Diablo 4 crowd control, usually called CC, is a type of skill effect that reduces enemy effectivity by disrupting their movement or attacking by either slowing them down, immobilizing them, or rendering them unable to attack. Crowd Control includes Slow, Immobilize, Stun, Knockdown, Taunt, Fear, Tether, Daze, Chill, and Freeze.
Name | Description |
---|---|
Chilled |
Enemies that are Chilled have reduced Movement Speed. Enemies that are repeatedly Chilled become Frozen. |
Dazed | Enemies that are Dazed can't attack or use skills, but can still move. |
Fear | Enemies under Fear are prevented from moving or taking action, and they run away for a short time. Fear can be removed with Unstoppable or Immune effects. |
Frozen | Enemies that are Frozen can't move or attack. Enemies that are repeatedly Chilled can become Frozen. |
Immobilized | Characters that are Immobilized are prevented from moving, but can still attack and use other abilities. |
Knock Backed | Enemies that are Knocked Back are pushed backwards after a successful hit, temporarily removing them from melee range and preventing them from taking any action. |
Knocked Down | Enemies that are Knocked Down are prevented from moving or taking action for a short time. Knockdown can be removed through Unstoppable or Immune effects. |
Slowed | Enemies that are Slowed have reduced movement speed. |
Stunned | Enemies that are Stunned can't attack, use skills, or move. |
Taunt | Enemies that receive a Taunt target the caster for a period of time. |
Tether | Prevents enemies from walking out from inside of the Tether radius. Can be removed through Unstoppable or Immune effects, or by destroying the target tethered to. |
This stat can roll on Amulet and Focus (Sorcerer only). It increases the duration of all Crowd Control effects that you can apply to enemies. These effects include Slow, Chill, Daze, Stun, Freeze, Immobilize, Taunt, and Knock Down.
When Bosses are Staggered, they are considered to have All Crowd Control Effects at once, so they are susceptible to Skills related to Crowd Control when in this state.
In Diablo 4, every class is designed with a good set of options to clear Crowd Control - any issues at lower levels are mitigated at higher levels.
Barbarian may bestow immunity to Crowd Control upon themselves or others, as well as other useful bonuses, via Shouts (working similarly to D2 and D3 skills of the same name).
Most Barbarian skills will only deal Physical damage, but the Barbarian has two distinct specializations, either at Red or Orange skills. Warlord (Red) skills and talents generally aim for defense, party bonuses, tactical damage, Bleeding and opportunity strikes, as well as Crowd Control; while Berserker (Orange) skills go for reckless offense, maximum damage output, self-buffs and speed.
Crowd Control (a.k.a. Control Impairing Effects or Status Effects, often abbreviated as CC) is a common term for all negative effects (other than dealing damage or changing the amount of damage received) that can be placed on players or monsters. The name implies their purpose; they are mostly used to buy the attacker time to deal their own damage (or cover their escape), while preventing numerous or overly strong enemies from offensive actions or normal movement.
Crowd Control is mostly used against hordes of lesser enemies to prevent them from overwhelming the player by number, but is also often utilized against single targets to minimize the danger their attacks pose. It can also be used to finish off an enemy while keeping its allies from intervening. In PvP, Crowd Control is especially important, as players are using more cunning tactics, and their combat potential is affected more by all effects that prevent them from acting normally even for a second.
This stat is found on the Chest and it reduces the duration of Crowd Control effects that enemies apply to you.
Name | Weapon | Requires Level |
---|---|---|
Crude Sapphire |
| 15 |
Chipped Sapphire |
| 20 |
Sapphire |
| 40 |
Flawless Sapphire |
| 50 |
Royal Sapphire |
| 60 |
Name | Icon | How to Get | Category | Class | Bonus | Dungeon |
---|---|---|---|---|---|---|
Aspect of Shared Misery |
| Utility | All | Lucky Hit: When you hit a Crowd Controlled enemy, there is up to a [30-50]% chance for that Crowd Control effect to spread to another unaffected enemy. Allowed Item Types: Helm, Chest Armor, Boots, Gloves, Shield, Amulet (Power increased by 50%). | Oblivion, Hawezar | |
Aspect of the Umbral |
