Dodge - Path of Exile

How to Prevent the hit?

  1. Evasion of attacks.
  2. Dodge and Spell dodge.

Dodge is a layer of defence that provides a chance to prevent damaging hits. The defence order is: Evasion -> Dodge -> Block.

PoE Dodge Mechanics

Whether a character dodges a hit is determined by their chance to dodge, which is capped at 75%. Dodge is rolled randomly each time the character would be hit. On a successful dodge, the character does not take the hit. For this reason, dodge is handled before block and avoidance, both of which provide a chance to mitigate the damage of hits rather than preventing them outright. Dodge is not affected by the enemy’s accuracy.

In the following example, the Chance to Dodge Speslls is 47%.

Dodge Mechanics

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Dodge Keystone: Acrobatics

The only source of dodge is the Acrobatics keystone, which provides a chance to dodge spell hits by converting spell suppression into spell dodge.

  • Modifiers to Chance to Suppress Spell Damage instead apply to Chance to Dodge Spell Hits at 50% of their value
  • Maximum Chance to Dodge Spell Hits is 75%

Dodge Keystone: Acrobatics

Dodge 3.16 Removed

Remove Dodge entirely and review certain powerful mechanics like Blind (and Fortify for non-melee characters). Improve almost every other scalable defence type significantly to make them more powerful. This includes Armour, Evasion, Energy Shield Recovery and Spell Block.

Convert existing sources of Dodge and Spell Dodge to Spell Suppression or replace them with other bonuses.

Spell Suppression is designed as the Dexterity character's best answer to spells. In general, Spell Suppression gives easier access and more reliable spell damage mitigation for Dexterity characters without reliance on specific uniques. It's also much more reliable than Spell Dodge, but has a lower maximum. There will be a few specialised ways to invest in increasing the spell damage suppressed to reward high investment if you want to further protect yourself from spell hits.

