Critical Ref /133
Critical Hits
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.

Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.

Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
50% reduced Evasion Rating
+(40–60) to maximum Life
(3–5) Life Regeneration per second
Gain 10 Rage when Critically Hit by an Enemy
Gain 5 Rage when Hit by an Enemy
+(0–40) to Armour
+(0–30) to Evasion Rating
+(0–20) to maximum Energy Shield
+(0–60) to Accuracy Rating
+(0–30) to maximum Life
+(0–20) to maximum Mana
(0–20)% increased Rarity of Items found
(0–30)% increased Critical Hit Chance
+(0–10) to Strength
+(0–10) to Dexterity
+(0–10) to Intelligence
+(0–10)% to Fire Resistance
+(0–10)% to Cold Resistance
+(0–10)% to Lightning Resistance
(0–6) Life Regeneration per second
(80–100)% increased Armour
(30–50)% increased Critical Hit Chance
+(20–30) to Intelligence
Leech from Critical Hits is instant
Adds (8–12) to (16–20) Physical Damage
Adds (8–12) to (16–20) Cold Damage
+5% to Critical Hit Chance
All Damage from Hits with this Weapon Contributes to Freeze Buildup
Culling Strike against Frozen Enemies
Adds (16–20) to (23–27) Physical Damage
+15% to Critical Hit Chance
10% reduced Attack Speed
+10 to Strength
(100–150)% increased Armour and Energy Shield
25% reduced maximum Mana
+(13–17)% to Chaos Resistance
25% chance to gain a Power Charge on Critical Hit
Grants Skill: Level 5 Volatile Dead
(80–100)% increased Spell Damage
(30–50)% increased Critical Hit Chance for Spells
Gain (10–15) Mana per Enemy Killed
25% chance to not destroy Corpses when Consuming Corpses
+(20–30) to maximum Energy Shield
(15–30)% increased Skill Speed
(20–30)% increased Critical Hit Chance
(30–50)% increased Damage
+(5–7) to all Attributes
+100 to maximum Life
Allies in your Presence have (30–50)% increased Critical Hit Chance
Allies in your Presence have (30–50)% increased Critical Damage Bonus
Allies in your Presence have (10–20)% increased Attack Speed
Allies in your Presence have (10–20)% increased Cast Speed
50% reduced Presence Area of Effect
+(10–15) to Spirit
+(60–100) to maximum Mana
+30 to Spirit
30% increased Light Radius
(20–30)% increased Mana Regeneration Rate
+(30–50) to maximum Life
+(30–50) to maximum Mana
(100–200)% increased Critical Hit Chance
+(60–100) to Stun Threshold
Your Critical Hits do not deal extra Damage
(10–20)% increased Movement Speed
+(40–60) to maximum Life
+(60–80) to Stun Threshold
+25% to Thorns Critical Hit Chance
(10–15) to (20–25) Physical Thorns damage
Grants Skill: Level 13 Lightning Bolt
+(10–15) to Dexterity
+(20–30)% to Lightning Resistance
Trigger Lightning Bolt Skill on Critical Hit
(50–100)% increased Armour and Evasion
+(200–400) to Accuracy Rating
(30–50)% increased Critical Hit Chance
Skills have a (100–150)% longer Perfect Timing window
+(20–30) to maximum Energy Shield
(60–80)% increased Spell Damage
+(7–13)% to Chaos Resistance
Critical Hits with Spells apply (3–5) Stacks of Critical Weakness
+(15–25) to Evasion Rating
Adds (3–5) to (8–10) Physical Damage to Attacks
(10–15)% increased Critical Damage Bonus
Base Critical Hit Chance for Attacks with Weapons is 7%
(60–80)% increased Evasion Rating
(20–30)% increased Critical Hit Chance
5% increased Attack Speed
+(10–20) to Dexterity
(60–100)% increased Energy Shield
(30–50)% increased Critical Hit Chance
+(10–20) to Intelligence
+(20–30)% to Cold Resistance
150% increased Mana Regeneration Rate if you've dealt a Critical Hit Recently
Cannot Regenerate Mana if you haven't dealt a Critical Hit Recently
(60–100)% increased Armour
(20–30)% increased Critical Damage Bonus
Critical Hits cannot Extract Impale
(20–31) to (31–49) Physical Thorns damage
(100–200)% increased Evasion Rating
(15–25)% increased Critical Hit Chance
+(30–40) to Dexterity
150% increased Global Evasion Rating when on Low Life
15% of Damage from Hits is taken from your Damageable Companion's Life before you
(100–150)% increased Evasion and Energy Shield
(20–30)% increased Critical Hit Chance
+(13–17)% to Chaos Resistance
Equipment and Skill Gems have 50% reduced Attribute Requirements
