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PoE 2 Ailments Explained — Ignite, Freeze, Shock, Bleed & Poison

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Mechanic topics:#ailments#ignite#freeze#shock#bleed#poison#mechanics#status
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Ailment Overview

AilmentDamage TypeMechanicImmunity Flask SuffixScaling Stat
IgniteFireFire DoT equal to % of hit damage over 4 secondsof DousingFire damage, DoT multiplier
FreezeColdStops all action for duration based on overkill coldof ChillingCold damage, overkill threshold
ChillColdReduces movement, attack, cast speed by up to 30%of ChillingCold damage, chill effect
ShockLightningIncreases all damage the target takes by up to 50%of GroundingLightning damage, shock effect
BleedPhysicalPhysical DoT while target is moving; stacksof StaunchingPhysical damage, bleed duration
PoisonChaosChaos DoT; multiple Poisons stack independentlyof CuringChaos damage, DoT multiplier
BrittleCold (secondary)Increases critical strike chance against the targetN/A (uncommon)Cold damage, effect scaling

Ignite — Fire Damage Over Time

Ignite is a Fire ailment applied by fire damage hits above a minimum damage threshold. When a hit Ignites a target, it deals Fire Damage Over Time equal to a percentage of the igniting hit's fire damage over a 4-second duration. Multiple hits can apply Ignite, but only the highest-damage Ignite is active on a target at any one time — stacking Ignites does not add their values together as Poison does. The Infernalist ascendancy and the passive cluster 'Ignite Proliferation' cause Ignite to spread to nearby enemies when an Ignited target dies, which is the foundation of ignite clear speed in fire builds.

Ignite scales with fire damage modifiers, fire DoT multipliers, and the fire damage of the initial hit that applied the Ignite. Larger hits apply stronger Ignites. The skill Combustion Support reduces target fire resistance when they are ignited, creating a feedback loop where the Ignite both deals damage and enables the next hit to deal more damage against the now-weakened fire resistance. For dedicated Ignite builds, stacking DoT Multiplier and Fire Damage nodes on the passive tree is the primary scaling method.

Freeze & Chill — Cold Control Ailments

Freeze is the most powerful crowd control ailment in Path of Exile 2. A Frozen target is completely unable to act — they cannot move, attack, use skills, or take voluntary actions. Freeze duration is determined by the overkill cold damage of the hit that applied Freeze: the more cold damage the hit deals above what was needed to kill the target, the longer the Freeze lasts. Against bosses, Freeze duration is capped and reduced by boss Freeze threshold, but even 0.5 seconds of Freeze creates significant breathing room.

Chill is a lesser cold ailment that reduces movement speed, attack speed, and cast speed of affected targets by up to 30%, proportional to the cold damage dealt by the chilling hit relative to the target's maximum life. Unlike Freeze, Chill does not stop action entirely but consistently slows all actions. Chill is applied by any cold hit below the Freeze threshold and provides a free defensive layer for cold builds against fast-attacking enemies.

Brittle is a secondary cold ailment that increases the critical strike chance of all attacks and skills against the Brittle target. It is less common than Freeze or Chill but very powerful for critical strike-based cold builds. The Invoker Monk's Cold infusion applies Brittle when enemies are sufficiently Chilled, creating a rotation where Chill stacks into Brittle which amplifies critical hits which apply more Chill.

Shock — The Universal Damage Amplifier

Shock is the most universally powerful offensive ailment in Path of Exile 2. A Shocked target takes increased damage from all sources — not just lightning damage but all damage types. The magnitude of the Shock effect scales from 5% to 50% increased damage taken, proportional to the lightning damage of the shocking hit relative to the target's maximum life. A hit dealing 1% of the target's max life as lightning damage applies approximately 5% increased damage taken (minimum Shock); a hit dealing 10% or more of max life as lightning applies the full 50%.

