Bleed supports add an explicit chance or guaranteed application to supported Hits. Bone Blast, Rake, Rapid Assault, Exsanguinate, and several other skills include their own Bleeding application rules.
Related: Bleed I, Bleed II, Bleed III, Bleed IV, Bone Blast, Rake, Rapid Assault, ExsanguinateMechanic
Bleeding
Bleeding is a damaging Ailment that deals Physical damage over time and bypasses Energy Shield. It lasts five seconds by default and requires an explicit chance or effect that can inflict Bleeding.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 Bleeding does
Current rulesStart with a Hit that has Physical damage contributing to Bleeding and an explicit source of Bleeding chance. The base Bleed deals Physical damage per second equal to 15% of that Hit's pre-mitigation Physical damage for five seconds. On monsters, moving or Aggravated Bleeding deals 100% extra damage. Multiple Bleeds can exist, but only the strongest one deals damage at a time.
- Application must be explicit
- Physical damage does not create Bleeding chance by itself. The Hit needs wording such as chance to inflict Bleeding, inflicts Bleeding, or causes Bleeding. Any skill that Hits can apply it when eligible, including Spells and Thorns, not only Attacks.
- Base damage is 15% per second
- The base Magnitude is Physical damage per second equal to 15% of the pre-mitigation Physical damage of the Hit that inflicted it. The default five-second duration therefore deals 75% of that contributing damage before the target's later mitigation and damage-taken effects.
- Pre-mitigation uses the Hit before defence
- Pre-mitigation damage includes the attacker's applicable damage modifiers but is measured before the target's Armour, Block, Resistances, and damage-taken modifiers. Generic modifiers to damage you deal are not applied to the Bleed again after its Magnitude is formed.
- Only the strongest Bleed deals damage
- Several Bleeding debuffs can remain on one target with independent durations, but Bleeds do not stack their damage. Only the highest-damage active Bleed deals damage, and the next strongest can take over when the current strongest expires.
- Movement and Aggravation affect monsters
- Bleeding on a monster deals 100% extra damage while that monster is moving or while that Bleed is Aggravated. These conditions do not multiply each other. Since patch 0.5.0, moving no longer increases Bleed damage taken by players.
- Aggravation is tracked per Bleed
- An Aggravated Bleed remains Aggravated until it expires. Each Bleed is tracked independently: aggravating existing Bleeds does not automatically aggravate Bleeds applied later, while an effect that aggravates Bleeding on a target normally affects all existing eligible Bleeds unless it says otherwise.
- The Hit can land on Energy Shield or Mana
- Bleeding can be inflicted even if the Hit's damage was dealt to Energy Shield or redirected to Mana instead of Life. Once applied, Bleeding damage itself bypasses Energy Shield, damages Life directly, and cannot normally be redirected to Mana with Mind Over Matter.
- Hit-only mitigation does not carry over
- Effects that change all damage taken, such as Shock, can change Bleeding damage taken. Effects that apply only to Hits, such as the extra Physical Hit damage from Fully Broken Armour, do not increase the separate Bleeding damage over time.
- Other damage types need explicit contribution
- Physical Hit damage contributes to Bleeding Magnitude by default. Another type contributes only when an effect explicitly says so, such as Blood Barbs allowing Elemental Damage or Blistering Bond allowing Fire Damage. Contribution still does not create Bleeding chance.
- Blood Loss and Incision are separate
- Blood Loss records Physical damage over time already taken by the target and can be consumed by payoff skills. Incision instead stacks 10% additional chance to apply Bleeding per stack and is removed when the target becomes Bleeding.
Applying, scaling, and using Bleeding
10 casesA larger contributing Hit raises the base Magnitude. Deep Cuts trades lower Hit damage for more Bleeding Magnitude, while Admixture strengthens Bleeding against Poisoned enemies.
Related: Deep Cuts I, Admixture, Physical, ContributesBleeding Concoction inflicts and Aggravates Bleeding on Hit. Passive skills and items can aggravate existing Bleeds from attacks, critical hits, Empowered Attacks, Jagged Ground, or Pinned targets.
Related: Bleeding Concoction, Aggravated Ailments, The Smiling Knight, Beetlebite, Saitha's Spear, Deep Wounds, Perforation, Rusted PinsBlood Loss is the Physical damage over time the target has already suffered. Blood Hunt consumes Bleeding on a target that has suffered Blood Loss and converts part of the consumed amount into a Life-loss explosion.
Related: Blood Loss, Blood HuntIncision adds 10% Bleeding chance per stack and all stacks are removed when Bleeding is inflicted. It is a setup resource for the next Bleed, not a multiplier to an existing Bleed's damage.
Related: IncisionBlood Barbs makes Elemental Damage contribute to Bleeding Magnitude and Aggravates Bleeding on Cursed targets. Crimson Assault makes Bleeding you inflict Aggravated, sets base duration to one second, and grants more Magnitude.
Related: Blood Barbs, Crimson AssaultBlistering Bond makes Fire Damage contribute to Bleeding Magnitude and changes Bleeding you inflict to Fire damage. Such wording replaces specific default rules and should not be generalized to other builds.
Related: Blistering BondStaunching Charm activates when Bleeding starts and grants immunity for its duration. Sanguis Heroum adds Consecrated Ground and passive charge generation. Chaos Inoculation grants permanent Bleeding immunity while allocated.
Related: Staunching Charm, Sanguis Heroum, Chaos InoculationThe Blood Thorn, Spiteful Floret, Edyrn's Tusks, Venopuncture, and other unique items can supply Bleeding chance, Magnitude, duration, Aggravation, or interactions with Bleeding targets.
Related: The Blood Thorn, Spiteful Floret, Edyrn's Tusks, VenopunctureRelevant modifiers separately change application chance, Magnitude, duration, damage speed, Aggravation, avoidance, or the Magnitude and duration of Bleeding on you. Do not treat those stats as interchangeable.
Related: Search Bleeding modifiersRare monster modifiers
1 linkedInflict Bleeding on Hit.
Limits and exceptions
9 rules- Physical Hit damage does not provide Bleeding chance by itself. An explicit application source is required.
- Only the strongest active Bleed deals damage, even when several Bleeding debuffs remain on the target.
- Aggravated and moving are the same 100% extra-damage condition for monster Bleeds and do not multiply each other.
- Player movement no longer increases Bleeding damage taken.
- Generic damage modifiers are not applied a second time after Bleeding Magnitude is calculated from the Hit.
- Fully Broken Armour's extra Physical damage applies to Hits and does not increase Bleeding damage over time.
- Bleeding bypasses Energy Shield and cannot normally be redirected to Mana after it has been applied.
- Adding another contributing damage type does not add Bleeding chance.
- Blood Loss and Incision are connected resources, not additional copies of Bleeding.





























