Mechanic

Aggravated Ailments

Aggravated is a persistent state on an individual Bleeding or Ignite Debuff. It makes that Ailment instance deal 100% extra damage until the instance expires.
0.5.4d
Current data

Catalog version 0.5.4d

No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.

What Aggravated Ailments does

Current rules

Aggravated Bleeding always treats its target as moving and therefore deals 100% extra damage. Aggravated Ignite also deals 100% extra damage. Aggravation belongs to each individual Ailment instance, persists for that instance's remaining duration, and does not automatically apply to Bleeds or Ignites created later.

Bleeding deals 100% extra damage
An Aggravated Bleed always treats the target as moving, causing that Bleed to deal 100% extra damage. Movement and Aggravation are the same extra-damage condition for Bleeding and do not multiply each other.
Ignite deals 100% extra damage
An Aggravated Ignite deals 100% extra damage. Unlike Bleeding, this rule is not expressed through movement; it is a direct extra-damage property of the Aggravated Ignite.
Each instance is independent
Every Bleed and Ignite instance tracks Aggravation separately. Aggravating one instance does not change other instances unless the effect explicitly aggravates them too.
Aggravation lasts until expiry
Once an individual Bleed or Ignite becomes Aggravated, it remains Aggravated until that Ailment instance expires. Removing or replacing the Ailment also removes the state with that instance.
New Ailments are not included
Aggravating current Ailments does not make later Ailments Aggravated. Effects that aggravate Bleeding on a target normally affect all current Bleeds unless their wording gives a narrower scope.
Trigger wording controls the source
Saitha's Spear aggravates all Ignites only when that weapon aggravates a Bleed. A Bleed already aggravated by Blood Barbs or another source does not satisfy the weapon's trigger by itself.

Ways to apply Aggravation

5 cases
01
02
Conditional Bleed Aggravation

The Smiling Knight aggravates Bleeding on targets critically hit with Attacks. Beetlebite aggravates current Bleeds when an enemy enters your Presence.

Related: The Smiling Knight, Beetlebite, Critical Hit, Presence
03
Skill and Support application

Bleeding Concoction aggravates Bleeding on enemies it hits. Rupture aggravates Bleeding when a supported Skill hits a Heavily Stunned enemy, while Rusted Spikes does so when a supported Skill Pins an enemy.

Related: Bleeding Concoction, Rupture, Rusted Spikes
04
Saitha's Spear and Ignite

Saitha's Spear can aggravate Bleeding with its own Hits. When that weapon performs the aggravation, it also aggravates every current Ignite on the target.

Related: Saitha's Spear, Ignite, Bleeding
05
Blood Barbs

Blood Barbs makes Bleeding you inflict on Cursed targets Aggravated. That Aggravation does not activate Saitha's Ignite clause unless Saitha's Spear itself also performs the aggravation.

Related: Bleeding, Blood Barbs

Limits and exceptions

5 rules
  • Aggravation changes damage for one Ailment instance. It does not increase the Hit that inflicted the Ailment.
  • Aggravating current Bleeds or Ignites does not automatically aggravate later instances.
  • Bleeding movement and Aggravation do not provide two separate 100% extra-damage multipliers.
  • Saitha's Spear requires that weapon to aggravate a Bleed before its Ignite clause applies.
  • Aggravated Ignite is currently tied to explicit item wording and should not be inferred from ordinary Bleed Aggravation.