire group with lines of fire that deal significant [[Fire damage]]. Another factor to its deadly power is that the AI of the affected monsters has been altered to try and surround the player at all costs, even if they are ranged attackers. Killing individual monsters in the group will reduce the length and mobility of the chain. For this affix to have any effect, more than one monster of the group possessing it must survive. Once only one monster remains, the affix is disabled.
 
   
  +
==[[Extra Fast|Fast]] (all)==
Min. Monster Level: 31.<br />
 
  +
'''Monster Level: '''31<br />'''Damage type: '''N/A
Available to: Champions only.<br />
 
  +
The Fast trait increases movement speed by 40%, attack speed by 20%, and casting speed by 10%. Fast creatures excel at chasing down wounded heros and use their increased speed to quickly move around the battlefield.
Damage Type: Fire.
 
   
==[[Cold Enchanted|Frozen]]==
 
[[File:Frozen-pulse-frozen1.jpg|thumb]]Frozen-imbued monsters create 6 frozen bombs around the player, which explode after 4 seconds. Until they explode, the crystals deal periodic [[Cold damage]] to anything staying within the explosion range (visible on the ground). The final explosion also deals heavy Cold damage and [[Freeze]]s heroes caught in their blast radius. The freeze duration for heroes lacking any form of crowd control reduction is 3 seconds.
 
   
Min. Monster Level: 22.<br />
 
Available to: All.<br />
 
Damage Type: Cold.
 
   
==Frozen Pulse==
 
[[File:D3-frozen-pulse-affix2-517x221.jpg|thumb]]Monsters with Frozen Pulse as a trait are enabled to unleash a crystalline globe of ice that will home in on a player. Once it reaches the targeted player's location, it will stop and start to continuously expel ice, dealing heavy Cold damage and [[Chill]]ing on a successful hit. 
 
   
  +
==Fire Chains (Champions)==
Available to: All but a Rare's Minions
 
  +
[[File:Fire-chains.jpg|thumb]]'''Monster Level: '''31<br />'''Damage type: '''Fire
  +
This trait periodically connects Champion monsters with Flaming Chains (similar to the Demon Hunter's [[Sentry|Chains of Torment]]) that deal significant [[Fire damage]] on contact. 
  +
The AI of monsters that roll Fire Chains is altered to try and surround the player at all costs, even if they are ranged attackers. Killing individual monsters in the group will reduce the length and mobility of the chains. The affix is disabled when only one monster remains.
   
Damage Type: Cold
 
   
==Health Link==
 
This trait is only applicable to Champions, and only activates if more than one Champion monster is present. This trait will split the damage dealt to a Champion among all of the present Champions. If one member of the group ventures too far from the others, the effect is temporarily nullified. Monsters with 5% Life or less stop taking shared damage, but can still share their own damage taken with others.
 
   
While it may seem beneficial in the fact that the monsters have damage reduction, this affix has a very high chance of backfiring upon said monsters, especially if the player has any 'on hit' or 'on critical hit' effects on their items or skills, those effects will have a separate chance to trigger for each enemy linked by the Health Link, as technically each of them is receiving damage from that hit.
 
   
  +
==[[Cold Enchanted|Frozen]] (all)==
Min. Monster Level: 51.<br />
 
  +
[[File:Frozen-pulse-frozen1.jpg|thumb]]'''Monster Level: '''22<br />'''Damage type: '''Cold
Available to: Champions only.<br />
 
  +
Frozen-imbued monsters create 6 frozen bombs around the player that explode after 4 seconds. Until they explode, the crystals deal periodic [[Cold damage]] to anything within the explosion range (visible on the ground). The final explosion also deals heavy Cold damage and [[Freeze]]s heroes caught in their blast radius. With no [[crowd control]], the freeze duration for heroes is 3 seconds..
Damage Type: N/A.
 
   
  +
==Frozen Pulse (all except Rare Minions)==
==Horde==
 
  +
[[File:D3-frozen-pulse-affix2-517x221.jpg|thumb]]'''Damage type: '''Cold
The Horde trait is only available to Rare monsters, increasing the number of Minion monsters they have with them (usually doubling it). Horde affix is extremely dangerous when combined with affixes like Arcane Enchanted or Frozen, as it allows monsters to cover the entire battlefield with deadly traps in one cast, leaving no space to fight without getting into those. A good example of a ''bad'' combo to fight against could be Horde, Arcane Enchanted, Plagued, and Molten; erratic enemy A.I, highly damaging ground effects, and able to dominate even a wide open area rather quickly.
 
  +
Monsters with Frozen Pulse as a trait unleash a crystalline globe of ice that will home in on a player. Once it reaches the targeted player's location, it will stop and start to continuously expel ice, dealing heavy Cold damage and [[Chill]]ing on a successful hit. There is a delay between the pulse reaching its final spot and its first pulse, so it is possible for a hero to wait for it to arrive then move at the last moment.
   
A potential weakness that can be exploited, although not as effective as if the Rare monster had Illusionist instead, can be the effectiveness of AoE skills that heal the hero over time. An example of this could be a Barbarian using [[Rend]] with the Blood Lust rune and a high Life total; hitting each target with a Rend could substantially increase survivability.
 
   
Min. Monster Level: 31.<br />
 
Available to: Rare only.<br />
 
Damage Type: N/A.
 
   
==Illusionist==
 
[[File:Illusionist-skeleton1.jpg|thumb]]Monsters with the Illusionist trait have the ability to create clones of themselves when damaged. These duplicates deal normal damage, but have only 5% of normal health. The illusions also do not benefit from most other skills, like Fire Chains and Health Link. Destroying an illusion counts as a killing blow for the purpose of Life per Kill and other similar effects, but awards no experience or loot. Killing the 'original' monster destroys all remaining illusions outright.
 
   
  +
==Health Link (Champions)==
A possible weakness that can be exploited is that while an illusion is many times less threatening, the effectiveness of affixes that restore a hero's Life does not diminish. A melee hero exploiting this weakness can last long under the effects of Plagued longer than he/she would otherwise. The only drawback to this is if it still proves too powerful on their health, they cannot escape unless done through movement skills.
 
   
Min. Monster Level: 26.<br />
+
'''Monster Level: '''51<br />'''Damage type: '''N/A
  +
This trait can only roll for Champions, and only has an effect when two or more pack members are present. It will split damage dealt to one Champion among all nearby Champions. Pack members isolated from other members will not share damage. At 5% Life left, monsters can still share their own damage with others, but will stop taking shared damage from others.
Available to: All Monsters.<br />
 
Damage Type: N/A.
 