(50–80)% increased Energy Shield
(10–15)% increased Rarity of Items found
(20–30)% increased Critical Hit Chance
+(10–20)% to Lightning Resistance
+(50–100) to Accuracy Rating
(150–200)% increased Armour and Evasion
(15–25)% increased Critical Hit Chance
Adds (39–48) to (69–79) Physical Damage
+(20–30)% to Critical Damage Bonus
Adds (25–36) to (44–55) Chaos damage
Take 100 Chaos damage per second per Endurance Charge
Adds (6–9) to (10–15) Cold Damage
Adds 1 to (19–29) Lightning Damage
+(3–5)% to Critical Hit Chance
(15–20)% increased Attack Speed
(25–40)% increased Mana Regeneration Rate
Skills reserve 50% less Spirit
+(20–30) to maximum Mana
(30–50)% increased Critical Hit Chance for Spells
(30–50)% increased Critical Spell Damage Bonus
+(13–17)% to Chaos Resistance
10% increased Mana Cost of Skills
+(60–100) to Evasion Rating
+(30–50) to maximum Energy Shield
Gain (25–35) Mana per Enemy Killed
Inflict Cold Exposure on Igniting an Enemy
Inflict Fire Exposure on Shocking an Enemy
Inflict Lightning Exposure on Critical Hit
Adds (12–15) to (22–25) Physical Damage
(10–15)% increased Attack Speed
Causes (30–50)% increased Stun Buildup
Always deals Critical Hits against Heavy Stunned Enemies
Causes Enemies to Explode on Critical kill, for 10% of their Life as Physical Damage
(100–150)% increased Physical Damage
+(10–15) to all Attributes
Gain 30 Life per Enemy Killed
This Weapon's Critical Hit Chance is 100%
Critical Hits do not deal extra Damage
(400–500)% increased Armour
+(200–300) to Stun Threshold
Take no Extra Damage from Critical Hits
(600–800)% increased Armour and Evasion
+(200–300) to Accuracy Rating
100% increased Critical Hit Chance
(30–60) Life Regeneration per second
Can't use Body Armour
You can wield Two-Handed Axes, Maces and Swords in one hand
100% increased Elemental Damage with Attacks
+(5–10)% to Critical Hit Chance
+(2–4) to Level of all Elemental Skills
Trigger skills refund half of Energy spent
+(7–10)% to all Elemental Resistances
(20–30)% increased Critical Hit Chance
(20–30)% increased Light Radius
(20–30)% increased Rarity of Items Dropped by Enemies killed with a Critical Hit
You have Consecrated Ground around you while stationary
(100–150)% increased Evasion and Energy Shield
(30–40)% increased Critical Hit Chance
+(10–20) to Dexterity
+(10–20) to Intelligence
+(20–25) to Evasion Rating
+(10–15) to maximum Energy Shield
(20–40)% increased Critical Hit Chance for Spells
+(10–20) to Strength
+(10–20) to Intelligence
Adds (40–48) to (65–72) Physical Damage
+(4–6)% to Critical Hit Chance
Leeches (5–8)% of Physical Damage as Life
Leeches (4–7)% of Physical Damage as Mana
Arrows Fork
Arrows Pierce all targets after Forking
(60–100)% increased Energy Shield
+(60–100) to maximum Life
Non-Channelling Spells cost an additional 6% of your maximum Life
Non-Channelling Spells have 5% increased Critical Hit Chance per 100 maximum Life
Non-Channelling Spells deal 10% increased Damage per 100 maximum Life
Grants Skill: Spear Throw
Adds (14–18) to (30–36) Physical Damage
+(10–20)% to Critical Hit Chance
+(15–25) to Intelligence
10% of Skill Mana Costs Converted to Life Costs
(70–100)% increased Evasion Rating
(10–20)% increased Rarity of Items found
+(15–25)% to Lightning Resistance
Gain Tailwind on Critical Hit, no more than once per second
Lose all Tailwind when Hit
Supports Warcry Skills. Supported Skills Consume Fully Broken Armour to trigger Physical Damage explosions on Enemies within their range but cannot themselves Break Armour.
Supports Melee Attack Skills you use yourself. Attacking with Supported Skills will cycle through various effects, with the first Attack in sequence inflicting Hobble on you. The second and third Attacks in sequence will powerfully scale chance to Critically Hit and overall damage, respectively, at which point the cycle will reset. Cannot Support Channelling Skills.
Supports skills that can Poison enemies, causing Poisoned enemies to gain Plague over time and explode in a Plague Burst on death. Cannot support the skills of Minions.
