Mechanic

Block

Block prevents the damage of a blockable Hit. Passive Block rolls the character's Block chance for each eligible Hit, while active Block from a raised shield guarantees a block from the protected direction under that skill's rules.
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 Block does

Current rules

Passive Block normally has a 50% maximum chance and works from every direction. Active Block is directional and guaranteed while the shield is raised, but blocked Hits build Heavy Stun against the defender. Damage over time and red-flash boss skills cannot be blocked.

Block prevents Hit damage
A successful Block prevents the damage of the incoming Hit. Damage over time is not a Hit and cannot be blocked.
Passive Block needs a base source
Increased Block chance does nothing without a base chance to Block. A shield is the usual base source, although skills, items and other effects can provide one.
Passive Block normally caps at 50%
The normal maximum chance for passive Block is 50%. The displayed chance is rounded to the nearest whole percentage.
Chance to Block only counts chance-based Block
The displayed Chance to Block includes only effects that explicitly provide a chance. Guaranteed active Block from Raise Shield or another active defence does not increase that number.
Passive Block works in every direction
A passive Block roll can protect against blockable Hits from any direction. It does not require the character to face the attacker.
Active Block protects the raised direction
Active Block from a raised shield guarantees Block against blockable Hits from the protected direction. Passive Block can still roll against eligible Hits arriving from other directions.
Active Block builds Heavy Stun
Hits stopped by active Block build Heavy Stun against the defender. Filling the Heavy Stun buildup cancels active Block and Heavy Stuns the character for 3 seconds.
Associated effects can still apply
Preventing Hit damage does not automatically prevent every Stun, Freeze, debuff or other effect associated with the blocked Hit. The exact effect must be checked separately.
Red-flash boss skills are unblockable
Boss skills telegraphed with a red flash and audio cue cannot be blocked. The same telegraph also marks skills that cannot be evaded.

Effect by item type

9 cases
01
03
Raise Shield facing the attacker

Actively blocks eligible Hits from the protected direction and builds Heavy Stun from those blocked Hits.

Related: Raise Shield, Heavy Stun
04
Raise Shield facing away

Does not actively block a Hit from behind, but passive Block can still roll if the Hit is otherwise blockable.

Related: Raise Shield
05
Damage over time

Cannot be blocked because it is not Hit damage.

Related: Bleeding, Poison
06
Red-flash boss skill

Cannot be blocked even while a shield is raised.

Related: Raise Shield
07
Character is Stunned or Frozen

The character cannot Block until the disabling effect ends.

Related: Stun, Freeze
08
Parry

Uses its own timing and skill rules. It is related to defence against Hits but is not the same as passive Block.

Related: Parry
09
Chance to Block

Shows chance-based passive Block only. Guaranteed active Block does not raise the displayed percentage.

Related: Raise Shield, Parry

Limits and exceptions

8 rules
  • Damage over time cannot be blocked.
  • A character cannot Block while Stunned or Frozen.
  • Red-flash boss skills cannot be blocked.
  • Blocking a Hit does not necessarily prevent its non-damage effects.
  • Increased Block chance requires a base chance to Block.
  • Guaranteed active Block does not increase the displayed Chance to Block.
  • Active Block only protects its covered direction.
  • Active Block can be broken by Heavy Stun buildup.