| Resource | All | Restore [1-4] resource of your Primary Resource when you Crowd Control an enemy. Allowed Item Types: Ring. | Champion's Demise, Dry Steppes | |
Cheat's Aspect |
| Defensive | Rogue | You take [15.0-25.0%] less damage from Crowd Controlled enemies. Whenever a Crowd Controlled enemy deals direct damage to you, gain 15%[+] Movement Speed for 2 seconds. Allowed Item Types: Helm, Chest Armor, Pants, Amulet (Power increased by 50%). | Luban's Rest, Scosglen | |
Crashstone Aspect |
| Offensive | Druid | Earth Skills deal [40-50%] more Critical Strike Damage to Crowd Controlled enemies. Allowed Item Types: 1H Weapon, 2H Weapon (Power increased by 100%), Offhand, Gloves, Amulet (Power increased by 50%), Ring. | Stockades, Scosglen | |
Earthguard Aspect |
| Defensive | Druid | Gain [15-25%] bonus amount to your next Earthen Bulwark for each enemy you Crowd Control up to a maximum of 100%. Allowed Item Types: Helm, Chest Armor, Pants, Amulet (Power increased by 50%). | N/A | |
Eluding Aspect |
| Utility | All | Becoming Injured while Crowd Controlled grants you Unstoppable for 4 seconds. This effect has a [40-20] second Cooldown. Allowed Item Types: Helm, Chest Armor, Boots, Gloves, Shield, Amulet (Power increased by 50%). | Caldera Gate, Fractured Peaks | |
Everliving Aspect |
| Defensive | Sorceress | You take [20-25%] less damage from Crowd Controlled or Vulnerable enemies. Allowed Item Types: Helm, Chest Armor, Pants, Amulet (Power increased by 50%). | N/A | |
Exploiter's Aspect |
| Utility | All | You have 20% increased Crowd Control Duration. While enemies are Unstoppable, you deal [20-50%] Allowed Item Types: Helm, Chest Armor, Boots, Gloves, Shield, Amulet (Power increased by 50%). | N/A | |
Smiting Aspect |
| Offensive | All | You have [10-20%] increased Critical Strike Chance against Injured enemies. While you are Healthy, you gain [20- 40%] increased Crowd Control Duration. Allowed Item Types: 1H Weapon, 2H Weapon (Power increased by 100%), Offhand, Gloves, Amulet (Power increased by 50%), Ring. | N/A |
Name | Description | Tags | Power Name | Rewards |
---|---|---|---|---|
Quick Impulses | Reduce the duration of Control Impairing Effects by {6 skill_rankup_desc: Duration Reduction {6 | Tags: Crowd Control | Barbarian Talent Berserker T3 N2 |
|
Fighter's Steel Grasp | If Steel Grasp damages an enemy, gain Berserking for 2 seconds. | Tags: Weapon Mastery, Crowd Control, Damage, Physical, Cooldown | Barbarian SteelGrasp |
|
Warrior's Steel Grasp | Steel Grasp gains 1 additional Charge. | Tags: Weapon Mastery, Crowd Control, Damage, Physical, Cooldown | Barbarian SteelGrasp |
|
Power Leap | If Leap damages at least one enemy, gain 40 Fury. | Tags: Brawling, Crowd Control, Damage, Physical, Cooldown | Barbarian Leap |
|
Mighty Leap | Enemies damaged by Leap are Slowed by 50% for 5 seconds. | Tags: Brawling, Crowd Control, Damage, Physical, Cooldown | Barbarian Leap |
|
Strategic Ground Stomp | Reduce the Cooldown of your Ultimate Skill by 1 second for each enemy damaged by Ground Stomp. | Tags: Defensive, Crowd Control, Damage, Physical, Cooldown | Barbarian GroundStomp |
|
Tactical Ground Stomp | Ground Stomp generates 25 Fury. | Tags: Defensive, Crowd Control, Damage, Physical, Cooldown | Barbarian GroundStomp |
|
Power Kick | If Kick damages an enemy, it consumes all of your Fury and deals an additional 20% damage per 10 Fury spent. Kick no longer Knocks Back enemies. | Tags: Brawling, Crowd Control, Damage, Physical, Cooldown | Barbarian Kick |
|
Mighty Kick | Kicked enemies deal 54% damage to enemies they collide with while being Knocked Back. Enemies damaged this way are Knocked Down for 2 seconds. | Tags: Brawling, Crowd Control, Damage, Physical, Cooldown | Barbarian Kick |
|
Power Charge | Reduce Charge's Cooldown by 3 seconds if it Knocks Back an enemy into terrain. | Tags: Brawling, Unstoppable, Crowd Control, Damage, Physical, Cooldown | Barbarian Charge |
|
Mighty Charge | Damaging enemies with Charge makes them Vulnerable for 2 seconds. | Tags: Brawling, Unstoppable, Crowd Control, Damage, Physical, Cooldown | Barbarian Charge |
|
Tactical Challenging Shout | While Challenging Shout is active, you gain 3 Fury each time you take damage. | Tags: Defensive, Shout, Crowd Control, Damage Reduction, Cooldown | Barbarian ChallengingShout |
|
Strategic Challenging Shout | While Challenging Shout is active, gain Thorns equal to 30% of your Maximum Life. | Tags: Defensive, Shout, Crowd Control, Damage Reduction, Cooldown | Barbarian ChallengingShout |
|
