PoE chance to Freeze Craft Recipe

Crafting Recipes Cost Unlock Locations Description Prefix /
Suffix
Item Classes NPC
(60–64)% increased Cold Damage
(21–24)% chance to Freeze
3x Orb of Alchemy Unveil Cold Damage and Chance to Freeze – Rank 1 Chosen, Prefix, Global Two Hand Melee Jun
(65–72)% increased Cold Damage
(25–28)% chance to Freeze
3x Chaos Orb Unveil Cold Damage and Chance to Freeze – Rank 2 Chosen, Prefix, Global Two Hand Melee Jun
(73–80)% increased Cold Damage
(29–34)% chance to Freeze
8x Chaos Orb Unveil Cold Damage and Chance to Freeze – Rank 3 Chosen, Prefix, Global Two Hand Melee Jun
(36–41)% increased Cold Damage
(13–15)% chance to Freeze
3x Orb of Alchemy Unveil Cold Damage and Chance to Freeze – Rank 1 Chosen, Prefix, Global One Hand Melee, One Hand Ranged Jun
(42–50)% increased Cold Damage
(16–17)% chance to Freeze
3x Chaos Orb Unveil Cold Damage and Chance to Freeze – Rank 2 Chosen, Prefix, Global One Hand Melee, One Hand Ranged Jun
(51–60)% increased Cold Damage
(18–20)% chance to Freeze
8x Chaos Orb Unveil Cold Damage and Chance to Freeze – Rank 3 Chosen, Prefix, Global One Hand Melee, One Hand Ranged Jun

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Freeze (known in status as Frozen) is an elemental ailment associated with cold that slows action speed by 100%, completely preventing the target from moving, attacking, or using any skills. It is possible to counteract this effect with flasks containing the ‘of Heat’ suffix, and the Unstoppable passive node. Acceleration Shrines and Tailwind cannot be used to overcome this slow.

A hit of damage that has a chance to freeze is capable of inflicting freeze. Critical strikes inherently have a 100% chance to freeze. By default, only cold damage can inflict freeze, but certain equipment can alter the default behavior, such as The Three Dragons, which change what damage types can inflict freeze.

Base freeze duration is 0.06 seconds for every 1% of the target’s maximum life (before party scaling) dealt by cold damage, up to a maximum of 50% (3 seconds). Freezes with a duration smaller than 0.3 seconds are discarded, effectively requiring a hit of 5% enemy life: As an example, a mob with approximately 20 000 000 life requires a single hit of at least 1 000 000 cold damage to cause the minimal freeze duration of 0.3 seconds.

Freeze duration can be increased (and therefore, minimum hit damage decreased) by freeze and ailment duration modifiers.

When a target is frozen, it is also considered chilled, unless the damage that caused the freeze can’t also chill. As the target becomes unfrozen, the chill will remain on the target for an additional duration of 0.3 seconds.

The Temporal Chains curse slows timers but does not affect duration stats, which means it does not count toward the 0.3 second minimum, but it will cause the “real duration” of freeze to be longer.

Non-unique enemies that are killed while frozen shatter into pieces. They will still leave loot, but most other on-death effects are suppressed, including:

  • Leaving a corpse. This prevents raising or exploding the corpse. Furthermore, there is no corpse to transfer status ailments with Elemental Proliferation Support.
  • Taking on a secondary form, such as the Shield Crab.
  • Spines shot by the Porcupine Goliath.

These on-death effects are not suppressed:

  • Spawning enemies, such as with Fracturing enemies.
  • On-death explosions, such as those from a Tormented Martyr.
  • Zombies spreading tar.

Kills from damage over time will not shatter enemies. Only hits can cause shatter. Culling strike is recommended for damage over time builds that are able to freeze enemies to be able to shatter enemies.

Item with mods Cannot be Frozen means 100% chance to avoid being Frozen.

Monsters with the mod Cannot be fully Slowed can be Frozen, but the Action Speed reduction will be capped at a certain amount. The monster will still be considered Chilled and Frozen for any modifiers relying on those ailments.

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