Dazes on Hit, knocks enemies back, and has 150% more Stun Buildup. It provides both the setup debuff and immediate pressure toward Heavy Stun.
Related: Wind Blast, StunMechanic
Dazes
Daze is an 8-second debuff that makes the affected target take 50% more Stun Buildup. It does not interrupt the target by itself; it prepares the target for faster Heavy Stuns and enables effects that require a Dazed enemy.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 Dazes does
Current rulesApply Daze with a guaranteed source such as Wind Blast or Nazir's Judgement, with chance to Daze on Hit from weapons and passives, or through a conditional support such as Opening Move. While Dazed, every qualifying Hit applies 50% more Stun Buildup. Use the window either to reach Heavy Stun sooner or to trigger a payoff such as Vaulting Impact's Broken Stance.
- Daze lasts 8 seconds
- The default duration on an enemy is 8 seconds. Duration modifiers such as Seeing Stars can extend it, while effects that consume or remove Daze can end the window early.
- Dazed targets take 50% more Stun Buildup
- The multiplier applies to Stun Buildup received while Dazed. Because it is a more modifier, 100 buildup from the same Hit becomes 150 before other relevant multipliers are considered.
- Daze is not itself a Stun
- Applying Daze does not perform a Light Stun, fill the Heavy Stun bar, or interrupt an action by itself. It makes subsequent Heavy Stun buildup faster and can satisfy effects that explicitly check for Dazed enemies.
- Current sources mostly use chance to Daze on Hit
- In 0.3.0, many former Daze Buildup sources were replaced by a direct chance to Daze on Hit. A 40% chance checks when the Hit occurs; it is not a buildup bar that accumulates across four or more Hits.
- Guaranteed and conditional sources bypass the random roll
- Wind Blast Dazes on Hit. Nazir's Judgement also Dazes on Hit. Opening Move Dazes with supported Travel Skill Hits against full-Life enemies, while Concussive Spells Dazes when a supported Spell Critically Hits with Physical damage.
- Chance from separate sources adds when it modifies the same Hit
- Global chance to Daze on Hit and applicable weapon, passive, or skill chance contribute to the Hit's total Daze chance. Conditional wording still has to match the Hit.
- Vaulting Impact is a payoff, not a setup skill
- Vaulting Impact cannot inflict Daze. Its shockwave must Hit an enemy that is already Dazed to apply Broken Stance.
- Broken Stance stores part of the setup Hit
- Broken Stance stores 10% of the pre-mitigation Physical Hit damage that applied it. Subsequent Hits by the inflicter gain that stored amount as unscaleable added Physical damage. It lasts up to 60 seconds, ends after 10 Hits by default, or ends when Daze is removed.
- Broken Stance prevents another Daze
- An enemy with Broken Stance cannot be Dazed again. Apply Daze first, use Vaulting Impact, then spend the Broken Stance hit window rather than trying to refresh Daze immediately.
- Players can also be Dazed
- Overextend makes supported self-used Attack Skills deal more Critical Hit damage, but a Critical Hit with the supported skill Dazes the player for a short time. This is a drawback, not a way to Daze the enemy.
Daze sources, payoffs, and passive options
14 casesThis Unique Quarterstaff Dazes on Hit and grants 35% to 50% increased Melee Damage against Heavy Stunned enemies.
Related: Nazir's Judgement, StunConstruct Hammer, Structured Hammer, and Fortified Hammer each have 40% chance to Daze on Hit.
Related: Construct Hammer, Structured Hammer, Fortified Hammer, Browse One Hand MacesHefty Quarterstaff and Skullcrusher Quarterstaff have a 20% to 50% chance to Daze on Hit.
Related: Hefty Quarterstaff, Skullcrusher Quarterstaff, Browse QuarterstavesSupported Travel Skill Hits Daze enemies that are on full Life. It is a reliable opener but does not satisfy the condition after the enemy has already lost Life.
Related: Opening MoveSupported Spells Daze when they Critically Hit an enemy with Physical damage.
Related: Concussive SpellsAdds Critical Hit damage to supported self-used Attacks, but Critical Hits with those skills Daze the player.
Related: OverextendVaulting Impact cannot Daze. Against an already Dazed enemy it applies Broken Stance, storing 10% of the setup Hit's pre-mitigation Physical damage for up to 10 subsequent Hits.
Related: Vaulting ImpactGrants 10% chance to Daze on Hit, 30% increased Stun and Freeze Buildup with Quarterstaves, and 30% increased Armour, Evasion, and Energy Shield while wielding one.
Related: One with the RiverGrants 10% chance to Daze on Hit, 25% increased Physical Damage, and 20% increased Knockback Distance.
Related: Staggering PalmGrants 10% chance to Daze on Hit and 25% increased Daze Duration.
Related: Seeing StarsGrants 10% chance to Daze on Hit and 30% increased Damage against Dazed enemies.
Related: StupefyEach grants 5% chance to Daze on Hit. Shattering Daze gains 12% of Physical Damage as extra Cold against Dazed enemies; Electrifying Daze gains the same amount as extra Lightning.
Related: Shattering Daze, Electrifying DazeHits with Projectiles against enemies farther than 6 metres have 25% chance to inflict Daze, alongside Critical Hit and Critical Damage bonuses at that range.
Related: HeadshotLimits and exceptions
9 rules- Daze is a debuff and is not itself a Light Stun or Heavy Stun.
- The default duration is 8 seconds.
- Dazed targets take 50% more Stun Buildup.
- Chance to Daze on Hit is a chance roll, not an accumulating Daze bar.
- A conditional source applies only when its full condition matches the Hit.
- Vaulting Impact cannot inflict Daze and requires another setup source.
- Broken Stance ends when Daze is removed or after its hit limit.
- Enemies with Broken Stance cannot be Dazed again.
- Overextend Dazes the player rather than the enemy.