Combat Bash | After Critically Striking 4 times with Bash using a Two-Handed weapon, your next Core or Weapon Mastery Skill will Overpower. | Tags: Basic, Bludgeoning, Fury, Physical, Damage, Crowd Control, Two-Handed | Barbarian Bash |
|
Battle Bash | Damaging a Stunned enemy with Bash generates an additional 3 Fury, or 4 Fury if using a Two-Handed weapon. | Tags: Basic, Bludgeoning, Fury, Physical, Damage, Crowd Control, Two-Handed | Barbarian Bash |
|
Wallop | Your Skills using Bludgeoning weapons deal x{5 skill_rankup_desc: Damage Bonus x{5 | Tags: Vulnerable, Crowd Control, Bludgeoning, Damage | Barbarian Talent 10 |
|
No Mercy | You have +{3 skill_rankup_desc: Critical Strike chance bonus: +{3 | Tags: Critical Strikes, Crowd Control | Barbarian Talent Warlord T4 N2 |
|
Hamstring | Your Bleeding effects Slow enemies by {10 skill_rankup_desc: Slow {10 | Tags: Bleed, Crowd Control | Barbarian Talent Berserker T3 N1 |
|
Concussion | Lucky Hit: Skills using Bludgeoning weapons have up to a {10 skill_rankup_desc: One-Handed Chance {10 | Tags: Crowd Control, Bludgeoning, Two-Handed, Lucky Hit | Barbarian Talent 02 |
|
Supreme Iron Maelstrom | Dealing direct damage to an enemy after swapping weapons reduces Iron Maelstrom's Cooldown by 1 second. | Tags: Ultimate, Crowd Control, Bleed, Damage, Physical, Cooldown, Two-Handed, Bludgeoning, Dual Wield, Slashing | Barbarian IronMaelstrom |
|
Prime Iron Maelstrom | Iron Maelstrom gains +10% increased Critical Strike Chance and deals x20% increased Critical Strike Damage. | Tags: Ultimate, Crowd Control, Bleed, Damage, Physical, Cooldown, Two-Handed, Bludgeoning, Dual Wield, Slashing | Barbarian IronMaelstrom |
|
Iron Maelstrom | Cooldown: 60 seconds | Tags: Ultimate, Crowd Control, Bleed, Damage, Physical, Cooldown, Two-Handed, Bludgeoning, Dual Wield, Slashing | Barbarian IronMaelstrom |
|
Charge | Attack Speed Multiplier: 1.5 skill_rankup_desc: Damage {25 | Tags: Brawling, Unstoppable, Crowd Control, Damage, Physical, Cooldown | Barbarian Charge |
|
Leap | Attack Speed Multiplier: 1.3 skill_rankup_desc: Damage {32.5 | Tags: Brawling, Crowd Control, Damage, Physical, Cooldown | Barbarian Leap |
|
Ground Stomp | Cooldown: {16 skill_rankup_desc: Damage {9.5 | Tags: Defensive, Crowd Control, Damage, Physical, Cooldown | Barbarian GroundStomp |
|
Steel Grasp | Charges: 2 skill_rankup_desc: Damage {23 | Tags: Weapon Mastery, Crowd Control, Damage, Physical, Cooldown | Barbarian SteelGrasp |
|
Kick | Charges: 2 skill_rankup_desc: Charge Cooldown {17 | Tags: Brawling, Crowd Control, Damage, Physical, Cooldown | Barbarian Kick |
|
Challenging Shout | Cooldown: 25 seconds skill_rankup_desc: Damage Reduction {40 | Tags: Defensive, Shout, Crowd Control, Damage Reduction, Cooldown | Barbarian ChallengingShout |
|
Bash | Attack Speed Multiplier: 1.25 skill_rankup_desc: Damage {30 | Tags: Basic, Bludgeoning, Fury, Physical, Damage, Crowd Control, Two-Handed | Barbarian Bash |
|
Enhanced Bash | Damaging a Stunned enemy with Bash grants you 10% Base Life as Fortify. Double this amount when using a Two-Handed weapon. | Tags: Basic, Bludgeoning, Fury, Physical, Damage, Crowd Control, Two-Handed | Barbarian Bash |
|
Enhanced Ground Stomp | Increase Ground Stomp's duration by 1 second. | Tags: Defensive, Crowd Control, Damage, Physical, Cooldown | Barbarian GroundStomp |
|
Enhanced Challenging Shout | While Challenging Shout is active, gain x20% bonus Maximum Life. | Tags: Defensive, Shout, Crowd Control, Damage Reduction, Cooldown | Barbarian ChallengingShout |
|
Enhanced Leap | If Leap doesn't damage any enemies, its Cooldown is reduced by 4 seconds. | Tags: Brawling, Crowd Control, Damage, Physical, Cooldown | Barbarian Leap |
|
Enhanced Charge | Enemies who are Knocked Back into terrain by Charge take 15% damage and are Stunned for 3 seconds. | Tags: Brawling, Unstoppable, Crowd Control, Damage, Physical, Cooldown | Barbarian Charge |
|
Enhanced Steel Grasp | Steel Grasp also makes enemies Vulnerable for 2.5 seconds. | Tags: Weapon Mastery, Crowd Control, Damage, Physical, Cooldown | Barbarian SteelGrasp |
|
Enhanced Kick | Damaging enemies with Kick makes them Vulnerable for 4 seconds. | Tags: Brawling, Crowd Control, Damage, Physical, Cooldown | Barbarian Kick |
|
Nature's Reach | Deal x{3 skill_rankup_desc: Damage Increase x{3 | Tags: Damage, Crowd Control | Druid Talent 06 |
|
Thick Hide | Whenever you are Stunned, Immobilized, or Knocked Down, Fortify for {6.4 skill_rankup_desc: Fortify Amount {6.4 | Tags: Fortify, Crowd Control | Druid Talent 07 |
|
Natural Boulder | While you have any Fortify, Boulder has +20% increased Critical Strike Chance. | Tags: Wrath, Nature Magic, Earth, Physical, Damage, Cooldown, Crowd Control | Druid Boulder |
