Mechanic

Freeze

Freeze is a non-damaging Cold Ailment that prevents a target from moving or acting. Cold Hits can Freeze directly or add Freeze Buildup, and reaching 100% Buildup makes the target Frozen.
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 Freeze does

Current rules

Cold Hit damage contributes to Freeze. A sufficiently strong qualifying Hit can apply a Freeze whose duration depends on post-mitigation damage relative to the target's ailment threshold. Otherwise the Hit adds Freeze Buildup. At 100%, Buildup applies a fixed-duration Freeze and resets to 0%. Freeze lasts four seconds by default.

Cold Hits contribute by default
Cold damage from Hits contributes to Freeze. Cold damage over time does not Hit, so it does not add Freeze Buildup under the default rule. Another damage type contributes only when an effect explicitly permits it.
Direct Freeze and Buildup are separate paths
A qualifying Hit strong enough to meet the direct Freeze requirement can apply Freeze immediately. If it does not meet that requirement, its eligible damage instead adds to the target's Freeze Buildup counter.
100% Buildup causes Freeze
When Freeze Buildup reaches or exceeds 100%, the target becomes Frozen for a fixed duration and its Buildup resets to 0%. Partial Buildup is not itself a Freeze.
Frozen prevents actions
A Frozen target cannot move or use skills. Freeze reduces action speed to zero and Immobilises the target, so effects that check for Immobilised targets can recognise a Frozen target.
Default duration is four seconds
Freeze lasts four seconds by default. Direct Freeze duration depends on the qualifying post-mitigation damage relative to the target's ailment threshold, while the 100% Buildup route applies a fixed-duration Freeze. Freeze Duration modifiers can change the result.
Threshold and Buildup are different values
The target's defensive threshold determines how difficult it is for a Hit to Freeze or add enough Buildup. Freeze Buildup is the accumulating counter shown as a percentage. Increasing Buildup generation and reducing the target's effective threshold both help reach 100%, but they are not the same stat.
Primed is not Frozen
Normal enemies are Primed for Freeze at 40% Buildup, Magic enemies at 50%, Rare enemies at 60%, and Unique enemies at 70%. Primed is only a threshold state that certain skills can exploit. The enemy remains able to act until a skill Freezes it or Buildup reaches 100%.
Bosses resist repeated Freezes
Each time a boss is Frozen, whether directly or through Buildup, its ailment threshold against Freeze rises. That added resistance decays toward the boss's base value over time.
Blocked Hits can add Buildup
Blocking prevents the incoming Hit damage but does not prevent that Hit from applying Freeze Buildup. Do not infer ailment prevention from the zero damage shown by a successful Block.
Chill and Freeze are independent
A Cold Hit can Chill and contribute to Freeze at the same time, but Chill Magnitude, Chill Duration, Freeze Buildup, and Freeze Duration are separate calculations. A Chilled target is not automatically Frozen.
Resistance changes the qualifying Hit
Cold Resistance reduces the Cold damage dealt before the Freeze calculation, while Cold Penetration applies to that Hit. Exposure and Penetration can therefore improve Freeze indirectly, but neither directly edits an existing Freeze or Buildup counter.
Frozen monsters can shatter
A monster killed while Frozen shatters and leaves no corpse. Shatter can matter for corpse denial and for effects that specifically react to shattered enemies.

Building, applying, and using Freeze

9 cases
02
Primed finishers

Wave of Frost, Shattering Concoction, and Arctic Howl immediately Freeze enemies that are Primed for Freeze. They do not require the counter to reach 100%, but each skill still requires the enemy to meet its rarity-based Primed threshold.

Related: Wave of Frost, Shattering Concoction, Arctic Howl, Freeze Buildup
03
Freeze supports

Freeze Support raises Buildup from supported Hits, Deep Freeze extends Freeze duration, and Frost Nexus creates Chilled Ground around enemies Frozen by supported skills. Each changes a different part of the interaction.

Related: Freeze, Deep Freeze, Frost Nexus, Chilled Ground
04
Consume Freeze payoffs

Fragmentation Rounds, Glacial Cascade, Snipe, and Icestorm consume Freeze for explosions, improved damage, or improved bolts. Consuming Freeze ends the state, so later Freeze-dependent effects need a new application.

Related: Fragmentation Rounds, Glacial Cascade, Snipe, Icestorm
06
Damage contribution items

Frostbreath lets all Hit damage with the weapon contribute to Freeze Buildup. Vestige of Darkness adds Physical contribution, while The Three Dragons redirects which elemental damage types contribute. These effects change eligible damage, not the target's current Buildup directly.

Related: Frostbreath, Vestige of Darkness, The Three Dragons, Contributes
07
Freeze scaling items

Taryn's Shiver increases Freeze Buildup and makes enemies Frozen by you take increased damage. Hyrri's Ire increases Freeze Duration. Winter's Bite instead Freezes enemies that are on Full Life.

Related: Taryn's Shiver, Hyrri's Ire, Winter's Bite
08
Immunity and duration protection

Thawing Charm activates when you become Frozen and grants Freeze immunity. Dream Fragments prevents Chill and Freeze, Shackles of the Wretched grants a six-second Freeze lockout after being Frozen, and Obern's Bastion or Warm Blooded reduce Freeze Duration.

Related: Thawing Charm, Dream Fragments, Shackles of the Wretched, Obern's Bastion, Warm Blooded, Charm
09
Freeze modifiers

Relevant modifiers separately change Freeze Buildup, Freeze Duration, Freeze Threshold, avoidance, recovery, and immunity. Search the modifier table for the exact eligible item classes and current tiers.

Related: Search Freeze modifiers, Search Freeze Buildup modifiers

Limits and exceptions

9 rules
  • Cold damage over time does not Hit and therefore does not add Freeze Buildup under the default Cold Hit rule.
  • Primed for Freeze is not the Frozen state and does not prevent the target from acting.
  • Partial Freeze Buildup does not slow the target. Chill is the separate ailment that slows action speed.
  • Freeze Buildup, Freeze Threshold, Freeze Duration, Chill Magnitude, and Chill Duration are different values.
  • Bosses become temporarily harder to Freeze after each successful Freeze.
  • Blocking a Hit does not prevent that Hit from adding Freeze Buildup.
  • Cold Penetration and Cold Exposure affect the qualifying Hit and do not directly alter an existing Freeze.
  • Consuming Freeze removes it, so another Freeze must be applied for a later payoff.
  • Non-Cold damage contributes only when explicit wording permits it.