   
  +
This affix can actually be beneficial to heros with "on (critical) hit" effects. Those effects will have a separate chance to trigger for each enemy linked by the Health Link, as technically each of them receives damage from that hit.
==Invulnerable Minions==
 
{{Obsolete}}
 
   
This trait, which only applied to Rare monsters, granted their minions Invincibility. Note that Invincible minions were only immune to damage; [[Crowd Control|Status Effects]] could still work on them. When the Rare monster was killed, the minions would have automatically died.
 
   
Min. Monster Level: 51.<br />
 
Available to: Rare only.<br />
 
Damage Type: N/A.<br />
 
Additional Resistances: None.
 
   
==Jailer==
 
[[File:D3-jailer-affix-517x221.jpg|thumb]]The Jailer trait enables monsters to [[Immobilize|trap the target in place]], dealing low damage at lower levels and scales to average damage in higher difficulties, and preventing any form of movement for 1.5-2.5 seconds. Some rapid relocation skills (like {{3|Teleport}}) will remove the trap. There is a small cooldown between monsters from the same pack using this skill. When cast, it traps ''all'' enemies within 60 yards, including NPCs, followers and minions.
 
   
  +
==Horde (Rares)==
Min. Monster Level: 8.<br />
 
  +
'''Monster Level: 3'''1<br />'''Damage type: '''N/A
Available to: All monsters.<br />
 
  +
The Horde trait is only available to Rare monsters, increasing (usually doubling) the number of Minions they summon. The Horde affix is extremely dangerous when combined with affixes like Arcane Enchanted or Frozen, as monsters can cover the entire battlefield with deadly traps in one cast, leaving little or no space to fight. A combination of Horde, Arcane Enchanted, Plagued, and Molten would be a terrible combination: erratic enemy A.I, highly damaging ground effects, and able to dominate even a wide open area rather quickly.
Damage Type: Arcane.
 
  +
  +
This trait can be exploited by AoE skills that heal the hero over time. For example, a Barbarian using [[Rend]] with the Blood Lust rune and a high Life total could increase survivability substantially by hitting each target with a Rend. (This is not as effective as for Illusionists.)
  +
  +
  +
   
  +
==Illusionist (all)==
==Juggernaut==
 
  +
[[File:Illusionist-skeleton1.jpg|thumb]]'''Monster Level: '''26<br />'''Damage type: '''N/A
  +
Monsters with the Illusionist trait can create clones of themselves when damaged. These duplicates deal normal damage, but have only 5% of normal health. The illusions also do not benefit from most other skills, like Fire Chains and Health Link. Destroying an illusion counts as a killing blow for the purpose of Life per Kill and other similar effects, but does ''not'' award experience or loot. Killing the 'original' monster immediately destroys all remaining illusions.
  +
  +
While the Life of illusions is greatly reduced, the effect of hero affixes that restore a hero's Life remain undiminished.
  +
  +
==Jailer (all)==
  +
[[File:D3-jailer-affix-517x221.jpg|thumb]]
  +
  +
'''Monster Level: 8'''<br />'''Damage type: '''Arcane
  +
The Jailer trait enables monsters to [[Immobilize|trap a target in place]], dealing low damage at lower levels and scales to average damage in higher difficulties, and preventing any form of movement for 1.5–2.5 seconds. Some rapid relocation skills (like {{3|Teleport}}) will break the trap. There is a small cooldown between monsters from the same pack using this skill. When cast, it traps ''all'' enemies within 60 yards, including NPCs, followers, and minions.
  +
  +
==Juggernaut (Rare)==
 
:''Not to be confused with [[Juggernaut]] skill''
 
:''Not to be confused with [[Juggernaut]] skill''
Juggernaut monsters are immune to [[Crowd Control]] (and, as a side effect, to all debuffs, including increased damage taken, that trigger on successful Crowd Control). To compensate, they move slower than normally allowed for their type, and take 30% increased damage from all attacks.
+
Juggernaut monsters are immune to [[Crowd Control]]; as a result, they are also immune to any debuff that triggers on successful Crowd Control (such as [[Bane of the Trapped]]). To compensate, they have reduced movement speed, and take 30% increased damage from all attacks.
   
 
This affix was added in patch 2.4.3.
 
This affix was added in patch 2.4.3.
   
  +
==[[Knockback]] (all)==
Available to: Rare Elite
 
  +
'''Monster Level: '''1<br />'''Damage type: '''N/A
  +
Knockback grants the imbued monster the chance to send a target flying backwards with each attack that lands, applying an 80% [[slow]] effect for 3 seconds. There is no extra damage. This applies both to usual attacks and to other special affixes that deal non-periodic damage. This affix can sometimes backfire on the monster, sending the player outside the range of the monster's own attacks, or moving them away from areas contaminated with dangerous affix objects.
   
==[[Knockback]]==
 
Knockback grants the imbued monster the chance to send the target flying backwards with each attack landed on the target and apply an 80% [[slow]] effect for 3 seconds. There is no extra damage from this attack. This applies both to usual attacks and to other special affixes that deal non-periodic damage. This affix can sometimes backfire, sending the player outside the range of the monster's own attacks, or kicking them away from areas contaminated with dangerous affix objects.
 
   
Min. Monster Level: 0.<br />
 
Available to: All Monsters.<br />
 
Damage Type: N/A.
 
   
==Missile Dampening==
 
[[File:Missile_dampening.jpg|thumb]]This trait is shown by a blue sphere around the imbued monster. [[Missiles|Projectile]] attacks that enter this sphere have their speed decreased by 90%, making ranged attacks less effective. Damage of the projectiles does not change. In addition, beams, torrents and non-missile ranged attacks are not affected by this affix. The effect is very similar to the [[Slow Time]] Wizard spell, but affecting missiles only, and permanently active.
 
   
  +
==Missile Dampening (Rare)==
While most of the time serving the monster well against ranged attackers, there are certain cases in which this skill backfires; to name an example, a [[Demon Hunter]] uses [[Elemental Arrow]] with the Ball Lightning rune. While a normal Elemental Arrow would have to be well-aimed for a chance at hitting the Rare monster, Ball Lightning damages nearby monsters as it moves across the battlefield. Since it has no limit to how many times it can hit one monster, its slow movement actually gives the Demon Hunter a better effective DPS against the Rare monster. 
 
  +
[[File:Missile_dampening.jpg|thumb]]'''Monster Level: '''​8<br />'''Damage type: '''N/A
  +
This trait is shown by a blue dome around the imbued monster. [[Missiles|Projectile]] attacks that enter this sphere have their speed decreased by 90%, making ranged attacks less effective. Missile Dampening does not reduce the damage done by porjectiles, and has no effect at all on beams, torrents, and non-missile ranged attacks. The effect is very similar to the Wizard's [[Slow Time]] spell, but affects missiles only and is permanently active.
  +
  +
While this usually helps the monster against ranged attackers, it can backfire for certain skills. For example, a [[Demon Hunter]] using [[Elemental Arrow]] with the Ball Lightning rune will benefit. The slow-moving Ball Lightning damages nearby monsters as it moves across the battlefield, and has no limit to how many times it can hit one monster, so its slow movement can actually do much more damage than normal—albeit on a delay.
  +
  +
   
Min. Monster Level: 8.<br />
 
Available to: Rare only<br />
 
Damage Type: N/A.
 