Supports Skills which Hit Enemies. Supported Skills gain increased chance to Critically Hit against Immobilised Enemies.
Supports Attack Skills you use yourself. Supported Skills deal more Damage with Critical Hits, but Critically Hitting an Enemy with them will Daze you for a short time.
Supports Skills which can cause Damaging Hits. Supported Skills are more likely to Critically Hit Blinded Enemies, and deal more Damage with Critical Hits against Blinded Enemies, but cannot themselves inflict Blind.
Supports Skills that leap into the air and deal damage, causing them to create Shocked Ground the first time they Critically Hit an enemy.
Supports any skill that Hits enemies, causing it to deal more damage with Critical Hits but have less Critical Hit chance.
Supports Spells that Hit enemies, boosting their damage but preventing them from dealing Critical Hits.
Supports any skill you use yourself that Hits enemies, causing it to accumulate Critical Hit chance over time.
Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits.
Supports any Spell that Hits enemies, causing it to trigger a Mana Flare on Critical Hit. The Mana Flare consumes your Mana to deal Fire damage. Cannot support the skills of Minions.
Supports any skill that Hits enemies, making it more likely to Critically Hit enemies on full life.
Supports any skill that Hits enemies, causing it to inflict Cold Exposure when it Critically Hits an enemy.
Supports Skills that you use yourself. Supported Skills will consume a Power Charge on use if possible, and will be much more likely to Critically Hit if they do. Supported Skills cannot generate Power Charges.
Supports any damaging Skill that you use yourself, granting it significantly higher chance to Critically Hit, but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills grant Volatility on Critical Hit.
Raise a Totem that Slams the ground around it, repeatedly damaging nearby enemies. Jagged Ground erupts when hit by this Slam, damaging enemies standing on it.
Slam the ground, creating a roiling fissure that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies.
Raise a Totem that uses socketed Mace Skills. Cannot use Channelling Skills or Skills with Cooldowns.
Mark a target. The next Critical Hit the target receives consumes the Mark to deal extra damage and grant you a Frenzy Charge.
Channel to charge up your bow before releasing a powerful shot. Releasing the moment you fully charge causes the arrow to explode on impact for a guaranteed Critical Hit.
Call down a mass of ice from the sky, dealing high damage at the targeted location. Targeting close to you will cause you to jump back as you cast.
While active, gains Energy when you Critically Hit enemies and triggers socketed Spells on reaching maximum Energy.
Conjure surging arcane energy to restore your Mana. While active, enemies you kill affected by Elemental Ailments have a chance to spawn a Mana Remnant, and Critically Hitting a target with Elemental Ailments spawns a Mana Remnant every few seconds. Picking up a Mana Remnant grants you Mana which can Overflow maximum Mana.
Deploy a Ballista Totem that fires bolts skyward, to explode a short time after landing.
Deploy a Ballista Totem that fires Pinning bolts which Maim Enemies.
Dash to an enemy and Strike them with an unarmed Attack, Culling enemies if their life is low enough. Each enemy killed by this strike grants a Power Charge. Enemies around you that can be Culled will be highlighted. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
Dash to an enemy and Strike them with an Unarmed Attack that manifests a wave of cold, coating nearby enemies in shards of ice. Dealing enough damage to these enemies will shatter the shards, causing an icy explosion that deals Attack damage. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
Dash to an enemy and Strike them with an Unarmed Attack. Heavy Stunning an enemy with this Skill grants you a Buff that causes your Quarterstaff and Unarmed Attacks to also fire Projectiles for a short duration. Enemies which are Primed for Stun will instantly be Heavily Stunned. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
Drink the blood of your enemies to restore your Life. While active, enemies you kill have a chance to spawn a Life Remnant, and Critically Hitting a target spawns a Life Remnant every few seconds. Picking up a Life Remnant grants you Life which can Overflow maximum Life.
Create a stationary Fire, Cold or Lightning storm at a target location for a duration, based on the highest Elemental Damage type for the Hit that Triggered the storm. Hits which do not deal Elemental Damage will not Trigger the storm.
Dash to an enemy and Strike them with an unarmed Attack, applying socketed Curses and triggering socketed Marks with reduced effect. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
While active, you gain powerful Buffs based on your active Charges. However, maintaining the Buff Consumes Charges every few seconds.
