Buffs are effects that boost a player or monster's stats for a duration or while a condition is met.
Mechanic
Tailwind
Tailwind is a stacking Buff which grants 1% increased movement speed, 2% increased Skill Speed, 10% increased Evasion Rating and prevent 1% of Damage from Deflected Hits per stack. Maximum 10 stacks.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 Tailwind means
PoE2 definitionTailwind is a stacking Buff which grants 1% increased movement speed, 2% increased Skill Speed, 10% increased Evasion Rating and prevent 1% of Damage from Deflected Hits per stack. Maximum 10 stacks.
Related mechanics
13 linkedAffects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, Warcry Speed, and similar stats.
Evasion Rating grants a chance to Evade enemy Hits, preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy.
Evasion Rating grants a chance to Evade enemy Hits, preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy.
Evasion Rating grants a chance to Evade enemy Hits, preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy.
Deflection Rating provides a chance to Deflect damage from Hits, preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy.
Deflection Rating provides a chance to Deflect damage from Hits, preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy.
Deflection Rating provides a chance to Deflect damage from Hits, preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy.
Deflection Rating provides a chance to Deflect damage from Hits, preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy.
Any damage that isn't damage over time is Hit damage.
Any damage that isn't damage over time is Hit damage.
Any damage that isn't damage over time is Hit damage.
Any damage that isn't damage over time is Hit damage.
