Taunt causes an affected enemy to focus aggro – spells, attacks and movement – on the character that inflicted it for 3 seconds. Taunted enemies deal 10% less damage to targets that aren't the source of the taunt (including in PvP). Taunt immediately expires when the character that applied it dies.
When multiple players are taunting the same enemy, the first person to taunt takes aggro. The targeted player can maintain aggro indefinitely as long as it maintains its taunt on the target.
Taunt does not cause The Shaper, The Elder, each Guardian of the Void, and Elder Guardians to retarget.
The monster will be Taunted, and unless the monster has a chance to ignore Fleeing, it will Flee. Taunt does not prevent Fleeing - Taunt prevents targeting objects other than you (they effectively become invisible to the taunted enemy). Fleeing from you is an action that targets you, not something else.
The following skill gems are related to Taunt:
Gem | Level |
---|---|
Ancestral Cry | 16 |
Battlemage's Cry | 24 |
Decoy Totem | 1 |
Enduring Cry | 10 |
General's Cry | 24 |
Infernal Cry | 24 |
Intimidating Cry | 10 |
Rallying Cry | 24 |
Seismic Cry | 16 |
Summon Stone Golem | 34 |
The following support gems are related to Taunt:
Gem | Level |
---|---|
Meat Shield Support | 31 |
How exactly does taunt operate on a monster? Does it mean the next hit will be directed towards the taunter? Or all hits over the duration of the taunt?
While taunted, a monster's AI cannot consider any object as a potential target except the taunter.
Is there a Taunt cool-down period?
Previously, some unique monsters (act bosses and map bosses) that were taunted gained immunity to further taunts for 9 seconds. This was removed as part of the 2.3.0 Taunt rework. There is now no such mechanic used.
Is there a radius limitation on the Taunt effect? Does the taunter have to be within a certain distance for the taunted monster to target the taunter?
No. However, if the taunter is outside the monster's aggro radius, they're an invalid target, meaning the monster has no targets to choose from (since objects that aren't the taunter can't be targeted).
When totems taunt (chieftain passive), do they become the target, or does the player (since totems represent players in certain ways)?
The totem is a separate object from the player. If the totem taunts an enemy, the totem is the taunt target.
If the new taunt mechanics where others take reduced damage applies to Stone Golem and Decoy Totem. If they taunt, do I take the 10% less damage?
Yes, from the taunted enemies.
How is the target priority of enemy monsters determined when there is no taunt involved? Like for instance when there are 3 people entering a room with monsters, how do they monsters decide who to attack? Is it fully deterministic or does it use "randomness" to choose target?
Depends on the monster's AI.
What happens if you have 100% chance to flee and 100% chance to taunt?
The monster will be Taunted, and unless the monster has a chance to ignore Fleeing, it will Flee. Taunt does not prevent Fleeing - Taunt prevents targeting objects other than you (they effectively become invisible to the taunted enemy). Fleeing from you is an action that targets you, not something else.
The following item skills are related to Taunt:
The following base items are related to Taunt:
Item | Stats | |
---|---|---|
Basalt Flask | 40 | Taunts nearby Enemies on use |
Mechalarm Belt | 56 | Trigger Level 20 Summon Taunting Contraption when you use a Flask |
The following unique items are related to Taunt:
Item | Base Item | Stats | |
---|---|---|---|
Al Dhih | Timeworn Claw | 26 | +19 Life gained for each Enemy hit by Attacks(100-120)% increased Physical Damage 3% of Physical Attack Damage Leeched as Life Enemies Taunted by your Warcries Explode on death, dealing 8% of their maximum Life as Chaos Damage 25% increased Warcry Buff Effect Warcry Skills' Cooldown Time is 4 seconds |
Redblade Banner | Painted Tower Shield | 35 | +(20-30) to maximum Life(80-100)% increased Armour +(50-60) to maximum Life 20% increased Taunt Duration +5% Chance to Block 50% increased Warcry Cooldown Recovery Rate Warcries have infinite Power |
Redblade Band | Unset Ring | 44 | Has 1 SocketSocketed Golem Skills have 25% chance to Taunt on Hit Socketed Golem Skills have Minions Regenerate 5% of Life per second +3 to Level of Socketed Golem Gems +(30-40) to Strength (20-30)% increased Fire Damage +(30-40) to maximum Life |
Siegebreaker | Heavy Belt | 44 | +(25-35) to Strength(6-10)% increased maximum Energy Shield (6-10)% increased maximum Life +(17-23)% to Chaos Resistance Minions have 5% chance to Taunt on Hit with Attacks Your Minions spread Caustic Ground on Death, dealing 20% of their maximum Life as Chaos Damage per second |
Replica Allure | Vaal Claw | 66 | 2% of Physical Attack Damage Leeched as Life(110-130)% increased Physical Damage Adds (15-20) to (30-40) Physical Damage (8-12)% increased Attack Speed Gain +50 Life when you Taunt an Enemy You gain Onslaught for 1 seconds on Killing Taunted Enemies Enemies Taunted by you take 10% increased Damage |
The following passive skills are related to Taunt:
Name | Stats |
---|---|
Natural Authority | 30% increased Warcry Buff Effect Enemies Taunted by your Warcries take 6% increased Damage |
The following Ascendancy passive skills are related to Taunt:
Ascendancy Class |
Name | Stats |
---|---|---|
Ascendant |
Champion | Your Hits permanently Intimidate Enemies that are on Full Life 100% chance to Taunt on Hit Enemies Taunted by you take 10% increased Damage Melee Hits have 50% chance to Fortify 15% increased effect of Non-Curse Auras from your Skills |
Champion |
Armour and Evasion, Taunt Duration | 15% increased Evasion Rating and Armour 20% increased Taunt Duration |
Champion |
Conqueror | 100% chance to Taunt on Hit 10% reduced Damage taken if you've Taunted an Enemy Recently Enemies Taunted by you deal 20% less Damage with Hits and Ailments against other targets |
Champion |
Worthy Foe | Enemies Taunted by you take 20% increased Damage Enemies Taunted by you cannot Evade Attacks |