  • Spell Suppression will be found on various Passive Skills in the Evasion areas of the Passive Skill Tree.
  • The Evasion Wheel at the centre of the Passive Skill Tree no longer provides Accuracy, but provides a combo of Evasion and chance to Suppress Spells instead.
  • New Suffix modifiers have also been added to all Evasion Armours that can roll modifiers that grant a chance to Suppress Spell Damage. Body Armours and Shields in particular can roll larger values of these modifiers.
  • New Keystone Passive Skill added to the centre of the tree called Magebane: Dexterity provides no inherent bonus to Evasion Rating. You gain a 1% Chance to Suppress Spell Damage per 15 Dexterity.
  • Vaal Grace no longer has 24-34% Chance to Dodge Attack Hits or Spell Hits. Instead, it now has +15% Chance to Evade Attack Hits, and “Suppressed Spell Damage dealt to you is Unlucky”.
  • Additional chance to Evade modifiers were discontinued from all Rare modifiers, passives and Pantheon powers as their values were generally too low or felt out of place and so that Vaal Grace could provide a very large value of this stat.
  • Change Elusive to provide 15% chance to Avoid Damage from Hits, instead of it's old Dodge-related stats.
  • Change Wind Dancer to further improve high Evasion builds rather than reducing Evade chance, but making it riskier if you're not Evading attacks a lot. It now gives 20% less Attack Damage taken if you haven't been Hit by an Attack recently, and 40% more Evasion Rating and 20% more Attack Damage taken if you have been Hit, so it's better for Evasion characters that have a high Evasion Rating and bad for characters that are being hit a lot. It has no interaction with Spells now, to focus its interaction on Evasion.
  • Acrobatics has been redesigned. It no longer has any of it's old properties, but now changes any modifiers to Spell Suppression into Spell Dodge at 50% of it's value. The intention is that Acrobatics is the only source in the entire game for Spell Dodge, for characters who would like to benefit from that playstyle still. Spell Dodge is still capped at 75%, and the Keystone Passive will specifically mention this.
  • The Perfect Form: Now grants 80-100% increased Evasion Rating (previously 30-50%), 70-100 Life (previously 50-80), and 10-15% increased Dexterity (previously 5-10%). Now grants Acrobatics instead of Phase Acrobatics.
  • Three-step Assault: Now grants 30% chance to Avoid Elemental Ailments while Phasing. This affects existing items, though they have a value of 10%. Existing items can be updated with a Divine Orb.
  • Omeyocan: Now grants 10% increased Evasion per 500 Mana. This affects existing items, though they have 2% increased Evasion per 500 Mana. Existing items can be updated with a Divine Orb.
  • White Wind: Now grants 30-40% chance to Suppress Spell Damage while your Off Hand is empty. This affects existing items, though they have values of 15-25%. Existing items can be updated with a Divine Orb.
  • Precursor Emblem: Now grants 1% chance to Suppress Spell Damage per Endurance/Frenzy/Power charge.
  • The Green Nightmare: Now causes Passives granting Cold Resistance or all Elemental Resistance to also grant Chance to Suppress Spell Damage at 50% of its value. This affects existing items, though they have a value of 35%. Existing items can be updated with a Divine Orb.
  • Timeless Passives that granted Spell Dodge now grant a chance to Suppress Spell Damage.
  • Small Cluster Jewels that granted 1% Dodge now grants 2% chance to Suppress Spell Damage.
  • Hit and Run Cluster Jewel Notable: Now grants 6% chance to Suppress Spell Damage if you've Hit an enemy recently.
  • Untouchable Cluster Jewel Notable: Now grants 6% chance to Suppress Spell Damage.
  • Elegant Form Cluster Jewel Notable: Now grants 6% chance to Suppress Spell Damage.
  • Darting Movement Cluster Jewel Notable: Now grants 8% chance to Suppress Spell Damage while moving.
  • Darkray Vectors: Now grant 10% increased Evasion Rating per Frenzy Charge. Existing items instead have 2% chance to Suppress Spell Damage per Frenzy Charge, and cannot be updated with a Divine Orb.
  • The Watcher’s Eye modifier which previously granted chance to Dodge Attack Hits while affected by Grace now provides 12-15% chance to Suppress Spell Damage while affected by Grace. Existing items can be updated with a Divine Orb.
  • The Watcher’s Eye modifier which previously granted chance to Dodge Spell Hits while affected by Haste now provides 5-8% chance to Suppress Spell Damage while affected by Haste. Existing items can be updated with a Divine Orb.
  • Quickening Covenant: Now has 20-24% chance to Suppress Spell Damage.
  • Conqueror's Longevity: Now has 5% chance to Suppress Spell Damage and 10% Life Recovery from Flasks (previously 8%). Existing items will have 3% chance to Suppress Spell Damage. A Divine Orb can be used to update the Life Recovery value.
  • Assailum: Now grants 14-20% chance to Suppress Spell Damage while Channelling. This change affects existing items.
  • Hyrri's Ire: Now grants 30% chance to Suppress Spell Damage. This change affects existing items.
  • Oskarm: Now grants 10-12% chance to Suppress Spell Damage. This affects existing items, though they have values of 7-8%.
  • Bloodbond grants 12-15% chance for Minions to Suppress Spell Damage. This affects existing items, though they have values of 6-10%, which can be updated with a Divine Orb.
  • Quartz Flask: Now grants 10% chance to Suppress Spell Damage.
  • The Boot Enchant that granted a chance to Dodge Spell Hits if you’ve taken Spell Damage recently now grants a chance to Suppress Spell Damage if you’ve taken Spell Damage recently.
  • The Snowblind Grace: Now grants 20% chance to Suppress Spell Damage, and 80-100% increased Evasion Rating (previously 30-50%). Existing items will have the chance to Suppress Spell Damage, with a value of 10%.
  • Atziri's Step: Now grants 20-26% chance to Suppress Spell Damage. This affects existing items, though they have values of 21-24%.
  • Evasion/Energy Shield base type Shields that had a 2% chance to Dodge Attacks or Spells now have a 3% chance to Suppress Spell Damage. A Blessed Orb can be used on existing items to obtain this new value.
  • Evasion/Energy Shield base type Shields that had a 4% chance to Dodge Attacks or Spells now have a 5% chance to Suppress Spell Damage. A Blessed Orb can be used on existing items to obtain this new value.
  • Hinekora's Sight: Now has 600-1000 Accuracy and Evasion, and prevents +3% of Suppressed Spell Damage. Existing items have a 12-20% chance to Suppress Spell Damage, and cannot be updated with a Divine Orb.
  • Incursion modifiers that provided Movement Speed and chance to Dodge Attack Hits/Spell Hits instead now grant Movement Speed and chance to Avoid Bleeding/Poison.
  • Ascent from Flesh: Now grants 30% increased Evasion while Phasing. This affects existing items, though they have a value of 6%. Existing items can be updated with a Divine Orb.
  • Timeless Passives that granted Attack Dodge now grant a chance to Avoid Elemental Ailments.
  • Daresso's Defiance: Now grants 180-220% increased Armour and Evasion (previously 160-200%). No longer grants Dodge, this affects existing items. Existing items can update the increased Armour and Evasion values using a Divine Orb.
  • The Blade Flurry Helmet Enchantment that granted chance to Dodge Attack Hits now grants +1 Maximum Stages. This affects existing items
  • The Charged Dash Helmet Enchantment that granted a chance to Dodge Attack Hits now grants +4/+6 to Radius if you have finished Channelling Charged Dash recently. This affects existing items.
  • The Boot Enchantment that granted a chance to Dodge Attack Hits if you’ve taken a Critical Strike recently now grants reduced Extra Damage taken from Critical Strikes if you’ve taken a Critical Strike recently.
  • Maraketh Swords now have 15%/20% chance to Maim on Hit, instead of 4%/6% Dodge. A Blessed Orb can be used on existing items to obtain this new value.
  • Saving Kraityn in the “Deal with the Bandits” Quest now grants 10% chance to Avoid Elemental Ailments as a reward.
  • The Upgraded Soul of Lunaris Pantheon no longer grants 5% chance to Dodge Attack and Spell Hits if you've been Hit Recently. It now grants 6% reduced Elemental Damage Taken if Hit Recently.
  • Phase Acrobatics no longer exists.
  • Map Modifiers that granted increased Accuracy Rating to Monsters and made Player chance to Dodge Unlucky have been replaced with ones that reduce the amount of Suppressed Spell Damage Prevented by a percentage for Players.
  • Many other smaller changes on top of those noted above to improve specific items, Passives, and Skills.

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