   
==[[Fire Enchanted|Molten]]==
+
==[[Fire Enchanted|Molten]] (all)==
 
[[File:D3-molten-explosion-affix-517x223.jpg|thumb]]
 
[[File:D3-molten-explosion-affix-517x223.jpg|thumb]]
  +
'''Monster Level: '''​8<br />'''Damage type: '''Fire
Monsters imbued with the Molten trait leave harmful pools of lava behind while they move, dealing high Fire damage over 4 seconds. 3 seconds after they die, their bodies explode into extremely high-damaging gouts of fire that can kill an adequately-geared player in one hit. Their AI is altered to move more erratically and closer to the player. Multiple lava trails in the same area stack, increasing damage proportionally.
 
  +
Monsters imbued with the Molten trait leave harmful pools of lava behind while they move, dealing high Fire damage over 4 seconds. 3 seconds after they die, their bodies explode into extremely high-damaging gouts of fire that can kill an adequately-geared player in one hit (unlike Frozen, the flames do not do damage until the explosion). Their AI is altered to move more erratically and closer to the player. Multiple lava trails in the same area stack, increasing damage proportionally.
   
  +
==Mortar (all)==
Min. Monster Level: 8.<br />
 
  +
[[File:Mortar-desecrator-fallen2.jpg|thumb]]'''Monster Level: '''​22<br />'''Damage type: '''Fire
Available to: All Monsters.<br />
 
  +
Monsters imbued with the Mortar trait fire three Grenades at the player every 4–5 seconds. The mortar does Fire damage. These attacks have a minimum range, so moving closer reduces the chance of being hit; the grenades show their impact zone roughly 0.5-1 second before they hit.
Damage Type: Fire.
 
   
  +
Mortar grenades are '''not''' [[missiles]], and can be launched over walls and other obstacles.
==Mortar==
 
[[File:Mortar-desecrator-fallen2.jpg|thumb]]Monsters that are imbued with the Mortar trait fire three Grenades at the player every 4-5 seconds. The mortar does Fire damage. These attacks have minimum range (move closer to avoid being hit) and show their impact zone roughly 0.5-1 second before they hit.
 
   
Note that Mortar grenades are '''not''' [[missiles]], and they can be launched over walls and other obstacles.
 
   
Min. Monster Level: 22.<br />
 
Available to: All monsters.<br />
 
Damage Type: Fire.
 
   
==Nightmarish==
 
Monsters that are imbued with the Nightmarish trait have a chance to send your character running in [[fear]] when they hit you. The fearing lasts 3 seconds for a hero with no resistance to [[Crowd Control|control impairing]] effects.
 
   
  +
==Nightmarish (all)==
Min. Monster Level: 0.<br />
 
  +
'''Monster Level: '''​1<br />'''Damage type: '''N/A
Available to: All monsters.<br />
 
  +
Monsters imbued with the Nightmarish trait have a chance to send a hero running in [[fear]] on successful attacks. The fearing lasts 3 seconds for a hero with no resistance to [[Crowd Control|control impairing]] effects.
Damage Type: N/A.
 
   
  +
==Orbiter==
 
  +
  +
  +
==Orbiter (all but Rare Minions)==
 
[[File:Orbiter1.jpg|thumb]]
 
[[File:Orbiter1.jpg|thumb]]
Monsters with Orbiter as a trait will occasionally call up a Lightning Globe. This globe will cause smaller, slowly rotating lightning globes that do low damage, but tick very fast. The main globe itself deals more damage. Each monster can only summon one Globe at a time, and that globe will remain immobile.
+
Monsters with the Orbiter trait will occasionally call up a Lightning Globe. This globe will cause smaller, slowly moving lightning globes that do low damage, but tick very fast. The main globe itself deals more damage. Each monster can only summon one Globe at a time, and that globe will remain immobile.
   
 
Available to: All but a Rare's Minions
 
Available to: All but a Rare's Minions
Line 176: Line 152:
 
Damage Type: Lightning
 
Damage Type: Lightning
   
==Plagued==
+
==Plagued (all)==
 
[[File:Plagued-oasis1.jpg|thumb]]
 
[[File:Plagued-oasis1.jpg|thumb]]
  +
'''Monster Level: '''​14<br />'''Damage type: '''Poison
Monsters that are imbued with the Plague trait occasionally summon green toxin pools on the ground that deal [[Poison damage]] to players standing in them, and disappear on their own after a long time or immediately when the monster that spawned the pool is killed. Damage is very small at first, but constantly increases (effectively doubles every 0.5 seconds, to a limit of ten stacks) if you stay within them, quickly becoming lethal.
 
  +
Monsters imbued with the Plague trait occasionally summon green toxin pools on the ground that deal [[Poison damage]] to players standing in them. The pools disappear immediately when the monster that spawned the pool is killed, and can disappear on their own after a long time. Damage is very small at first, but constantly increases (effectively doubles every 0.5 seconds, to a limit of ten stacks) if you stay within them, quickly becoming lethal.
   
Min. Monster Level: 14.<br />
 
Available to: All Monsters.<br />
 
Damage Type: Poison.
 
   
==Poison Enchanted==
 
[[File:Ros-poison-enchanted.jpg|thumb]]
 
Monsters with Poison Enchanted as a trait will each periodically summon one group of acidic slimes. These slimes will spread out after 3 seconds, leaving poison in the shape of a cross in their wake. Players foolish enough to stand on the poison trails receive fast ticks of damage. Each trail lasts 6 seconds. Monsters in the same pack have a shared cooldown on this ability, and each can only summon one slime cross per cast.
 
   
Available to: All but a Rare's Minions
 
   
  +
==Poison Enchanted (all but Rare Minions)==
Damage Type: Poison
 
  +
[[File:Ros-poison-enchanted.jpg|thumb]]
  +
'''Monster Level: '''​1<br />'''Damage type: '''Poison
  +
Monsters with Poison Enchanted as a trait will each periodically summon a group of acidic slimes. These slimes will spread out after 3 seconds, leaving poison in the shape of an X in their wake. Players foolish enough to stand on the poison trails receive fast ticks of damage. Each trail lasts 6 seconds. Monsters in the same pack have a shared cooldown on this ability, and each can only summon one slime cross per cast.
   