|
Savage Boulder | Boulder's Critical Strike Chance is increased by +3% each time it deals damage. | Tags: Wrath, Nature Magic, Earth, Physical, Damage, Cooldown, Crowd Control | Druid Boulder |
|
Brutal Poison Creeper | Your Critical Strike Chance is increased by +20% against enemies strangled by Poison Creeper. | Tags: Companion, Poison, Damage, Cooldown, Crowd Control | Druid VineCreeper |
|
Ferocious Poison Creeper | Poison Creeper's active Poisoning duration is increased by 3 seconds. | Tags: Companion, Poison, Damage, Cooldown, Crowd Control | Druid VineCreeper |
|
Savage Trample | Casting Trample grants 20 Spirit. | Tags: Wrath, Shapeshifting, Werebear, Unstoppable, Physical, Damage, Cooldown, Crowd Control | Druid Trample |
|
Innate Cyclone Armor | Enemies Knocked Back by Cyclone Armor become Vulnerable for 3 seconds. | Tags: Defensive, Nature Magic, Storm, Cooldown, Damage, Damage Reduction, Non-Physical, Physical, Crowd Control | Druid CycloneArmor |
|
Poison Creeper | Cooldown: 20 seconds skill_rankup_desc: Passive Damage {36 | Tags: Companion, Poison, Damage, Cooldown, Crowd Control | Druid VineCreeper |
|
Crushing Earth | Earth Skills deal x{5 skill_rankup_desc: Damage Bonus x{5 | Tags: Damage, Crowd Control, Earth, Nature Magic | Druid Talent NatureMagic T2 N2 |
|
Neurotoxin | Poisoned enemies are slowed by {8 skill_rankup_desc: Slow Amount {8 | Tags: Poison, Crowd Control | Druid Talent Shapeshifting T3 N1 |
|
Perfect Storm | Storm Skills that you cast grant 1 Spirit and deal x15% increased damage when damaging a Vulnerable, Immobilized or Slowed enemy. | Tags: Vulnerable, Damage, Spirit, Storm, Crowd Control, Nature Magic | Druid Talent NatureMagic T5 N2 |
|
Earthen Might | Lucky Hit: Damaging enemies with Earth Skills has up to a 5% chance to: | Tags: Critical Strikes, Damage, Spirit, Lucky Hit, Earth, Crowd Control, Nature Magic | Druid Talent NatureMagic T5 N1 |
|
Unrestrained | Reduce the duration of Control Impairing Effects by {3 skill_rankup_desc: Control Impairment Reduction {3 | Tags: Fortify, Life, Crowd Control | Druid Talent 08 |
|
Natural Disaster | Your Earth Skills deal x{4 skill_rankup_desc: Earth Skill Damage x{4 | Tags: Vulnerable, Damage, Crowd Control, Earth, Storm, Nature Magic | Druid Talent NatureMagic T4 N3 |
|
Electric Shock | Lucky Hit: Dealing Lightning damage to enemies has up to a {5 skill_rankup_desc: Immobilize Chance Up to {5 | Tags: Crowd Control, Lightning, Lucky Hit, Damage | Druid Talent NatureMagic T4 N1 |
|
Bad Omen | Lucky Hit: Up to a {10 skill_rankup_desc: Chance Up to {10 | Tags: Vulnerable, Lightning, Damage, Nature Magic, Storm, Lucky Hit, Crowd Control | Druid Talent 14 |
|
Supreme Cataclysm | Lightning strikes from Cataclysm make enemies Vulnerable for 2 seconds. | Tags: Ultimate, Nature Magic, Storm, Lightning, Damage, Cooldown, Crowd Control | Druid Cataclysm |
|
Supreme Petrify | Killing an enemy affected by Petrify grants 25 Spirit. | Tags: Ultimate, Nature Magic, Earth, Crowd Control, Cooldown, Critical Strikes | Druid Petrify |
|
Prime Cataclysm | Cataclysm's duration is increased by 2 seconds. | Tags: Ultimate, Nature Magic, Storm, Lightning, Damage, Cooldown, Crowd Control | Druid Cataclysm |
|
Prime Petrify | Petrify's effect durations are increased by 1 second. | Tags: Ultimate, Nature Magic, Earth, Crowd Control, Cooldown, Critical Strikes | Druid Petrify |
|
Cataclysm | Cooldown: 60 seconds | Tags: Ultimate, Nature Magic, Storm, Lightning, Damage, Cooldown, Crowd Control | Druid Cataclysm |
|
Petrify | Cooldown: 50 seconds | Tags: Ultimate, Nature Magic, Earth, Crowd Control, Cooldown, Critical Strikes | Druid Petrify |
|
Natural Trample | Casting Trample grants 20% Base Life as Fortify. | Tags: Wrath, Shapeshifting, Werebear, Unstoppable, Physical, Damage, Cooldown, Crowd Control | Druid Trample |
|
Preserving Cyclone Armor | Every 10 seconds, Cyclone Armor intensifies, causing incoming damage to grant you 30% Damage Reduction for 2 seconds. | Tags: Defensive, Nature Magic, Storm, Cooldown, Damage, Damage Reduction, Non-Physical, Physical, Crowd Control | Druid CycloneArmor |
|
Trample | Cooldown: 14 seconds skill_rankup_desc: Damage {75 | Tags: Wrath, Shapeshifting, Werebear, Unstoppable, Physical, Damage, Cooldown, Crowd Control | Druid Trample |
|
Cyclone Armor | Cooldown: 18 seconds skill_rankup_desc: Non-Physical Damage Reduction {10 | Tags: Defensive, Nature Magic, Storm, Cooldown, Damage, Damage Reduction, Non-Physical, Physical, Crowd Control | Druid CycloneArmor |
