Mechanic

Heavy Stun

Heavy Stun is the longer disable caused when an enemy's Heavy Stun buildup bar fills. Eligible Hits add buildup based on their damage, and the bar begins to empty after buildup has not been applied for a period.
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 Heavy Stun does

Current rules

Non-Cold damage from Hits builds Heavy Stun on enemies. Player Physical damage and Melee damage each cause 50% more buildup, multiplying to 125% more for a Physical Melee Hit. A Heavy Stunned enemy cannot act, counts as Immobilised and becomes harder to Heavy Stun again for a short time. Players and their Minions normally cannot be Heavy Stunned unless a mechanic explicitly allows buildup.

Non-Cold Hit damage adds buildup
Eligible non-Cold damage from a Hit adds Heavy Stun buildup based on the damage dealt. Cold damage contributes to Chill and Freeze instead of Heavy Stun buildup.
Filling the bar causes Heavy Stun
When buildup reaches the target's Heavy Stun Threshold, the target's current action is interrupted and it cannot act during its Heavy Stun animation.
Physical and player Melee damage have separate multipliers
Player Physical damage and player Melee damage each cause 50% more Heavy Stun buildup. A Physical Melee Hit applies both multipliers for 125% more buildup than a Hit with neither property.
Primed for Stun starts before the bar is full
Normal enemies become Primed at 40% buildup, Magic at 50%, Rare at 60% and Unique at 70%. Primed is an eligibility state for Crushing Blows and named skills, not a Heavy Stun by itself.
Crushing Blows consume the opportunity
A Crushing Blow immediately causes a Heavy Stun when it Hits an enemy that is Primed for Stun. Boneshatter has its own Primed interaction and cannot build Stun with its initial Strike.
Heavy Stunned enemies count as Immobilised
An enemy is unable to act and counts as Immobilised while Heavy Stunned. Effects against Immobilised or Heavy Stunned enemies can therefore apply during that window when their other conditions match.
Buildup decays and repeated Heavy Stuns become harder
Heavy Stun buildup begins to decrease after no new buildup has been applied for a period. After a Heavy Stun ends, the buildup empties and the target is temporarily harder to Heavy Stun again.
Players require an explicit exposure
Players can accumulate Heavy Stun buildup during named states such as active Block, Parry, riding a mount or being Hit while sprinting. A player Heavy Stun lasts 3 seconds and prevents Block and Evasion.

Heavy Stun buildup and payoff states

8 cases
01
Player Physical Melee Hit

Causes 125% more Heavy Stun buildup because the two separate 50% more multipliers apply multiplicatively.

Related: Physical, Melee, Hit
02
Cold Hit

Does not add Heavy Stun buildup from its Cold damage. It contributes to Chill and Freeze instead.

Related: Cold, Chill, Freeze
03
Dazed enemy

Takes 50% more Stun Buildup while Daze lasts. The current base Daze duration is 8 seconds.

Related: Dazes
04
Enemy is Primed for Stun

Has crossed its rarity-specific threshold and can be immediately Heavy Stunned by Crushing Blows or eligible named skills.

Related: Boneshatter
05
Enemy is Heavy Stunned

Cannot act, counts as Immobilised and can enable damage or utility effects that explicitly require Heavy Stun.

Related: Immobilised, Seismic Cry
06
Buildup is not refreshed

Begins decaying after its delay. Continuing to land eligible Hits prevents ordinary decay until the bar fills or application stops.

Related: Hit
07
Player actively Blocks or Parries

Can accumulate Heavy Stun buildup under those skills' rules. Reaching full buildup disables Block and Evasion for 3 seconds.

Related: Block, Raise Shield, Parry, Evasion
08
Increased Stun Buildup

Scales the buildup created by eligible Hits. It does not directly reduce the target's stored Stun Threshold.

Currency: Stone Rune, Greater Stone Rune, Perfect Stone RuneRelated: Stun Threshold

Limits and exceptions

7 rules
  • Cold damage does not build Heavy Stun.
  • Primed for Stun is not the same as being Heavy Stunned.
  • A Crushing Blow needs a Primed enemy unless its own wording states another rule.
  • Player and Minion Heavy Stun requires an explicit mechanic that allows buildup.
  • Heavy Stun duration varies by monster and is not universally 3 seconds.
  • A Heavy Stunned enemy becomes harder to Heavy Stun again for a short time afterward.
  • Stun Buildup and reduced enemy Stun Threshold are separate modifiers.