==Reflects Damage==
+
==Reflects Damage (all)==
 
[[File:Reflector.jpg|thumb]]
 
[[File:Reflector.jpg|thumb]]
  +
'''Monster Level: '''​26<br />'''Damage type: '''Same as original attack, mitigated by respective resistance). 
Monsters imbued with the Reflects Damage trait return all damage dealt to them back to the player in form of [[projectiles]] (only one monster in a pack can activate it at a time).
 
  +
Monsters imbued with the Reflects Damage trait return damage dealt to them back to the player in form of [[projectiles]] (only one monster in a pack can reflect at a time).
   
Damage done is not prevented, but rather duplicated as a ranged attack aimed at the attacker. The exact amount equals basic damage of the attack, before [[Critical Hit]]s.
+
Damage done is not prevented, but rather duplicated as a ranged attack aimed at the attacker. The exact amount equals basic damage of the attack, before [[Critical Hit]]s.
   
Damage is only reflected while their aura is active (it turns on and off over time, but you'll be able to tell that it's active if you keep an eye on them). The amount reflected does not depend on the type of the attack, but damage done by [[pets]] and followers is not reflected to the player character. There is a small internal cooldown on how often it can deal damage to attackers. Returned damage shares same [[Elemental Damage]] type, but [[Defense|armor]] and [[resistances]] do work against it.
+
Damage is only reflected while their aura is active (it turns on and off over time, but you'll be able to tell that it's active if you keep an eye on them). The amount reflected does not depend on the type of the attack, but damage from [[pets]] and followers is not reflected to the player. There is a small internal cooldown on how often it can deal damage to attackers. Returned damage shares the same [[Elemental Damage]] type as the attack that caused it, but [[Defense|armor]] and [[resistances]] do work against it.
   
 
Being [[Hex (Mechanics)|Hexed]] suppresses this affix.
 
Being [[Hex (Mechanics)|Hexed]] suppresses this affix.
   
As of patch 2.4.3, this affix was redesigned: instead of reflecting damage at once, it releases [[projectiles]] back at the attacker. The warning duration for this affix was reduced from 2 seconds to 1, and its active duration was reduced from 6 seconds to 4.
+
As of patch 2.4.3, this affix was redesigned: instead of reflecting damage at once, it releases [[projectiles]] in the general direction of the attacker, which can usually be evaded. The warning duration for this affix was reduced from 2 seconds to 1, and its active duration was reduced from 6 seconds to 4. 
   
  +
==Shielding (all)==
Min. Monster Level: 26.<br />Available to: All Monsters.<br />Damage Type: Standard (same as original attack, mitigated by respective resistance). 
 
 
==Shielding==
 
 
[[File:Shielding.jpg|thumb]]
 
[[File:Shielding.jpg|thumb]]
  +
'''Monster Level: '''​22<br />'''Damage type: '''N/A
Monsters imbued with the Shielding trait have the ability to make themselves immune to all forms of damage and status effects for 5 seconds.
 
  +
Monsters imbued with the Shielding trait can make themselves immune to all forms of damage and status effects for 5 seconds.
   
As of a recent patch, only one member of the pack that possesses this can be under its effects at any time. Also, if there is only one monster alive of the whole pack, this affix is disabled, effectively leaving it with one less affix under its command.
+
As of a recent patch, only one member of a pack that rolls Shielding can be Shielded at a time. The last member of a pack cannot become Shielded, and, as of patch 2.4.3, will immediately lose its Shield if no other pack members remain.
   
  +
==[[Teleportation|Teleporter]] (all)==
As of patch 2.4.3, the last remaining monster of the pack also has their shield disabled immediately as all other pack members die.
 
  +
'''Monster Level: '''​1<br />'''Damage type: '''N/A
 
  +
Monsters imbued with the Teleporter trait can teleport around the field at will. Generally, they will teleport away from a player when too close, and towards a player when too far. 
Min. Monster Level: 22.<br />
 
  +
==Thunderstorm (all but Rare Minions)==
Available to: All.<br />
 
Damage Type: N/A.
 
 
==[[Teleportation|Teleporter]]==
 
Monsters imbued with the Teleporter trait are able to teleport around the field at will. Generally, they will teleport away from the player when too close, and towards the player when too far. 
 
 
Min. Monster Level: 0.<br />
 
Available to: All monsters.<br />
 
Damage Type: N/A.
 
==Thunderstorm==
 
 
[[File:Thunderstruck.jpg|thumb]]
 
[[File:Thunderstruck.jpg|thumb]]
  +
'''Monster Level: '''​1<br />'''Damage type: '''Lightning
Monsters with Thunderstorm as a trait will periodically call in a storm of Lightning. This will strike the targeted player several times in rapid succession, making it almost impossible to avoid light to moderate damage. The lightning can follow the player, but is rather slow, so it is possible to escape the area of effect after a few hits.
 
  +
Monsters with the Thunderstorm trait will periodically call in a thunderstorm. This will strike the targeted player several times in rapid succession, making it almost impossible to avoid light to moderate Lightning damage. The lightning can follow the player, but is rather slow, so it is possible to escape the area of effect after a few hits.
   
 
Available to: All but a Rare's Minions
 
Available to: All but a Rare's Minions
Line 232: Line 197:
 
Damage Type: Lightning
 
Damage Type: Lightning
   
  +
==Vortex (Rare and Champions)==
==[[Life Steal|Vampiric]]==
 
  +
'''Monster Level: '''​8<br />'''Damage type: '''Physical
{{obsolete}}
 
  +
Monsters with the Vortex trait can occasionally pull the player to their position. Vortex cannot pull you through walls, obstacles, or impassable terrain (you will stop right next to the intervening object), but can pull you through allies and other enemies. It also causes a small, but unavoidable, amount of Physical damage.
Monsters imbued with the Vampiric trait used to recover a small portion (roughly 20%) of all unmitigated damage they dealt as Life. This trait was relatively ''no threat'' whatsoever in endgame content. The reason for this is because the life leeched was simply too low. Even an ''unprotected'' hero unfortunate enough to be hit by a monster with this would generally heal the monster for very little compared to the hits it would have received attempting to do so. In patch 2.1.2, it was removed altogether, only some Unique monsters keeping it as a legacy trait.
 
   
  +
==Waller (Rare and Champions)==
Min. Monster Level: 31.<br />
 
Available to: All monsters.<br />
 
Damage Type: N/A.
 
 
==Vortex==
 
Monsters that are imbued with the Vortex trait are able to occasionally pull the player to their position. Vortex cannot pull you through walls, obstacles and impassable terrain (will stop right next to the intervening object), but can pull you through allies and other enemies. Also causes a small, but unavoidable, amount of Physical damage.
 
 
Min. Monster Level: 8.<br />
 
Available to: Champion, Rare.<br />
 
Damage Type: Physical.
 