|
Boulder | Attack Speed Multiplier: 1.25 skill_rankup_desc: Damage {33 | Tags: Wrath, Nature Magic, Earth, Physical, Damage, Cooldown, Crowd Control | Druid Boulder |
|
Enhanced Cyclone Armor | Enemies who are Knocked Back by Cyclone Armor are also Slowed by 70% for 2 seconds. | Tags: Defensive, Nature Magic, Storm, Cooldown, Damage, Damage Reduction, Non-Physical, Physical, Crowd Control | Druid CycloneArmor |
|
Enhanced Poison Creeper | Poison Creeper's Immobilize duration is increased by 1 second. | Tags: Companion, Poison, Damage, Cooldown, Crowd Control | Druid VineCreeper |
|
Enhanced Boulder | When Boulder reaches the end of its path, enemies hit are Slowed by 30% for 3 seconds. If Boulder Overpowered, enemies are Stunned for 4 seconds instead. | Tags: Wrath, Nature Magic, Earth, Physical, Damage, Cooldown, Crowd Control | Druid Boulder |
|
Enhanced Trample | Trample deals x150% bonus damage. This bonus is reduced by x50% for each enemy hit after the first. | Tags: Wrath, Shapeshifting, Werebear, Unstoppable, Physical, Damage, Cooldown, Crowd Control | Druid Trample |
|
Corpse Tendrils | Cooldown: {11 skill_rankup_desc: Damage {20 | Tags: Corpse, Corruption, Cooldown, Damage, Crowd Control, Physical | Necromancer CorpseTendrils |
|
Horrid Decrepify | When you or your Minions hit an enemy afflicted with Decrepify below 10% Life, they are instantly killed. Does not work on Bosses. | Tags: Curse, Corruption, Crowd Control, Essence, Damage Reduction | Necromancer Decrepify |
|
Blood Wave | Cooldown: 50 seconds | Tags: Ultimate, Blood, Damage, Cooldown, Crowd Control, Physical | Necromancer BloodWave |
|
Prime Blood Wave | Blood Wave Slows enemies by 50% for 4 seconds. | Tags: Ultimate, Blood, Damage, Cooldown, Crowd Control, Physical | Necromancer BloodWave |
|
Terror | Darkness Skills deal x{3 skill_rankup_desc: Bonus Darkness Damage vs. Slowed x{3 | Tags: Crowd Control, Damage, Shadow, Darkness, Minion | Necromancer Talent Caster T2 N1 |
|
Supreme Blood Wave | Blood Wave leaves behind 3 Blood Orbs as it travels. | Tags: Ultimate, Blood, Damage, Cooldown, Crowd Control, Physical | Necromancer BloodWave |
|
Decrepify | Essence Cost: 10 skill_rankup_desc: Slow {40 | Tags: Curse, Corruption, Crowd Control, Essence, Damage Reduction | Necromancer Decrepify |
|
Abhorrent Decrepify | Lucky Hit: Enemies hit while afflicted with Decrepify have up to a 15% chance to reduce your active Cooldowns by 1 second. | Tags: Curse, Corruption, Crowd Control, Essence, Damage Reduction | Necromancer Decrepify |
|
Blighted Corpse Tendrils | Corpse Tendrils has a 30% chance to drop a Blood Orb when damaging enemies. | Tags: Corpse, Corruption, Cooldown, Damage, Crowd Control, Physical | Necromancer CorpseTendrils |
|
Plagued Corpse Tendrils | Enemies damaged by Corpse Tendrils are made Vulnerable for 3 seconds. | Tags: Corpse, Corruption, Cooldown, Damage, Crowd Control, Physical | Necromancer CorpseTendrils |
|
Crippling Darkness | Lucky Hit: Darkness Skills have up to a 15% chance to Stun for {1 skill_rankup_desc: Stun Duration {1 | Tags: Crowd Control, Darkness, Lucky Hit | Necromancer Talent Caster T1 N2 |
|
Enhanced Decrepify | Lucky Hit: Enemies hit while afflicted with Decrepify have up to a 10% chance to be Stunned for 2 seconds. | Tags: Curse, Corruption, Crowd Control, Essence, Damage Reduction | Necromancer Decrepify |
|
Enhanced Corpse Tendrils | Enemies who are in range of Corpse Tendrils are Slowed by 50% before being Pulled. | Tags: Corpse, Corruption, Cooldown, Damage, Crowd Control, Physical | Necromancer CorpseTendrils |
|
Smoke Grenade | Cooldown: 15 seconds skill_rankup_desc: Daze Duration {4 | Tags: Subterfuge, Daze, Grenade, Crowd Control, Cooldown | Rogue SmokeBomb |
|
Caltrops | Charges: 2 skill_rankup_desc: Damage {40 | Tags: Agility, Trap, Crowd Control, Damage, Physical, Cooldown | Rogue Caltrops |
|
Disciplined Caltrops | You have +5% Critical Strike Chance against enemies inside your Caltrops. Double this amount against Vulnerable enemies. | Tags: Agility, Trap, Crowd Control, Damage, Physical, Cooldown | Rogue Caltrops |
|
Cold Imbuement | Cooldown: 13 seconds skill_rankup_desc: Chill Amount {25 | Tags: Imbuement, Chill, Damage, Cold, Cooldown, Crowd Control, Imbueable | Rogue ColdImbue |
|
Puncture | Generate Combo Point: 1 skill_rankup_desc: Damage {21 | Tags: Basic, Marksman, Crowd Control, Critical Strikes, Damage, Physical | Rogue Puncture |
|
