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Monster Traits

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. The number of traits depends on that of your hero's level; to be specific, a Champion/Rare/Minion encountered at lv. 1-29 will have only one trait, another encountered at lv. 30-49 will have two traits, 50-59 results in three, and 60+ will have four traits possible. Certain traits, however, are not accessible to Minions, only to the Rare they belong to.

The traits are detailed below.

Arcane Enchanted

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.

Avenger

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 greater strength. To minimize this affix's usefulness, do not kill each member until every last one of them is barely away from death.

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

Desecrator

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.

Electrified

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 Health

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

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

Fast

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 Chains

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.

Frozen

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 but a Rare's Minions.
Damage Type: Cold.

Frozen Pulse

Monsters with Frozen Pulse as a trait are enabled to unleash a globe of ice that will home in on a player. Once it reaches the targeted player's location, it will expel ice rapidly, dealing Cold damage and Chilling on a successful hit.

Available to: All but a Rare's Minions

Damage Type: Cold

Health Link

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.

Horde

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.

Illusionist

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.

A possible weakness that can be exploited is that while an illusion is many times less threatening, the effectiveness of affixes that restore a hero's Life does not diminish. A melee hero exploiting this weakness can last long under the effects of Plagued longer than he/she would otherwise. The only drawback to this is if it still proves too powerful on their health, they cannot escape unless done through movement skills.

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

Invulnerable Minions

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This article contains information that is no longer relevant to gameplay, but is kept here for informational purposes.

This trait, which only applied to Rare monsters, granted their minions Invincibility. Note that Invincible minions were only immune to damage; Status Effects could still work on them. When the Rare monster was killed, the minions would have automatically died.


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

Jailer

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. As of the 2.0 patch for Diablo III, Jailer now does a small amount of Arcane damage.

Min. Monster Level: 8.
Available to: All monsters.
Damage Type: Arcane.

Knockback

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 Dampening

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.

Molten

Monsters imbued with the Molten trait are granted additional Fire Damage to their normal attacks. Molten-imbued 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.

Mortar

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.

Nightmarish

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.

Orbiter

Monsters with Orbiter as a trait will occasionally call up a Lightning Globe. This globe will cause smaller, slowly rotating lightning globes that do low damage, but tick very fast. The main globe itself deals more damage.

Available to: All but a Rare's Minions

Damage Type: Lightning

Plagued

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.

Poison Enchanted

Monsters with Poison Enchanted as a trait will periodically summon a group of acidic slimes. These slimes will spread out, leaving poison in the shape of a cross in their wake. Players foolish enough to stand on the poison trails receive fast ticks of damage.

Available to: All but a Rare's Minions

Damage Type: Poison

Reflect Damage

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.

Shielding

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

As of a recent patch, only one member of the pack that possesses this can be under its effects at any time. Also, if there is only one monster alive of the whole pack, this affix is disabled, effectively leaving it with one less affix under its command.

Min. Monster Level: 22.
Available to: All.
Damage Type: N/A.

Teleporter

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.

Thunderstorm

Monsters with Thunderstorm as a trait will periodically call in a storm of Lightning. This will strike the targeted player a couple times in rapid succession, dealing almost impossible to avoid damage.

Available to: All but a Rare's Minions

Damage Type: Lightning

Vampiric

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.

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

Vortex

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.

As of patch 2.0.1 of Diablo III, Vortex now does a small, but unavoidable, amount of Arcane damage.

Min. Monster Level: 8.
Available to: Champion, Rare.
Damage Type: Arcane.

Waller

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.

Waller will be more of a threat to ranged heroes like the Demon Hunters, than melee classes like the Barbarians. The reason for this is that while a Barbarian can just swing through the wall and be able to hit his/her target, the Demon Hunter's projectiles cannot pierce through the wall. This is not to say that Waller is worthless against a melee hero, however; positioned right, retreat is many times more difficult.

As of the Reaper of Souls expansion, walls can be broken through with the assistance of the Legendary Potion drop Bottomless Potion of Kulle-Aid which only drops in Torment I-VI games.

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

Wormhole

Monsters with Wormhole as a trait will occasionally leave two glowing spots of Arcane. Should a player be so foolish (or smart, depending on the situation) as to step on one of these spots, he/she will suffer a small amount of Arcane damage, and appear on the location occupied by the other spot.

Available to: All but a Rare's Minions

Damage Type: Arcane

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