 
==Waller==
 
 
[[File:Waller.png|thumb]]
 
[[File:Waller.png|thumb]]
  +
'''Monster Level: '''​8<br />'''Damage type: '''N/A
Monsters that are imbued with the Waller trait are able to erect impenetrable barriers for a short period of time. Summoned walls will vanish after 6 seconds. Most (but not all) ranged attacks (both yours and monsters') are blocked by the walls.
 
  +
Monsters that have the Waller trait can erect impenetrable barriers for a short period of time. Summoned walls vanish after 6 seconds. The walls block most (but not all) ranged attacks (both yours and monsters'), so this affix can backfire on ranged monsters.
 
For ranged attacking monsters, this affix sometimes backfires, as they block their own shots with the walls.
 
   
Champion monsters summon one section of the wall each, placing them independently from one another, trying to trap you in a triangle-shaped prison. Rare monsters only have this power on the leader, who summons 3 walls at once, placing a U-shaped trap (with opened end on the monster's side, player being on the closed one).
+
Champion monsters summon one section of the wall each, placing them independently, trying to trap you in a triangle-shaped prison. Rare monsters only have this power on the leader, who summons 3 walls at once, placing a U-shaped trap (with opened end on the monster's side, player being on the closed one).
   
Waller will be more of a threat to ranged heroes like the Demon Hunters, than melee classes like the Barbarians. The reason for this is that while a Barbarian can just swing through the wall and be able to hit his/her target, the Demon Hunter's projectiles cannot pierce through the wall. This is not to say that Waller is worthless against a melee hero, however; positioned right, retreat is many times more difficult.
+
Waller is more of a threat to ranged heroes like Demon Hunters, than melee classes like Barbarians. The reason for this is that while a Barbarian can just swing through the wall and be able to hit his/her target, the Demon Hunter's projectiles cannot pierce through the wall. This is not to say that Waller is worthless against a melee hero, however; positioned right, retreat is much more difficult. The Reaper of Souls expansion offers multiple ways to overcome Waller: 
 
[[File:300px-Waller2.jpg|thumb]]
 
[[File:300px-Waller2.jpg|thumb]]
If the player has access to Reaper of Souls, walls can be broken through with the assistance of the Legendary Potion drop [[Bottomless Potion of Kulle-Aid]] which only drops in [[Torment]] games. [[Illusory Boots]] also allow moving through the walls. Speed [[Pylon]] causes characters to break the walls as they move. [[Mutilation Guard]] legendary gem allows seriously wounded characters to move through Waller barriers.
+
the Legendary Potion drop [[Bottomless Potion of Kulle-Aid]] (which only drops in [[Torment]] games), [[Illusory Boots]] (which are only found in Act II caches),  Speed [[Pylon]]s (which allow characters to break the walls as they move), and the [[Mutilation Guard]] legendary gem (for seriously wounded characters).
   
 
'''Bug''': at very rare occations, it is possible for a hero to be literally stuck in the wall. This happens if the monster places the wall atop of the player due to pathing error. While stuck, said player won't be able to move until the wall fades. It usually happens when the player is facing Champion monsters, not Rare.
 
'''Bug''': at very rare occations, it is possible for a hero to be literally stuck in the wall. This happens if the monster places the wall atop of the player due to pathing error. While stuck, said player won't be able to move until the wall fades. It usually happens when the player is facing Champion monsters, not Rare.
Line 263: Line 216:
 
As of patch 2.3.0, individual Champion Waller barriers cannot be placed within 3 yards of each other.
 
As of patch 2.3.0, individual Champion Waller barriers cannot be placed within 3 yards of each other.
   
  +
==Wormhole (all but Rare Minions)==
Min. Monster Level: 8.<br />
 
  +
{{for|the skill rune|Teleport (Diablo III)}}[[File:worms1.jpg|thumb]]
Available to: Champion, Rare.<br />
 
  +
'''Monster Level: '''​1<br />'''Damage type: '''Arcane
Damage Type: N/A.
 
  +
Monsters with Wormhole as a trait will occasionally raise two glowing columns of Arcane energy. Should a player step into one of these columns, he/she will suffer a small amount of Arcane damage and appear on the location occupied by the other column. Typically one Wormhole is placed under the player's feet, and the other as close to the caster as possible. There is a delay before one cast on a player activates. After a single teleportation, the Wormhole dissipates.
 
==Wormhole==
 
{{for|the skill rune|Teleport (Diablo III)}}
 
[[File:worms1.jpg|thumb]]
 
Monsters with Wormhole as a trait will occasionally leave two glowing spots of Arcane. Should a player be so foolish (or smart, depending on the situation) as to step on one of these spots, he/she will suffer a small amount of Arcane damage, and appear on the location occupied by the other spot. Typically one Wormhole is placed under the player's feet, and the other as close to the caster as possible. After a single teleportation, the Wormhole dissipates.
 
 
Available to: All but a Rare's Minions
 
   
  +
Wormhole can backfire on a monster, as the columns do not move; it is possible for it to be initially disadvantageous for the player, but ultimately advantageous to step into one.
Damage Type: Arcane
 
   
 
==Caveats==
 
==Caveats==
*Champions and Rares can not spawn with four of the following monster affixes and the frequency at which they can spawn with three is relatively low when compared to other affixes:
+
*At level 60+, Champions and Rares can ''never'' spawn with four of the following monster affixes, and even having three of these four is relatively rare compared to other combinations.
 
**Arcane Enchanted
 
**Arcane Enchanted
 
**Desecrator
 
**Desecrator
Line 289: Line 236:
 
**Poison Enchanted
 
**Poison Enchanted
 
**Wormhole
 
**Wormhole
*Champions and Rares can not spawn with both Plagued and Desecrator at the same time.
+
*Champions and Rares can never spawn with both Plagued and Desecrator at the same time.
*Champions may not spawn with both Avenger and Health Link affixes at the same time.
+
*Champions can never spawn with both Avenger and Health Link affixes at the same time.
 
==Special Affixes==
 
==Special Affixes==
 
Some Unique Monsters, [[Bosses]] and [[Rift Guardian]]s may have abilities going beyond the simple affixes, such as:
 
Some Unique Monsters, [[Bosses]] and [[Rift Guardian]]s may have abilities going beyond the simple affixes, such as:
Line 302: Line 249:
 
*'''Summoning''': allows calling additional Minions at the monster's side.
 
*'''Summoning''': allows calling additional Minions at the monster's side.
 
These affixes are not displayed, but players will still find them out empirically (that is, by suffering damage from them). For [[Hardcore]] characters, it is especially risky, therefore one should check the monster's abilities before engaging.
 