Primary Puncture | Every 3rd cast of Puncture will also ricochet up to 2 times. Critical Strikes will always ricochet. | Tags: Basic, Marksman, Crowd Control, Critical Strikes, Damage, Physical | Rogue Puncture |
|
Mixed Cold Imbuement | Cold Imbued Skills deal x20% damage to Crowd Controlled enemies. Double this bonus against Frozen enemies. | Tags: Imbuement, Chill, Damage, Cold, Cooldown, Crowd Control, Imbueable | Rogue ColdImbue |
|
Methodical Caltrops | Caltrops now deals Cold damage and Chills enemies for 20% per second. | Tags: Agility, Trap, Crowd Control, Damage, Physical, Cooldown | Rogue Caltrops |
|
Trap Mastery | When Poison Trap or Death Trap activates, you gain +{4 skill_rankup_desc: Critical Strike Chance +{4 | Tags: Vulnerable, Crowd Control, Critical Strikes, Trap | Rogue Talent 01 |
|
Frigid Finesse | You deal x{5 skill_rankup_desc: Chilled Damage Bonus x{5 | Tags: Chill, Frozen, Crowd Control, Damage | Rogue Talent Cunning T4 N1 |
|
Momentum | Cutthroat Skills grant a stack of Momentum for 8 seconds if they either: | Tags: Frozen, Daze, Cutthroat, Crowd Control, Damage, Energy, Damage Reduction, Movement | Rogue Talent Cunning T5 N2 |
|
Concussive | After Knocking Back or Knocking Down an enemy, you gain +{4 skill_rankup_desc: Critical Strike Chance +{4 | Tags: Crowd Control, Critical Strikes | Rogue Talent Discipline T3 N4 |
|
Shadow Crash | Lucky Hit: Shadow damage has up to a 10% chance to Stun for {0.5 skill_rankup_desc: Stun Duration {0.5 | Tags: Crowd Control, Shadow, Lucky Hit | Rogue Talent 02 |
|
Close Quarters Combat | Damaging a Close enemy with Marksman or Cutthroat Skills each grant a +10% Attack Speed bonus for 8 seconds. | Tags: Marksman, Cutthroat, Crowd Control, Attack Speed, Damage | Rogue Talent Discipline T5 N1 |
|
Fundamental Puncture | Puncture now throws 3 blades in a spread, each dealing 35% of its Base damage. Hitting an enemy with at least 2 blades at once makes them Vulnerable for 2 seconds. | Tags: Basic, Marksman, Crowd Control, Critical Strikes, Damage, Physical | Rogue Puncture |
|
Subverting Smoke Grenade | If an enemy is Vulnerable, Slowed, or Chilled then Smoke Grenade will Daze them for x20% longer. | Tags: Subterfuge, Daze, Grenade, Crowd Control, Cooldown | Rogue SmokeBomb |
|
Countering Smoke Grenade | Lucky Hit: Dealing direct damage to enemies affected by Smoke Grenade has up to a 25% chance to reduce its Cooldown by 1 second, or by 3 seconds instead if the enemy is Vulnerable. | Tags: Subterfuge, Daze, Grenade, Crowd Control, Cooldown | Rogue SmokeBomb |
|
Blended Cold Imbuement | Lucky Hit: Critical Strikes with Cold Imbued Skills have up to a 20% chance to instantly Freeze enemies for 3 seconds. | Tags: Imbuement, Chill, Damage, Cold, Cooldown, Crowd Control, Imbueable | Rogue ColdImbue |
|
Exposure | Lucky Hit: Dealing direct damage to an enemy affected by a Trap Skill has up to a 25% chance to: | Tags: Trap, Grenade, Damage, Physical, Cooldown, Crowd Control, Lucky Hit | Rogue Talent Cunning T5 N1 |
|
Chilling Weight | Chilled enemies have their Movement Speed further reduced by up to {10 skill_rankup_desc: Movement Speed Reduction {10 | Tags: Chill, Crowd Control, Movement | Rogue Talent 03 |
|
Trick Attacks | When you Critically Strike a Dazed enemy they are Knocked Down for {0.5 skill_rankup_desc: Knock Down Duration {0.5 | Tags: Daze, Crowd Control, Critical Strikes | Rogue Talent 04 |
|
Enhanced Puncture | Gain 2 Energy when Puncture damages a Crowd Controlled enemy. | Tags: Basic, Marksman, Crowd Control, Critical Strikes, Damage, Physical | Rogue Puncture |
|
Enhanced Caltrops | Enemies take x3% increased damage from you each second they are in Caltrops. | Tags: Agility, Trap, Crowd Control, Damage, Physical, Cooldown | Rogue Caltrops |
|
Enhanced Smoke Grenade | Enemies affected by Smoke Grenade take x15% increased damage from you. | Tags: Subterfuge, Daze, Grenade, Crowd Control, Cooldown | Rogue SmokeBomb |
|
Enhanced Cold Imbuement | Lucky Hit: Cold Imbued Skills have up to a 30% chance to make enemies Vulnerable for 3 seconds. | Tags: Imbuement, Chill, Damage, Cold, Cooldown, Crowd Control, Imbueable | Rogue ColdImbue |
|
Rapid Gambits | Your Evade Cooldown is reduced by {0.5 skill_rankup_desc: Cooldown Reduction {0.5 | Tags: Daze, Crowd Control, Cooldown, Search_Evade | Rogue Talent 06 |
|
Frost Nova | Cooldown: {24 skill_rankup_desc: Cooldown {24 | Tags: Defensive, Frost, Frozen, Crowd Control, Cooldown | Sorcerer FrostNova |
|
Blizzard | Mana Cost: 40 skill_rankup_desc: Damage {#} | Tags: Mastery, Frost, Chill, Damage, Cold, Mana, Crowd Control | Sorcerer Blizzard |
|
