HeavyStun Ref /40
Heavy Stun
Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).

While an enemy is Heavy Stunned, they cannot act and count as Immobilised. It will also be harder to Heavy Stun them again for a short time afterwards.

Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
Adds (30–36) to (75–81) Physical Damage
+(50–100) to Accuracy Rating
(10–20)% increased Stun Duration
(35–50)% increased Melee Damage against Heavy Stunned enemies
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
Crushes Enemies on Hit
+150 Strength Requirement
(600–700)% increased Physical Damage
(-300–-200) to Accuracy Rating
35% reduced Attack Speed
Causes (40–60)% increased Stun Buildup
Heavy Stuns Enemies that are on Full Life
Supports any skill that Hits enemies, causing them to apply Broken Armour to enemies when causing a Heavy Stun to enemies.
While active, gains Energy when you Stun enemies with Melee Attacks and triggers socketed spells on reaching maximum Energy.
Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block, but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun.
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun, as well as granting Critial Hit Chance against Immobilised enemies.
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun. Pin buildup caused by Supported Skill is lessened, but Pin duration is significantly longer.
Build Glory by Heavy Stunning enemies. When you have maximum Glory you may entreat the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky onto your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
Supports skills that Hit Enemies. Supported skills Aggravate Bleeding on Hitting Heavily Stunned Enemies.
Supports Crossbow Ammunition Skills, causing them to load an extra bolt at the cost of reload speed. Supported Skills will also automatically reload when they Heavy Stun an enemy.
Supports Crossbow Ammunition Skills, causing them to automatically reload when they Heavy Stun an enemy.
Supports Slam Skills you use yourself. Hits from Supported Skills are considered Crushing Blows against Enemies which are both Ignited and Fully Armour Broken. Hits with Supported Skills that Heavily Stun Ignited and Fully Armour Broken Enemies will Intimidate them.
[DNT-UNUSED] Stun CDR
Mark a target, making them suffer Heavy Stun build up from Blood Loss. If they suffer enough Blood Loss while Marked, the Mark is Consumed and they will release an explosion of blood when killed or Heavy Stunned. The Mark duration doesn't tick while the Marked target is suffering Blood Loss.
Build Glory by Heavy Stunning enemies. When you have maximum Glory you may call forth the Azmeri goddess Solaris, jumping backwards and throwing your Spear in the air. On landing the spear deals heavy damage in an area, then calls a divine skybeam that pulses periodically and creates expanding Ignited Ground. Modifiers to number of Projectiles fired do not apply to this skill.
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
Supports Shield Skills, causing you to gain Guard on Stunning Enemies with the Supported Skill.
Supports Shield Skills, causing you to gain Guard on Stunning Enemies with the Supported Skill.
20% more Damage against Heavy Stunned Enemies with Maces
Recover 50% of maximum Life when you Heavy Stun a Rare or Unique Enemy
20% increased Melee Damage
40% increased Melee Damage against Heavy Stunned enemies
Ancestrally Boosted Attacks deal 30% increased Damage
On Heavy Stunning a Rare or Unique Enemy, your next Attack within 4 seconds will be Ancestrally Boosted
30% increased Stun Buildup with Melee Damage
Projectiles deal 75% increased Damage against Heavy Stunned Enemies
Gain 25% of Physical Damage as Extra Fire Damage against Heavy Stunned Enemies
Ascendancy: Titan
Character: Warrior
50% more Damage against Heavy Stunned Enemies
Cold Damage
Cold damage is one of the five Damage Types. It is reduced by Cold Resistance. Cold hits apply Chill and build up Freeze, but cannot build up Heavy Stun.
Enemy Stun Threshold
The lower an enemy's Stun Threshold, the less Stun buildup is needed to Stun or Heavy Stun them.
Immobilised
A target is immobilised if it cannot move, for example due to being Frozen, Pinned, Heavy Stunned, or Electrocuted.
Stun
Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:

Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.

Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).

Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
Heavy Stun
Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).

While an enemy is Heavy Stunned, they cannot act and count as Immobilised. It will also be harder to Heavy Stun them again for a short time afterwards.

Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
Player Heavy Stun
Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount). A player's stun bar only empties when they are not taking these actions or Heavily Stunned. While Heavily Stunned players cannot Block, Deflect or Evade.
Crushing Blows
Crushing Blows cause a Heavy Stun on enemies that are Primed for Stun.
Heavy Stun
Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).

While an enemy is Heavy Stunned, they cannot act and count as Immobilised. It will also be harder to Heavy Stun them again for a short time afterwards.

Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
Skill Gem /5
Shapeshift into a bear and rampage forward, slamming the ground as you run. The initial roar generates rage, then consumes rage until you run out.
Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
Whip up a twister with a flick of your Spear. The twister moves forward erratically, Blinding and repeatedly Hitting enemies within. If a twister touches a Whirlwind from your other skills, it Consumes the Whirlwind to create additional twisters that deal more damage. Passing over Elemental Ground Surfaces or Consuming an elemental Whirlwind will grant twisters extra damage of that element.
Fire a bouncing Grenade that explodes when its fuse expires, throwing out a ring of mini Grenades that explode when they come to a stop.
Passively coalesces icy missiles from the air over time. Using the skill fires a missile, firing an additional missile for each that has been accumulated. Fires an additional missile, up to its current missile count, targeting each Ice Fragment in its Area of effect, causing the Fragments to Detonate immediately.
Skill Gem Quality /1
Marked target receives Heavy Stun buildup equal to
(0–50)% of Blood Loss
Support Gem /5
Supports any skill you use yourself that Hits enemies, causing it to accumulate Critical Hit chance over time.
Supports any skill that Hits enemies, allowing it to inflict an extra Poison on enemies but shortening the duration of those Poisons.
Supports Spells that deal non-Ailment damage over time, causing them to consume Ailments on enemies it applies damage over time Debuffs to in order to deal substantially more damage over time.
Supports any Skill which creates Projectiles, giving those Projectiles a chance to Chain when impacting terrain.
Supports any Skill which creates Projectiles, giving those Projectiles a chance to Chain when impacting terrain.
Misc mods /2
NameLevelDomainPre/SufDescriptionWeight
of Amanamu65AbyssSuffixHits with Shield Skills which Heavy Stun enemies break fully Break Armour amanamu
of Amanamu65AbyssSuffixYour Heavy Stun buildup empties (30–40)% faster amanamu
Unique /3
Adds (30–36) to (75–81) Physical Damage
+(50–100) to Accuracy Rating
(10–20)% increased Stun Duration
(35–50)% increased Melee Damage against Heavy Stunned enemies
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
Crushes Enemies on Hit
+150 Strength Requirement
(600–700)% increased Physical Damage
(-300–-200) to Accuracy Rating
35% reduced Attack Speed
Causes (40–60)% increased Stun Buildup
Heavy Stuns Enemies that are on Full Life
Passive /14
30% increased Parry Range
Your Heavy Stun buildup empties 50% faster if you've successfully Parried Recently
20% more Damage against Heavy Stunned Enemies with Maces
12% increased Block chance
Your Heavy Stun buildup empties 50% faster
Recover 50% of maximum Life when you Heavy Stun a Rare or Unique Enemy
20% increased Melee Damage
40% increased Melee Damage against Heavy Stunned enemies
Ancestrally Boosted Attacks deal 30% increased Damage
On Heavy Stunning a Rare or Unique Enemy, your next Attack within 4 seconds will be Ancestrally Boosted
25% increased Attack Damage if you have been Heavy Stunned Recently
25% increased Attack Damage while you have no Life Flask uses left
25% increased Attack Damage while Surrounded
25% increased Attack Damage while on Low Life
30% increased Stun Buildup with Melee Damage
Projectiles deal 75% increased Damage against Heavy Stunned Enemies
Gain 25% of Physical Damage as Extra Fire Damage against Heavy Stunned Enemies
Ascendancy Passive /1
Ascendancy: Titan
Character: Warrior
50% more Damage against Heavy Stunned Enemies
Timeless Jewel Passive /1
Dreadful Fortitude
Abyss Notable
Your Heavy Stun buildup empties 1% faster per 10 Tribute
5% increased Defences from Equipped Shield per 25 Tribute
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