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Monster Traits (Diablo III)

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Monster TraitsEdit

Monster Traits in Diablo III are special abilities that are added to Champion, Rare, and Minion monsters. These traits appear beneath the name of the monster. Monsters in Normal difficulty will always have one trait, with each difficulty level adding one additional trait, up to four in Inferno.

The traits are detailed below.

Arcane EnchantedEdit

Monsters imbued with the Arcane Enchanted trait can summon a deadly, purple beam. These beams rotate in a withering circle of pain that inflicts Arcane damage. After completing one full rotation, they diminish.

Min. Monster level: 31.
Available to: All (Champion, Rare, Minion) monsters.
Damage Type: Arcane.

AvengerEdit

Only Champion monsters can spawn with the Avenger trait. When a Champion group imbued with Avenger arrives, the death of each group member infuses the remaining Champions with additional powers.

Min. Monster Level: 51.
Available to: Champion.
Damage Type: Standard.

DesecratorEdit

Monsters with the Desecrator trait can conjure a deadly void directly underneath the Player Character. The void deals periodic damage, and a Rare monster's minions cannot cause their own voids.

Min. Monster Level: 22.
Available to: Rare, Champion.
Damage Type: Physical.

ElectrifiedEdit

The Electrified trait, as the name might suggest, grants a monster bonus Electricity damage, and any attack on that monster releases a volley of sparks flying in all directions.

Min. Monster Level: 26.
Available to: All monsters.
Damage Type: Lightning.

Extra HealthEdit

As the name implies, this trait simply gives the monster additional HP.

Min. Monster Level: 31.
Available to: All.
Damage Type: N/A.

FastEdit

The Fast trait increases all speeds for the imbued monster. This includes Movement Speed, Attack Speed, and Casting Speed. Movement Speed is increased by 40%, Attack Speed is increased by 20%, and Casting Speed is increased by 10%.

Min. Monster Level: 31.
Available to: All monsters.
Damage Type: N/A.

Fire ChainsEdit

This trait connects Champion monsters with Flaming Chains, linking the entire group with lines of fire.

Min. Monster Level: 31.
Available to: Champions only.
Damage Type: Physical.

FrozenEdit

Frozen-imbued monsters will inflict Cold-based damage when they attack. Additionally, they create frozen bombs around the player that explode after a few seconds, dealing cold damage and freezing affected targets.

Min. Monster Level: 22.
Available to: All.
Damage Type: Cold.

Health LinkEdit

This trait is only applicable to Champions, and only activates if more than one Champion monster is present. This trait will split the damage dealt to a Champion among all of the present Champions.

Min. Monster Level: 51.
Available to: Champions only.
Damage Type: N/A.

HordeEdit

The Horde trait is only available to Rare monsters, increasing the number of Minion monsters they have with them.

Min. Monster Level: 31.
Available to: Rare only.
Damage Type: N/A.

IllusionistEdit

Monsters with the Illusionist trait have the ability to create clones of themselves when damaged. Clones have considerably less HP than the original monster. They give no EXP or loot, and are unable to create clones of themselves. They also do not count towards "monsters in range" for abilities like Soul Harvest. Also, they don't inherit other abilities the main monster has. For example, an Illusion of a Plagued monster will have no plague aura.

Min. Monster Level: 26.
Available to: All Monsters.
Damage Type: N/A.

Invulnerable MinionsEdit

This trait, which only applies to Rare monsters, grants their minions Invincibility. Note that Invincible minions are only immune to damage; Status Effects will still work on them. When the Rare monster is killed, the minions all automatically die.


NOTE: Invulnerable Minions no longer exist in the game, as of 1.0.4.

Min. Monster Level: 51.
Available to: Rare only.
Damage Type: N/A.
Additional Resistances: None.

JailerEdit

The Jailer trait enables monsters to trap the target in place, preventing any form of movement for a short period of time. Some movement skills (like Leap) will be disabled, while some (like Teleport) will work, but will not remove the trap. As of version 1.0.5, the Demon Hunter's Vault and Smoke Screen both break Jailer, removing the trap.

Min. Monster Level: 8.
Available to: All monsters.
Damage Type: N/A.

KnockbackEdit

Knockback grants the imbued monster the chance to send the target flying backwards with each attack landed on the target and apply a slow effect. There is no extra damage from this attack.

Min. Monster Level: 0.
Available to: All Monsters.
Damage Type: Standard.

Missile DampeningEdit

This trait is shown by a blue sphere around the imbued monster. Projectile attacks that enter this sphere have their speed decreased by 50%.

Min. Monster Level: 8.
Available to: Rare only.
Damage Type: N/A.

MoltenEdit

Monsters imbued with the Molten trait are granted additional Fire Damage to their normal attacks. Molten-imbed creatures also leave harmful pools of lava behind while they move, and cause a massive explosion a few seconds after they die. Molten monsters are no longer fire resistant, as of patch 1.0.4

Min. Monster Level: 8.
Available to: All Monsters.
Damage Type: Fire.

MortarEdit

Monsters that are imbued with the Mortar trait fire three Grenades at the player every 4-5 seconds. The mortar does fire damage. The monsters are often unable to fire Grenades at close range.

Min. Monster Level: 22.
Available to: All monsters.
Damage Type: Fire.

NightmarishEdit

Monsters that are imbued with the Nightmarish trait have a chance to send your character running in fear when they physically hit you.

Min. Monster Level: 0.
Available to: All monsters.
Damage Type: N/A.

PlaguedEdit

Monsters that are imbued with the Plague trait deal Poison damage with each attack. They also occasionally leave green pools on the ground that deal damage to players standing in them, and disappear on their own after a long time or immediately when the monster that spawned the pool is killed.

Min. Monster Level: 14.
Available to: All Monsters.
Damage Type: Poison.

ShieldingEdit

Monsters imbued with the Shielding trait have the ability to temporarily make themselves immune to all forms of damage.

Min. Monster Level: 22.
Available to: Rares and their minions.
Damage Type: N/A.

TeleporterEdit

Monsters imbued with the Teleporter trait are able to teleport around the field at will. Generally, they will teleport away from the player when too close, and towards the player when too far.

Min. Monster Level: 0.
Available to: All monsters.
Damage Type: N/A.

Reflect DamageEdit

Monsters imbued with the Reflect Damage trait return 20% of any damage dealt to them back to the player.

Min. Monster Level: 26.
Available to: Rare, Champion.
Damage Type: Standard.

VampiricEdit

Monsters imbued with the Vampiric trait steal HP with each hit that they land on the player. 20% of the damage they deal is returned to them as HP. Sometimes Rare monsters imbued with that trait can summon minions (which will come out of portals that are blood-red).

Min. Monster Level: 31.
Available to: All monsters.
Damage Type: N/A.

VortexEdit

Monsters that are imbued with the Vortex trait are able to occasionally pull the player to their position. They can not drag players through walls or other obstacles.

Min. Monster Level: 8.
Available to: Champion, Rare.
Damage Type: N/A.

WallerEdit

Monsters that are imbued with the Waller trait are able to erect impenetrable barriers for a short period of time. Attacks that are unleashed on the barriers are absorbed; they do not get reflected or ricocheted. Champion monsters each create one wall at a time, while Rare monsters place three walls simultaneously.

Min. Monster Level: 8.
Available to: Champion, Rare.
Damage Type: N/A.

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