Frozen Orb | Mana Cost: 40 skill_rankup_desc: Shards Damage {31.7 | Tags: Core, Frost, Chill, Damage, Cold, Crowd Control, Mana | Sorcerer FrozenOrb |
|
Deep Freeze | Cooldown: 60 seconds | Tags: Ultimate, Frost, Immune, Chill, Damage, Cold, Cooldown, Crowd Control, Damage Reduction | Sorcerer DeepFreeze |
|
Prime Deep Freeze | When Deep Freeze ends, gain 10% of your Base Life as a Barrier for 6 seconds for each enemy you Froze while it was active. | Tags: Ultimate, Frost, Immune, Chill, Damage, Cold, Cooldown, Crowd Control, Damage Reduction | Sorcerer DeepFreeze |
|
Supreme Deep Freeze | When Deep Freeze ends, your Non-Ultimate Cooldowns are reduced by 50%. | Tags: Ultimate, Frost, Immune, Chill, Damage, Cold, Cooldown, Crowd Control, Damage Reduction | Sorcerer DeepFreeze |
|
Hoarfrost | You deal x{3 skill_rankup_desc: Chilled Damage x{3 | Tags: Chill, Frozen, Damage, Crowd Control | Sorcerer Talent 01 |
|
Shatter | After Freeze expires, enemies explode for 25% of the damage you dealt to them while Frozen. | Tags: Frozen, Crowd Control, Damage | Sorcerer Talent Cold T3 N1 |
|
Shocking Impact | Every time you Stun an enemy, you deal {15 skill_rankup_desc: Damage {15 | Tags: Damage, Crowd Control, Lightning | Sorcerer Talent Lightning T2 N1 |
|
Arc Lash | Attack Speed Multiplier: 1.25 skill_rankup_desc: Damage {42 | Tags: Basic, Shock, Damage, Lightning, Crowd Control | Sorcerer ArcLash |
|
Crippling Flames | Lucky Hit: Your Pyromancy Skills have up to a {5 skill_rankup_desc: Lucky Hit Chance {5 | Tags: Healthy, Lucky Hit, Crowd Control, Pyromancy | Sorcerer Talent 08 |
|
Frost Bolt | Attack Speed Multiplier: 1.25 skill_rankup_desc: Damage {35 | Tags: Basic, Frost, Chill, Damage, Cold, Crowd Control | Sorcerer FrostBolt |
|
Flickering Arc Lash | Gain +6% Movement Speed for 5 seconds per enemy hit with Arc Lash, up to +18%. | Tags: Basic, Shock, Damage, Lightning, Crowd Control | Sorcerer ArcLash |
|
Mage's Blizzard | When cast above 50 Mana, Blizzard's duration is increased by 4 seconds. | Tags: Mastery, Frost, Chill, Damage, Cold, Mana, Crowd Control | Sorcerer Blizzard |
|
Flickering Frost Bolt | Frost Bolt makes Frozen enemies Vulnerable for 3 seconds. | Tags: Basic, Frost, Chill, Damage, Cold, Crowd Control | Sorcerer FrostBolt |
|
Mystical Frost Nova | Frost Nova makes enemies Vulnerable for 4 seconds, increased to 6 seconds against Bosses. | Tags: Defensive, Frost, Frozen, Crowd Control, Cooldown | Sorcerer FrostNova |
|
Destructive Frozen Orb | Frozen Orb's explosion restores 5 Mana when hitting a Frozen enemy. | Tags: Core, Frost, Chill, Damage, Cold, Crowd Control, Mana | Sorcerer FrozenOrb |
|
Greater Frozen Orb | Frozen Orb's explosion has a 25% chance to make all enemies hit Vulnerable for 2 seconds. Frozen Orb always makes Frozen enemies Vulnerable. | Tags: Core, Frost, Chill, Damage, Cold, Crowd Control, Mana | Sorcerer FrozenOrb |
|
Shimmering Frost Nova | Frost Nova generates 4 Mana per enemy hit. | Tags: Defensive, Frost, Frozen, Crowd Control, Cooldown | Sorcerer FrostNova |
|
Glinting Frost Bolt | Frost Bolt generates 4 Mana when hitting Chilled or Frozen enemies. | Tags: Basic, Frost, Chill, Damage, Cold, Crowd Control | Sorcerer FrostBolt |
|
Wizard's Blizzard | While you have an active Blizzard, your Core Skills cost 10% less Mana. | Tags: Mastery, Frost, Chill, Damage, Cold, Mana, Crowd Control | Sorcerer Blizzard |
|
Glinting Arc Lash | Hitting a Stunned enemy with Arc Lash reduces your Cooldowns by 0.15 seconds. | Tags: Basic, Shock, Damage, Lightning, Crowd Control | Sorcerer ArcLash |
|
Snap Freeze | Lucky Hit: Frost Skills have up to a {3 skill_rankup_desc: Chance {3 | Tags: Frozen, Lucky Hit, Crowd Control, Frost | Sorcerer Talent Cold T1 N2 |
|
Cold Front | While you have a Barrier active, you apply x{8 skill_rankup_desc: Chill x{8 | Tags: Barrier, Chill, Crowd Control | Sorcerer Talent Cold T2 N1 |
|
Convulsions | Lucky Hit: Shock Skills have up to a {3 skill_rankup_desc: Chance {3 | Tags: Shock, Lucky Hit, Crowd Control | Sorcerer Talent Lightning T2 N2 |
|
Devouring Blaze | You deal x{10 skill_rankup_desc: Critical Strike Damage x{10 | Tags: Damage, Burn, Critical Strikes, Crowd Control | Sorcerer Talent Fire T2 N3 |
|
Enhanced Frost Bolt | Frost Bolt has a 15% chance to explode on Chilled enemies, hitting surrounding enemies. Chance increased to 100% against Frozen enemies. | Tags: Basic, Frost, Chill, Damage, Cold, Crowd Control | Sorcerer FrostBolt |
|
Enhanced Arc Lash | If Arc Lash's initial swipe Critically Strikes, it swipes an additional time. | Tags: Basic, Shock, Damage, Lightning, Crowd Control | Sorcerer ArcLash |