These affixes are not displayed, but players will still find them out empirically (that is, by suffering damage from them). For [[Hardcore]] characters, it is especially risky, therefore one should check the monster's abilities before engaging.
  +
  +
  +
  +
==Obsolete affixes==
  +
{{obsolete}}
  +
{{obsolete}}
  +
  +
  +
  +
==Extra Health==
  +
As the name implies, this trait simply gave the monster additional Life, usually +40%. As of patch 2.1.2, it no longer rolls; only Unique monsters retain it as legacy.
  +
  +
Min. Monster Level: 31.<br />
  +
Available to: All.<br />
  +
Damage Type: N/A.
  +
  +
  +
  +
  +
==Invulnerable Minions==
  +
  +
This trait, which only applied to Rare monsters, granted their minions Invincibility. Note that Invincible minions were only immune to damage; [[Crowd Control|Status Effects]] could still work on them. When the Rare monster was killed, the minions would have automatically died.
  +
  +
Min. Monster Level: 51.<br />
  +
Available to: Rare only.<br />
  +
Damage Type: N/A.<br />
  +
Additional Resistances: None.
  +
  +
  +
  +
  +
  +
  +
  +
==[[Life Steal|Vampiric]]==
  +
Monsters imbued with the Vampiric trait used to recover a small portion (roughly 20%) of all unmitigated damage they dealt as Life. This trait was relatively ''no threat'' whatsoever in endgame content. The reason for this is because the life leeched was simply too low. Even an ''unprotected'' hero unfortunate enough to be hit by a monster with this would generally heal the monster for very little compared to the hits it would have received attempting to do so. In patch 2.1.2, it was removed altogether, only some Unique monsters keeping it as a legacy trait.
  +
  +
Min. Monster Level: 31.<br />
  +
Available to: All monsters.<br />
  +
Damage Type: N/A.
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]
 
[[Category:Unique monster bonuses]]
 
[[Category:Unique monster bonuses]]

Revision as of 08:17, 28 January 2019

Monster Traits in Diablo III are special abilities added to Champion, Rare, Unique, and Minion monsters. These traits appear beneath the name of the monster. The number of traits depends on your hero's level:

  • One trait for hero levels 1–29
  • Two traits for levels 30–49
  • Three traits for levels 50–59
  • Four traits for levels 60+

Some traits have additional level requirements: for example, monsters cannot roll Arcane Enchanted until level 31. In Champion packs, all monsters have the same skills and can use them independently. In Rare packs, some skills can be used by botth the Rare and its minions, while others apply only to the leader. Note that a monster having a natural skill similar to an affix can still have that skill as a result of being an elite pack. For example, naturally fast creatures can roll Fast, while creatures naturally capable of becoming immune to damage can still roll Shielded.

The traits are detailed below.

Arcane Enchanted (all)

300px-Arcane Enchanted 6

Monster level: 31 Damage type: Arcane Monsters imbued with the Arcane Enchanted trait can summon glowing orbs of arcane energy that fully form after a few seconds. Once activated, these transform into rotating beams called Arcane Sentries, which deal significant Arcane damage per tick, spinning either clockwise or counter-clockwise. If the monster who summoned the Arcane Sentry is killed before the beam forms, the orb vanishes. However, once the Sentry begins spinning, it will complete its rotation. One quirk of the Arcane Sentry is that Arcane Sentries can pass underneath stairs, and will not cause damage to a hero standing on a higher stair.

This affix is extremely dangerous when combined with Vortex, or just in an environment with little place for maneuvering. Kite monsters with this affix often to leave the dangerous laser-swept area behind.



Avenger (Champion)

Monster level: 51 Damage type: N/A The death of each Champion in the group imbues the remaining Champions with greater strength and speed. The safest way to deal with this affix is to not kill any member until they are all barely away from death. Empowered monsters are easily identified by increased size, growing after each death of their group members.



Desecrator (Rare, Champion)

Desecrator

Monster Level: 22
Damage type: Physical

Monsters with the Desecrator trait can conjure a deadly pool of void energy directly underneath the Player Character. Rare Minions cannot summon voids. These pools deal very little damage at first, but their damage constantly increases: the damage doubles every 0.5 seconds you remain in that pool, up to ten stacks.



Electrified (all)

Electrified4

Monster Level: 26
Damage type: Lightning 

This trait is identical to the Diablo II Lightning Enchanted affix. Electrified monsters, when hit by a damaging attack, release a volley of sparks that fly in all directions; the sparks count as missiles. These sparks deal slight Lightning damage, but can easily overwhelm a hero in proximity.

The number of sparks released per hit grows as the monster loses Life. As of Patch 2.1.1, there is a 0.1 second internal cooldown on spark generation, which protects players from overdose of sparks when using damage over time (see the image to the right).

As of patch 2.4.3, crawling lightning generated by this affix now pierces, allowing it to damage multiple targets.

Fast (all)

Monster Level: 31
Damage type: N/A The Fast trait increases movement speed by 40%, attack speed by 20%, and casting speed by 10%. Fast creatures excel at chasing down wounded heros and use their increased speed to quickly move around the battlefield.



Fire Chains (Champions)

Fire-chains

Monster Level: 31
Damage type: Fire

This trait periodically connects Champion monsters with Flaming Chains (similar to the Demon Hunter's Chains of Torment) that deal significant Fire damage on contact.  The AI of monsters that roll Fire Chains is altered to try and surround the player at all costs, even if they are ranged attackers. Killing individual monsters in the group will reduce the length and mobility of the chains. The affix is disabled when only one monster remains.



Frozen (all)

Frozen-pulse-frozen1

Monster Level: 22
Damage type: Cold

Frozen-imbued monsters create 6 frozen bombs around the player that explode after 4 seconds. Until they explode, the crystals deal periodic Cold damage to anything within the explosion range (visible on the ground). The final explosion also deals heavy Cold damage and Freezes heroes caught in their blast radius. With no crowd control, the freeze duration for heroes is 3 seconds..

Frozen Pulse (all except Rare Minions)

D3-frozen-pulse-affix2-517x221

Damage type: Cold

Monsters with Frozen Pulse as a trait unleash a crystalline globe of ice that will home in on a player. Once it reaches the targeted player's location, it will stop and start to continuously expel ice, dealing heavy Cold damage and Chilling on a successful hit. There is a delay between the pulse reaching its final spot and its first pulse, so it is possible for a hero to wait for it to arrive then move at the last moment.



Health Link (Champions)

Monster Level: 51
Damage type: N/A This trait can only roll for Champions, and only has an effect when two or more pack members are present. It will split damage dealt to one Champion among all nearby Champions. Pack members isolated from other members will not share damage. At 5% Life left, monsters can still share their own damage with others, but will stop taking shared damage from others.