Because Shock amplifies all damage types, it benefits melee builds, bow builds, and spellcasters equally. Equipping a Lightning Arrow Ranger with the active aura Conductivity (which applies a Shock-increasing curse) before a boss fight means every subsequent hit from any source deals 50% more damage. Many builds that are not primarily lightning-based still invest in one lightning skill or an aura just to maintain Shock on bosses. The Invoker Monk's Lightning infusion excels at Shock application because Tempest Flurry's rapid hit frequency quickly builds Shock to maximum.

Bleed & Poison — Damage Over Time Stacking

Bleed is a Physical ailment applied by physical damage hits. Unlike Ignite (where only the strongest Ignite is active), Bleed stacks are fully additive — multiple Bleeds active simultaneously each deal their own damage. However, Bleed only deals damage while the target is moving. Bosses that stand still do not take Bleed damage during stationary phases. For player characters, Bleed causes the player to take rapid physical damage while moving, making the 'of Staunching' flask suffix mandatory for endgame play.

Poison is a Chaos ailment applied by physical or chaos hits. Like Bleed, Poison stacks — each separate Poison application deals Chaos DoT independently and their values accumulate. High-stack-count Poison builds (20+ Poison stacks on a single target) can deal astronomical sustained damage on bosses with long fight durations. Poison scales with chaos damage, DoT multiplier, and the damage of the hit that applied each Poison. Builds using Spectral Throw, Viper Strike, or Cobra Lash typically achieve the highest Poison stack counts in the game.

Which Ailment Should You Build Around?

  • Build Ignite if: you play Infernalist Witch or any fire spellcaster; scales extremely well with fire damage investment.
  • Build Freeze/Chill if: you play Invoker Monk (Cold infusion) or cold spellcaster; best crowd control for solo play.
  • Build Shock if: every build benefits from Shock application on bosses — include one lightning skill or shock application source in every build.
  • Build Bleed if: you play a melee or physical-damage Ranger; Bleed stacking deals enormous sustained DPS on bosses that take several minutes to kill.
  • Build Poison if: you play Pathfinder Ranger or Witch with chaos skills; Poison stacking is the highest single-target DPS ceiling in the game with maximum investment.
  • Brittle is a bonus effect, not a primary build focus — it naturally accrues on cold-focused Invoker builds without dedicated investment.

Frequently asked questions

Can a target have multiple ailments at once?

Yes. Targets can have all six ailments simultaneously. Bleed and Poison stack in multiple independent applications. Ignite, Freeze, Chill, Shock, and Brittle only have one instance active at a time but can coexist with each other. A boss can be simultaneously Shocked, Ignited, Chilled, and Bleeding.

Does Shock work on all bosses?

Most bosses can be Shocked, but the Shock effect is smaller than against normal monsters because bosses have much higher maximum health, which reduces the Shock magnitude per lightning hit. Many builds use the Conductivity curse (which applies a base Shock effect independent of hit damage) to guarantee a minimum Shock on all bosses.

Does Bleed deal damage to bosses that are standing still?

Yes and no. Player-applied Bleed only deals damage when the target is moving. Bosses that stand still during phases do not take Bleed damage during those moments. However, most bosses move frequently during combat, so Bleed still applies effectively in practice. For fully stationary bosses or phases, Poison or Ignite are more consistent DoT sources.

What is the highest Shock magnitude possible?

The base Shock cap is 50% increased damage taken. Certain passive nodes and unique items can raise this cap. The typical build target is maintaining maximum Shock (50%) on bosses, which effectively multiplies all damage from all sources by 1.5x. Shock magnitude is increased by passives labeled 'Increased Effect of Shock' and 'Enemies Shocked by you have X% increased Shock effect'.

How does Chill slow percentage work?

Chill applies a slow that scales from 10% to 30% reduced action speed based on the cold damage of the chilling hit relative to target max life. The minimum 10% Chill is applied by any cold hit above the minimum damage threshold. The maximum 30% Chill requires dealing cold damage equal to at least 3% of the target's maximum life in a single hit. Passive nodes labeled 'Increased Chill Effect' push this magnitude higher.

Sources & verification

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