|
Enhanced Frozen Orb | When cast above 50 Mana, Frozen Orb's explosion damage is increased by x30%. | Tags: Core, Frost, Chill, Damage, Cold, Crowd Control, Mana | Sorcerer FrozenOrb |
|
Enhanced Frost Nova | Killing enemies Frozen by Frost Nova reduces its Cooldown by 1 seconds, up to 4 seconds per cast. | Tags: Defensive, Frost, Frozen, Crowd Control, Cooldown | Sorcerer FrostNova |
|
Enhanced Blizzard | Blizzard deals x25% increased damage to Frozen enemies. | Tags: Mastery, Frost, Chill, Damage, Cold, Mana, Crowd Control | Sorcerer Blizzard |
|
Image | Name | Category | Slot | Classes | Uniques Description |
---|---|---|---|---|---|
Hellhammer | Two-Handed Mace | Main Hand | Druid, Barbarian | 500 Item Power. 702 Damage Per Second
| |
Greatstaff of the Crone | Staff | Main Hand, Off-Hand | Druid | 500 Item Power. 702 Damage Per Second
| |
Howl from Below | Gloves | Hands | Necromancer | 500 Item Power. 250 Armor
| |
Asheara's Khanjar | Dagger | Main Hand, Off-Hand | Rogue | 500 Item Power. 350 Damage Per Second
| |
Cowl of the Nameless | Helm | Head | Rogue | 500 Item Power. 625 Armor
| |
Staff of Endless Rage | Staff | Main Hand, Off-Hand | Sorcerer | 500 Item Power. 702 Damage Per Second
| |
Staff of Lam Esen | Staff | Main Hand, Off-Hand | Sorcerer | 500 Item Power. 702 Damage Per Second
| |
Penitent Greaves | Boots | Feet | All | 500 Item Power. 250 Armor
| |
The Butcher's Cleaver | Axe | Main Hand, Off-Hand | Druid, Barbarian | 500 Item Power. 350 Damage Per Second
|
In the original Diablo, only two forms of Crowd Control existed (three if hit animation counts, i.e. microstun, although that is a property of any attack, not a specific trait or skill, and four if one counts the Hellfire-only spells):
Diablo II added more forms, used by both players and monsters, but removed the Stone Curse and Berserk, replacing them with similar, but different mechanics:
In Diablo III, all of the effects listed above, except Stone Curse/Berserk and Dim Vision, are used, many of them altered compared to Diablo II, one new effect was added, and one was cut prior to release:
Some monsters may be partially or completely immune to some (or even all) forms of Crowd Control, most notably the Bosses being immune to Charm, Knockback and Confusion.
Also, in Diablo III monsters have the so-called Crowd Control Resistance for balancing reasons. Each form of Crowd Control has its own resistance, so using one type will not dampen the effectiveness of others.
This makes it very hard to control the monster continuously. Monster CC resistance stacks up to a maximum of 95%. In addition, very large monsters are generally immune to Knockback. Both Elites and normal monsters can build resistance to crowd control.
Some monsters are so protected against crowd control effects that very few, if any at all, work on them. Great examples of this could be the Treasure Goblins, and most bosses. For encounters like these, little more than directly damaging the foes will suffice. Other bosses may be affected by certain types of crowd control, or summon regular monsters who are vulnerable to those. Juggernaut Elites are also immune to Crowd Control, at the cost of taking more damage and moving slower.
Players may build up their own CC resistance as well, by stacking the corresponding stat (reduces duration of control impairing effects). This stat can roll up to 40% per item at level 70. It can be stacked all the way up to 100% (though legitimately obtainable maximum is 99.26%), where the effects become nearly unnoticeable. This, however, is multiplicative; as the Nephalem adds to this protection, they will find that its aid weakens. The diminishing returns are calculated as follows: having two items that each increase CC resistance by 40% will grant a total of 64% protection, not 80%, as the total duration of a CC effect would be (1 — 0.4) x (1 — 0.4) = 0.36 = 36%.
Some skills and/or items (for example, Invigorating Gemstone and Bottomless Potion of the Unfettered) may even make players completely immune to some or all forms of CC effects, such as the Cannot Be Frozen affix that allows ignoring Freeze effects. Morphing skills (Barbarian’s Wrath of the Berserker, Crusader’s Akarat’s Champion, Demon Hunter’s Vengeance, Wizard’s Archon and the Monk’s Epiphany) also make the player briefly immune to all forms of CC. In addition, some skills may break one, several or all Crowd Control effects that are already applied to the player character.
Items | |
---|---|
Skills | |
Guides |