This affix can actually be beneficial to heros with "on (critical) hit" effects. Those effects will have a separate chance to trigger for each enemy linked by the Health Link, as technically each of them receives damage from that hit.



Horde (Rares)

Monster Level: 31
Damage type: N/A The Horde trait is only available to Rare monsters, increasing (usually doubling) the number of Minions they summon. The Horde affix is extremely dangerous when combined with affixes like Arcane Enchanted or Frozen, as monsters can cover the entire battlefield with deadly traps in one cast, leaving little or no space to fight. A combination of Horde, Arcane Enchanted, Plagued, and Molten would be a terrible combination: erratic enemy A.I, highly damaging ground effects, and able to dominate even a wide open area rather quickly.

This trait can be exploited by AoE skills that heal the hero over time. For example, a Barbarian using Rend with the Blood Lust rune and a high Life total could increase survivability substantially by hitting each target with a Rend. (This is not as effective as for Illusionists.)



Illusionist (all)

Illusionist-skeleton1

Monster Level: 26
Damage type: N/A

Monsters with the Illusionist trait can create clones of themselves when damaged. These duplicates deal normal damage, but have only 5% of normal health. The illusions also do not benefit from most other skills, like Fire Chains and Health Link. Destroying an illusion counts as a killing blow for the purpose of Life per Kill and other similar effects, but does not award experience or loot. Killing the 'original' monster immediately destroys all remaining illusions.

While the Life of illusions is greatly reduced, the effect of hero affixes that restore a hero's Life remain undiminished.

Jailer (all)

D3-jailer-affix-517x221

Monster Level: 8
Damage type: Arcane The Jailer trait enables monsters to trap a target in place, dealing low damage at lower levels and scales to average damage in higher difficulties, and preventing any form of movement for 1.5–2.5 seconds. Some rapid relocation skills (like Teleport) will break the trap. There is a small cooldown between monsters from the same pack using this skill. When cast, it traps all enemies within 60 yards, including NPCs, followers, and minions.

Juggernaut (Rare)

Not to be confused with Juggernaut skill

Juggernaut monsters are immune to Crowd Control; as a result, they are also immune to any debuff that triggers on successful Crowd Control (such as Bane of the Trapped). To compensate, they have reduced movement speed, and take 30% increased damage from all attacks.

This affix was added in patch 2.4.3.

Knockback (all)

Monster Level: 1
Damage type: N/A Knockback grants the imbued monster the chance to send a target flying backwards with each attack that lands, applying an 80% slow effect for 3 seconds. There is no extra damage. This applies both to usual attacks and to other special affixes that deal non-periodic damage. This affix can sometimes backfire on the monster, sending the player outside the range of the monster's own attacks, or moving them away from areas contaminated with dangerous affix objects.



Missile Dampening (Rare)

Missile dampening

Monster Level: ​8
Damage type: N/A

This trait is shown by a blue dome around the imbued monster. Projectile attacks that enter this sphere have their speed decreased by 90%, making ranged attacks less effective. Missile Dampening does not reduce the damage done by porjectiles, and has no effect at all on beams, torrents, and non-missile ranged attacks. The effect is very similar to the Wizard's Slow Time spell, but affects missiles only and is permanently active.

While this usually helps the monster against ranged attackers, it can backfire for certain skills. For example, a Demon Hunter using Elemental Arrow with the Ball Lightning rune will benefit. The slow-moving Ball Lightning damages nearby monsters as it moves across the battlefield, and has no limit to how many times it can hit one monster, so its slow movement can actually do much more damage than normal—albeit on a delay.



Molten (all)

D3-molten-explosion-affix-517x223

Monster Level: ​8
Damage type: Fire Monsters imbued with the Molten trait leave harmful pools of lava behind while they move, dealing high Fire damage over 4 seconds. 3 seconds after they die, their bodies explode into extremely high-damaging gouts of fire that can kill an adequately-geared player in one hit (unlike Frozen, the flames do not do damage until the explosion). Their AI is altered to move more erratically and closer to the player. Multiple lava trails in the same area stack, increasing damage proportionally.

Mortar (all)

Mortar-desecrator-fallen2

Monster Level: ​22
Damage type: Fire

Monsters imbued with the Mortar trait fire three Grenades at the player every 4–5 seconds. The mortar does Fire damage. These attacks have a minimum range, so moving closer reduces the chance of being hit; the grenades show their impact zone roughly 0.5-1 second before they hit.

Mortar grenades are not missiles, and can be launched over walls and other obstacles.



Nightmarish (all)

Monster Level: ​1
Damage type: N/A Monsters imbued with the Nightmarish trait have a chance to send a hero running in fear on successful attacks. The fearing lasts 3 seconds for a hero with no resistance to control impairing effects.



Orbiter (all but Rare Minions)

Orbiter1

Monsters with the Orbiter trait will occasionally call up a Lightning Globe. This globe will cause smaller, slowly moving lightning globes that do low damage, but tick very fast. The main globe itself deals more damage. Each monster can only summon one Globe at a time, and that globe will remain immobile.

Available to: All but a Rare's Minions

Damage Type: Lightning

Plagued (all)

Plagued-oasis1

Monster Level: ​14
Damage type: Poison Monsters imbued with the Plague trait occasionally summon green toxin pools on the ground that deal Poison damage to players standing in them. The pools disappear immediately when the monster that spawned the pool is killed, and can disappear on their own after a long time. Damage is very small at first, but constantly increases (effectively doubles every 0.5 seconds, to a limit of ten stacks) if you stay within them, quickly becoming lethal.



Poison Enchanted (all but Rare Minions)

Ros-poison-enchanted

Monster Level: ​1
Damage type: Poison Monsters with Poison Enchanted as a trait will each periodically summon a group of acidic slimes. These slimes will spread out after 3 seconds, leaving poison in the shape of an X in their wake. Players foolish enough to stand on the poison trails receive fast ticks of damage. Each trail lasts 6 seconds. Monsters in the same pack have a shared cooldown on this ability, and each can only summon one slime cross per cast.

Reflects Damage (all)

Reflector

Monster Level: ​26
Damage type: Same as original attack, mitigated by respective resistance).  Monsters imbued with the Reflects Damage trait return damage dealt to them back to the player in form of projectiles (only one monster in a pack can reflect at a time).

Damage done is not prevented, but rather duplicated as a ranged attack aimed at the attacker. The exact amount equals basic damage of the attack, before Critical Hits.

Damage is only reflected while their aura is active (it turns on and off over time, but you'll be able to tell that it's active if you keep an eye on them). The amount reflected does not depend on the type of the attack, but damage from pets and followers is not reflected to the player. There is a small internal cooldown on how often it can deal damage to attackers. Returned damage shares the same Elemental Damage type as the attack that caused it, but armor and resistances do work against it.

