Diablo 4 Immune System & Immunities

D4 Immune System

Immune characters cannot be damaged and all negative effects are removed and prevented.

  • The Knockdown status effect prevents enemies from moving or taking action for a short duration. It can be removed through Unstoppable or Immune effects.
  • The Dazed status effect prevents enemies from attacking or using Skills for a short duration, but does not stop them from moving. It can be removed through Unstoppable or Immune effects.
  • The Tether status effect prevents enemies from walking out from inside of its radius. It can be removed through Unstoppable or Immune effects OR by destroying the target that you are tethered to.
  • The Fear status effect prevents enemies from moving or taking action AND causes the affected target to run away for a short duration. It can be removed through Unstoppable or Immune effects.

Diablo 4 Immune System

Immune usually lasts for a few seconds and during that time you take zero damage.

Immune Skills

NameDescriptionTagsPower NameRewards
Supreme Lacerate

Lacerate's initial strike is guaranteed to Critically Strike and deals x150% increased damage.

Tags: Ultimate, Shapeshifting, Werewolf, Immune, Physical, Damage, Cooldown, Damage Reduction

Druid Lacerate
  • e type: 1
  • max talent ranks: 3
  • power id: 394251
  • power mod hash: 1396581844
  • reward name: Druid Mod Lacerate 02
Prime Lacerate

Each time Lacerate deals a Critical Strike, Heal for 3% Maximum Life.

Tags: Ultimate, Shapeshifting, Werewolf, Immune, Physical, Damage, Cooldown, Damage Reduction

Druid Lacerate
  • e type: 1
  • max talent ranks: 3
  • power id: 394251
  • power mod hash: 2731685673
  • reward name: Druid Mod Lacerate 01
Lacerate

Cooldown: 45 seconds
Lucky Hit Chance: 7% (per hit)
Shapeshift into a Werewolf, become Immune and quickly dash 10 times between enemies in the area dealing up to 400% damage.

Tags: Ultimate, Shapeshifting, Werewolf, Immune, Physical, Damage, Cooldown, Damage Reduction

Druid Lacerate
  • e type: 0
  • max talent ranks: 5
  • power id: 394251
  • power mod hash: 0
  • reward name: Druid Unlock Lacerate
Blood Mist

Cooldown: {24/23.1/22.2/21.48/20.76/20.22/19.68/19.32/18.96/18.6/18.24/17.88/17.7/17.52/17.34/17.16/17.07/16.98/16.89/16.8} seconds
Lucky Hit Chance: 8.733% (per use)
Disperse into a bloody mist, becoming Immune for 3 seconds. Your Movement Speed is reduced by 20% and you periodically deal 1.7% damage to enemies and Heal for {0.5/0.6/0.6/0.7/0.7/0.8/0.8/0.8/0.9/1}% of your Maximum Life.


skill_rankup_desc: Healing {0.5/0.6/0.6/0.7/0.7/0.8/0.8/0.8/0.9/1}% Life
Cooldown {24/23.1/22.2/21.48/20.76/20.22/19.68/19.32/18.96/18.6/18.24/17.88/17.7/17.52/17.34/17.16/17.07/16.98/16.89/16.8} seconds

Tags: Macabre, Blood, Immune, Damage, Physical, Cooldown, Healing, Damage Reduction

Necromancer BloodMist
  • e type: 0
  • max talent ranks: 5
  • power id: 493422
  • power mod hash: 0
  • reward name: Necro Unlock BloodMist
Dreadful Blood Mist

Blood Mist Fortifies you for 0.5% Base Life each time it hits an enemy.

Tags: Macabre, Blood, Immune, Damage, Physical, Cooldown, Healing, Damage Reduction

Necromancer BloodMist
  • e type: 1
  • max talent ranks: 3
  • power id: 493422
  • power mod hash: 1131966355
  • reward name: Necro Mod BloodMist UpgradeA
Ghastly Blood Mist

Blood Mist leaves behind a Corpse every 0.95 second.

Tags: Macabre, Blood, Immune, Damage, Physical, Cooldown, Healing, Damage Reduction

Necromancer BloodMist
  • e type: 1
  • max talent ranks: 3
  • power id: 493422
  • power mod hash: 3040504380
  • reward name: Necro Mod BloodMist UpgradeB
Enhanced Blood Mist

Casting a Skill that Overpowers reduces the cooldown of Blood Mist by 2 seconds.

Tags: Macabre, Blood, Immune, Damage, Physical, Cooldown, Healing, Damage Reduction

Necromancer BloodMist
  • e type: 1
  • max talent ranks: 3
  • power id: 493422
  • power mod hash: 69065474
  • reward name: Necro Mod BloodMist SkillRank
Flame Shield

Cooldown: 20 seconds
Lucky Hit Chance: 35% (per use)
Engulf yourself in flames for {2/2.1/2.2/2.3/2.4/2.5/2.6/2.7/2.8/2.9} seconds, Burning surrounding enemies for {40/44/48/52/56/60/64/68/72/76}% damage per second.

While Flame Shield is active, you are Immune.


skill_rankup_desc: Duration {2/2.1/2.2/2.3/2.4/2.5/2.6/2.7/2.8/2.9}
Burning Damage {40/44/48/52/56/60/64/68/72/76}%

Tags: Defensive, Pyromancy, Immune, Damage, Burn, Cooldown

Sorcerer FlameShield
  • e type: 0
  • max talent ranks: 5
  • power id: 167341
  • power mod hash: 0
  • reward name: Sorc Unlock FlameShield
Deep Freeze

Cooldown: 60 seconds
Lucky Hit Chance: 2% (per hit)
Encase yourself in ice, becoming Immune for 4 seconds, continually dealing 25% damage, and Chilling enemies for 14%. When Deep Freeze expires, it deals an additional 100% damage.

