Mechanic

Chill

Chill is a non-damaging Elemental Ailment that slows action speed. Cold Hits can Chill without a separate application chance, but a calculated Chill below 30% Magnitude is discarded.
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 Chill does

Current rules

Compare the post-mitigation Chilling damage of the Hit with the target's Elemental Ailment Threshold. A result of at least 30% applies, up to the default 50% maximum. Chill lasts two seconds on players and eight seconds on non-players by default. Chill is separate from Freeze Buildup and Freeze Duration.

Cold Hits can Chill by default
Cold Damage from Hits can Chill without an explicit chance to Chill. Damage over time does not Hit, so Cold damage over time does not use this default application rule unless its source explicitly applies Chill.
Magnitude uses post-mitigation damage
Chill Magnitude depends on the Chilling damage actually dealt by the Hit after mitigation relative to the target's Elemental Ailment Threshold. Cold Resistance can therefore weaken both the Hit and the resulting Chill calculation.
Minimum 30%, default maximum 50%
A calculated Chill below 30% Magnitude is discarded. An eligible result is limited to 50% by default. Explicit wording can replace that cap. Heavy Snows instead permits two of your Chills at once, caps each at 35%, and applies less Magnitude to your Chills.
Duration depends on the target
Chill lasts two seconds on players and eight seconds on non-players by default. Chill Duration modifiers change that ailment duration; generic Skill Effect Duration does not automatically change it.
Chill is an action speed Slow
Chill Magnitude controls an action speed Slow, so it affects the timing of movement, attacks, casts, and other actions. Slow effect rules can reduce the practical effect on higher-rarity monsters even when the applied Chill has reached its Magnitude cap.
Chill and Freeze are independent
The same Cold Hit can both apply Chill and add Freeze Buildup, but those are separate calculations. Chill Magnitude does not increase Freeze Buildup or Freeze Duration, and Freeze Buildup does not strengthen or extend Chill.
The Ailment Threshold is defensive
A higher Elemental Ailment Threshold makes the same post-mitigation Hit produce a weaker Chill. A player's base Elemental Ailment Threshold is half maximum Life before modifiers, while monsters use their own threshold values.
Exposure and Penetration are indirect
Cold Exposure lowers the target's actual Cold Resistance. Cold Penetration applies only to the Hit. Either can improve the Chill produced by increasing the post-mitigation Cold Hit, but neither is itself a direct Chill Magnitude modifier.
Chilled Ground is a separate source
Chilled Ground applies Chill to targets standing in it without requiring a Cold Hit. The ground's duration and Chill value come from the effect that created it, so do not assume every patch uses the generic ground-effect defaults.
Other damage types need explicit wording
Non-Cold damage contributes to Chill Magnitude only when a skill, passive, support, or item explicitly says it does. Contribution changes the Chill calculation; it does not convert that damage to Cold.
Reverse Chill changes the result
Sierran Inheritance reverses the effect of Chill on its wearer, turning the normal action speed penalty into an action speed benefit. It also allows all Hit damage taken to contribute to Chill Magnitude on the wearer.

Skills, items, and Chill interactions

10 cases
01
High-Magnitude Chill skills

Escape Shot, Ice Nova, Lunar Assault, Frostbolt, and Frost Bomb include explicit bonuses that make their Hits more effective at applying or strengthening Chill. Read the current skill values because the bonus scales by skill and gem level.

Related: Escape Shot, Ice Nova, Lunar Assault, Frostbolt, Frost Bomb
02
Chill without a normal Hit

Glacial Lance fragments Chill nearby enemies, Heart of Ice Chills enemies in your Presence, and Bitter Dead creates seeking cores that Chill nearby enemies. Their own wording defines how the Chill is delivered.

Related: Glacial Lance, Heart of Ice, Bitter Dead
04
Chill payoff skills

Icestorm consumes Chill to improve a bolt. Frost Darts gains its secondary ice chunks when it Hits a Chilled or Frozen target, but Frost Darts itself cannot inflict Chill or cause Freeze Buildup.

Related: Icestorm, Frost Darts
05
06
Shatter without Freeze

Polcirkeln allows enemies Chilled by your Hits to be Shattered as though Frozen. They are still Chilled rather than Frozen, so other effects that specifically require the Frozen state do not automatically apply.

Related: Polcirkeln, Freeze
07
Damage contribution exceptions

Vestige of Darkness lets Physical Hit damage contribute to Chill Magnitude and Freeze Buildup. Venopuncture broadens contribution against Bleeding targets, while The Three Dragons prevents Cold Hit damage from contributing to Chill or Freeze and redirects it to Flammability and Ignite instead.

Related: Vestige of Darkness, Venopuncture, The Three Dragons, Contributes, Bleeding, Ignite
08
Immunity and Slow protection

Dream Fragments prevents Chill and Freeze. Shackles of the Wretched grants a six-second window in which you cannot be Chilled after being Chilled. Silver Charm activates when a Slow affects you and makes your speed unaffected by Slows for its duration.

Related: Dream Fragments, Shackles of the Wretched, Silver Charm, Charm
09
10
Chill modifiers

Relevant modifiers separately change Chill Magnitude, maximum Chill Magnitude, duration, Slow effect on the target, Effect of Chill on you, avoidance, and immunity. These stats are not interchangeable.

Related: Search Chill modifiers, Heavy Snows, Chillproof

Rare monster modifiers

1 linked

Limits and exceptions

9 rules
  • Cold Damage over time does not Hit and therefore does not use the default Cold Hit rule for applying Chill.
  • A calculated Chill below 30% Magnitude is discarded rather than applied as a weaker Chill.
  • The default maximum Chill Magnitude is 50%, but explicit effects can replace that cap.
  • Chill Magnitude, Chill Duration, Freeze Buildup, and Freeze Duration are separate values.
  • Cold Penetration affects the Hit and does not directly modify an existing Chill.
  • Chilled Ground follows the duration and Chill value supplied by its creating effect when those values override the defaults.
  • An effect that checks for Frozen targets does not normally accept a merely Chilled target.
  • Non-Cold damage contributes to Chill only when explicit wording permits it.
  • Reverse Chill is an item-specific exception and is not the normal behavior of Chill.