Being Hexed suppresses this affix.

As of patch 2.4.3, this affix was redesigned: instead of reflecting damage at once, it releases projectiles in the general direction of the attacker, which can usually be evaded. The warning duration for this affix was reduced from 2 seconds to 1, and its active duration was reduced from 6 seconds to 4. 

Shielding (all)

Shielding

Monster Level: ​22
Damage type: N/A Monsters imbued with the Shielding trait can make themselves immune to all forms of damage and status effects for 5 seconds.

As of a recent patch, only one member of a pack that rolls Shielding can be Shielded at a time. The last member of a pack cannot become Shielded, and, as of patch 2.4.3, will immediately lose its Shield if no other pack members remain.

Teleporter (all)

Monster Level: ​1
Damage type: N/A Monsters imbued with the Teleporter trait can teleport around the field at will. Generally, they will teleport away from a player when too close, and towards a player when too far. 

Thunderstorm (all but Rare Minions)

Thunderstruck

Monster Level: ​1
Damage type: Lightning Monsters with the Thunderstorm trait will periodically call in a thunderstorm. This will strike the targeted player several times in rapid succession, making it almost impossible to avoid light to moderate Lightning damage. The lightning can follow the player, but is rather slow, so it is possible to escape the area of effect after a few hits.

Available to: All but a Rare's Minions

Damage Type: Lightning

Vortex (Rare and Champions)

Monster Level: ​8
Damage type: Physical Monsters with the Vortex trait can occasionally pull the player to their position. Vortex cannot pull you through walls, obstacles, or impassable terrain (you will stop right next to the intervening object), but can pull you through allies and other enemies. It also causes a small, but unavoidable, amount of Physical damage.

Waller (Rare and Champions)

Waller

Monster Level: ​8
Damage type: N/A Monsters that have the Waller trait can erect impenetrable barriers for a short period of time. Summoned walls vanish after 6 seconds. The walls block most (but not all) ranged attacks (both yours and monsters'), so this affix can backfire on ranged monsters.

Champion monsters summon one section of the wall each, placing them independently, trying to trap you in a triangle-shaped prison. Rare monsters only have this power on the leader, who summons 3 walls at once, placing a U-shaped trap (with opened end on the monster's side, player being on the closed one).

Waller is more of a threat to ranged heroes like Demon Hunters, than melee classes like Barbarians. The reason for this is that while a Barbarian can just swing through the wall and be able to hit his/her target, the Demon Hunter's projectiles cannot pierce through the wall. This is not to say that Waller is worthless against a melee hero, however; positioned right, retreat is much more difficult. The Reaper of Souls expansion offers multiple ways to overcome Waller: 

300px-Waller2

the Legendary Potion drop Bottomless Potion of Kulle-Aid (which only drops in Torment games), Illusory Boots (which are only found in Act II caches),  Speed Pylons (which allow characters to break the walls as they move), and the Mutilation Guard legendary gem (for seriously wounded characters).

Bug: at very rare occations, it is possible for a hero to be literally stuck in the wall. This happens if the monster places the wall atop of the player due to pathing error. While stuck, said player won't be able to move until the wall fades. It usually happens when the player is facing Champion monsters, not Rare.

As of patch 2.3.0, individual Champion Waller barriers cannot be placed within 3 yards of each other.

Wormhole (all but Rare Minions)

For the skill rune, see Teleport (Diablo III).
Worms1

Monster Level: ​1
Damage type: Arcane Monsters with Wormhole as a trait will occasionally raise two glowing columns of Arcane energy. Should a player step into one of these columns, he/she will suffer a small amount of Arcane damage and appear on the location occupied by the other column. Typically one Wormhole is placed under the player's feet, and the other as close to the caster as possible. There is a delay before one cast on a player activates. After a single teleportation, the Wormhole dissipates.

Wormhole can backfire on a monster, as the columns do not move; it is possible for it to be initially disadvantageous for the player, but ultimately advantageous to step into one.

Caveats

  • At level 60+, Champions and Rares can never spawn with four of the following monster affixes, and even having three of these four is relatively rare compared to other combinations.
    • Arcane Enchanted
    • Desecrator
    • Fire Chains
    • Frozen
    • Frozen Pulse
    • Molten
    • Mortar
    • Orbiter
    • Plagued
    • Poison Enchanted
    • Wormhole
  • Champions and Rares can never spawn with both Plagued and Desecrator at the same time.
  • Champions can never spawn with both Avenger and Health Link affixes at the same time.

Special Affixes

Some Unique Monsters, Bosses and Rift Guardians may have abilities going beyond the simple affixes, such as:

  • Double or triple attack speed (visually, a small cloud of red cuts appears around the monster)
  • Increased damage of attacks
  • Increased damage, reduced cooldowns and other enhancements for common affixes
  • Additional Elemental Damage on attacks
  • Poison Nova: either a delayed blast of Poison damage in a specific range (shows a green circle before being unleased) or a volley of Poison Bolts in several directions.
  • Multiple shot (either at different angles or one by one in rapid succession)
  • Fire Nova: releases swirling piercing fireballs in all directions that travel outwards, damaging enemies they touch.
  • Summoning: allows calling additional Minions at the monster's side.

These affixes are not displayed, but players will still find them out empirically (that is, by suffering damage from them). For Hardcore characters, it is especially risky, therefore one should check the monster's abilities before engaging.


Obsolete affixes

Tome This page contains obsolete content
This article contains information that is no longer relevant to gameplay, but is kept here for informational purposes.
Tome This page contains obsolete content
This article contains information that is no longer relevant to gameplay, but is kept here for informational purposes.


Extra Health

As the name implies, this trait simply gave the monster additional Life, usually +40%. As of patch 2.1.2, it no longer rolls; only Unique monsters retain it as legacy.

Min. Monster Level: 31.
Available to: All.
Damage Type: N/A.



Invulnerable Minions

This trait, which only applied to Rare monsters, granted their minions Invincibility. Note that Invincible minions were only immune to damage; Status Effects could still work on them. When the Rare monster was killed, the minions would have automatically died.

Min. Monster Level: 51.
Available to: Rare only.
Damage Type: N/A.
Additional Resistances: None.




Vampiric

Monsters imbued with the Vampiric trait used to recover a small portion (roughly 20%) of all unmitigated damage they dealt as Life. This trait was relatively no threat whatsoever in endgame content. The reason for this is because the life leeched was simply too low. Even an unprotected hero unfortunate enough to be hit by a monster with this would generally heal the monster for very little compared to the hits it would have received attempting to do so. In patch 2.1.2, it was removed altogether, only some Unique monsters keeping it as a legacy trait.

Min. Monster Level: 31.
Available to: All monsters.
Damage Type: N/A.