Casting Deep Freeze again ends the effect early.

Tags: Ultimate, Frost, Immune, Chill, Damage, Cold, Cooldown, Crowd Control, Damage Reduction

Sorcerer DeepFreeze
  • e type: 0
  • max talent ranks: 5
  • power id: 291827
  • power mod hash: 0
  • reward name: Sorc Unlock 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
  • e type: 1
  • max talent ranks: 3
  • power id: 291827
  • power mod: Upgrade1
  • power mod hash: 2686060761
  • reward name: Sorc Mod DeepFreeze Upgrade1
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
  • e type: 1
  • max talent ranks: 3
  • power id: 291827
  • power mod: Upgrade2
  • power mod hash: 2686060762
  • reward name: Sorc Mod DeepFreeze Upgrade2
Mystical Flame Shield

You gain 25% Mana Cost Reduction while Flame Shield is active.

Tags: Defensive, Pyromancy, Immune, Damage, Burn, Cooldown

Sorcerer FlameShield
  • e type: 1
  • max talent ranks: 3
  • power id: 167341
  • power mod: UpgradeA
  • power mod hash: 2686060809
  • reward name: Sorc Mod FlameShield UpgradeA
Shimmering Flame Shield

Flame Shield Heals you for 50% of your missing Life.

Tags: Defensive, Pyromancy, Immune, Damage, Burn, Cooldown

Sorcerer FlameShield
  • e type: 1
  • max talent ranks: 3
  • power id: 167341
  • power mod: UpgradeB
  • power mod hash: 2686060810
  • reward name: Sorc Mod FlameShield UpgradeB
Enhanced Flame Shield

Flame Shield grants +25% Movement Speed while active.

Tags: Defensive, Pyromancy, Immune, Damage, Burn, Cooldown

Sorcerer FlameShield
  • e type: 1
  • max talent ranks: 3
  • power id: 167341
  • power mod: SkillRank
  • power mod hash: 2849853803
  • reward name: Sorc Mod FlameShield SkillRank

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Immunities

Immunity refers to a monster or player character being completely impervious to damage of one or more types, or to a specific Crowd Control effect. All attacks that use the specified damage type or apply the effect listed are resolved as normal, with normal chances to hit, but even if they reach the target, they may not affect the target in any way. Unlike Absorption, Immunity to damage also makes the target immune to all secondary effects of the attack prevented, and very often, to Crowd Control effects in general.

Diablo II

Some higher level monsters will have the bonus of Immune to X, with X being a type of damage. These creatures have total immunity to that damage, meaning they will take no damage if hit with that type of attack. The types of immunities found on these monsters are as follows:

  • Immune to Fire
  • Immune to Cold
  • Immune to Lightning
  • Immune to Poison
  • Immune to Magic
  • Immune to Physical

But there is a way to cause damage to these monsters:

Cold, Fire and Lightning immunity can be partially bypassed with the Necromancer’s Lower Resist curse and with the Paladin’s Conviction aura. Poison immunity can be broken only with using Lower Resist. Cold Mastery does not break Cold immunity, however.

Physical immunity can be removed by using the Necromancer’s Amplify Damage curse. This is a good reason for a melee/physical ranged character wanting an item that offers a chance to cast Amplify Damage on hit, as without it, they’re forced to either switch to a skill of a different element, or leave the foe alone altogether. Decrepify also has the same ability, but it is less effective due to its physical damage penalty being lower.

For Undead monsters, Physical Immunity may also be dealt away with using the Sanctuary aura.

All resist lowering skills work with 1/5 effectiveness when breaking an immunity.

Another important information is: Most monster immunities are above 100%.

Lightning Immune is the easiest to break, with its 100-110% resistance. With the conviction aura from infinity it can be pierced.

Fire Immune is a bit harder. It has normally about 110-130% resistance. The Conviction aura from Infinity can’t break these immunities normally, but a paladin with higher Conviction can break these.

Cold Immune is the worst of all. It is commonly over 150% resistance. It is nearly unbreakable with the lowered effectiveness of resistance lowering effects.

Open Wounds will work against physical immune monsters once they have taken damage of any kind.

Monster resistances can be viewed here: .

Diablo III

Immunities return in Diablo III. While monsters very rarely, if ever, have complete immunities to specific damage types, players can become immune to damage using certain skills, like Serenity, or a Shield Pylon. Being immune to damage also makes the character immune to all other harmful effects, and may clear all existing ones, unless specifically stated otherwise.

Partial immunities to specific types of elemental damage can be achieved by wearing protective legendary amulets: Mara’s Kaleidoscope, The Star of Azkaranth, Xephirian Amulet, Countess Julia’s Cameo and Talisman of Aranoch. These, however, do not protect from Crowd Control, only from damage.

Monster affixes and traits of some monster types sometimes allow the monsters to become temporarily immune to all damage or to specific Crowd Control effects. Invigorating Gemstone is a unique method of obtaining permanent immunity to all forms of Crowd Control at once.

Many special effects can also make players or monsters immune to one or more forms of Crowd Control. Such skills may or may not break existing applications of Crowd Control, however.

Players are also completely immune to all forms of harmful effects and damage while on the loading screen.

D4 Guides & Tips