8% increased Attack Speed with Quarterstaves
Knocks Back Enemies if you get a Critical Hit with a Quarterstaff
5% increased Attack Speed with Daggers
15% increased Critical Hit Chance with Daggers
Critical Hits with Daggers have a 25% chance to Poison the Enemy
Arrows gain Critical Hit Chance as they travel farther, up to
60% increased Critical Hit Chance after 7 metres
6% increased Attack Speed while Dual Wielding
Defend with 200% of Armour against Critical Hits
+15 to Strength
36% increased Damage if you've dealt a Critical Hit in the past 8 seconds
20% increased Critical Damage Bonus
20% increased Magnitude of Non-Damaging Ailments you inflict with Critical Hits
100% increased Critical Hit Chance against Enemies on Full Life
40% increased Critical Hit Chance against Enemies that are affected
by no Elemental Ailments
30% increased Damage if you've dealt a Critical Hit in the past 8 seconds
12% increased Critical Hit Chance
20% increased Critical Hit Chance for Attacks
20% increased Critical Damage Bonus for Attack Damage
20% more Stun Buildup with Critical Hits
10% reduced maximum Mana
+10 to Strength
35% increased Critical Hit Chance
80% increased Critical Hit Chance if you haven't dealt a Critical Hit Recently
16% increased Cast Speed if you've dealt a Critical Hit Recently
30% increased Critical Hit Chance against Bleeding Enemies
20% chance to Aggravate Bleeding on targets you Critically Hit with Attacks
25% increased Critical Hit Chance against Shocked Enemies
40% increased Magnitude of Shock you inflict with Critical Hits
Minions deal 15% increased Damage
Minions have 20% increased Critical Hit Chance
10% increased Critical Hit Chance for Attacks
30% increased Attack Damage against Rare or Unique Enemies
melee critical strike chance +% when on full life [20]
25% increased Critical Damage Bonus against Burning Enemies
10% chance to refresh Ignite Duration on Critical Hit
18% increased Fire Damage
30% increased chance to Ignite
Witch: 15% increased Critical Hit Chance for Spells
Witch: 18% increased Physical Damage
Break Armour on Critical Hit with Spells equal to 10% of Physical Damage dealt
10% chance to inflict Bleeding on Hit
20% increased Physical Damage
40% increased Elemental Damage if you've dealt a Critical Hit Recently
20% increased Critical Hit Chance
20% increased Mana Regeneration Rate
10% chance to Gain Arcane Surge when you deal a Critical Hit
15% increased Critical Hit Chance for Attacks
15% increased Accuracy Rating
Attacks gain increased Accuracy Rating equal to their Critical Hit Chance
40% reduced Damage
+6% to Critical Hit Chance of Herald Skills
50% increased Critical Hit Chance against Enemies on Full Life
Cannot be Blinded while on Full Life
80% increased Damage with Hits against Enemies that are on Full Life
25% increased Critical Hit Chance against Dazed Enemies
25% increased Damage against Dazed Enemies
25% increased Daze Buildup
+6% to Thorns Critical Hit Chance
Enemies near Enemies you Mark are Blinded
Enemies you Mark cannot deal Critical Hits
Projectiles have 25% increased Critical Hit Chance against Enemies further than 6m
Projectiles deal 25% increased Damage with Hits against Enemies further than 6m
10% increased Damage
10% increased Critical Hit Chance
16% increased Critical Hit Chance for Spells
8% increased Cast Speed if you've dealt a Critical Hit Recently
15% increased Critical Hit Chance for Spells
15% increased Spell Damage if you've dealt a Critical Hit Recently
25% increased Critical Hit Chance for Spells
Hits have 25% reduced Critical Hit Chance against you
Ascendancy: Infernalist
Character: Witch
Become Ignited when you deal a Critical Hit, taking 15% of your maximum Life and Energy Shield as Fire Damage per second
Ascendancy: Blood Mage
Character: Witch
Base Critical Hit Chance for Spells is 15%
Ascendancy: Blood Mage
Character: Witch
Critical Hits ignore Monster Armour
Ascendancy: Stormweaver
Character: Sorceress
Grants Skill: Elemental Storm
Trigger Elemental Storm on Critical Hit with Spells
Character: Mercenary
Skills gain 20% increased Critical Hit Chance per socketed blue Support Gem
Skills gain 20% increased Damage per socketed red Support Gem
Skills gain 6% increased Skill Speed per socketed green Support Gem
Ascendancy: Invoker
Character: Monk
Critical Hits ignore non-negative Enemy Monster Elemental Resistances
Ascendancy: Invoker
Character: Monk
Grants Skill: Elemental Expression
Trigger Elemental Expression on Melee Critical Hit
Ascendancy: Amazon
Character: Huntress
Chance to Hit with Attacks can exceed 100%
Gain additional Critical Hit Chance equal to 25% of excess chance to Hit with Attacks
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