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Players can stun bosses and enemies in Path of Exile 2 (PoE 2) to immobilize them momentarily. See what stunning is, the mechanics of stunning, how to stun enemies, what skills and gems that have the Stun tag, the affixes, Uniques, and what Stun is!
List of Contents
Stun refers to a status ailment which immobilizes and interupts enemies or players very briefly. It has a chance to proc on hits and attacks, with higher damage increasing the chances.
Hits against any target have a chance to Stun them, with a stun being more likely the more damage was dealt. Stunning a target interruptes their current action and prevents them from taking another action for a short time.
Physical damage, and player (but not monster) Melee Damage, are each 50% more likely to Stun targets. For players, these bonuses are multiplicative with each other.
All Hits that could potentially influct a Stun also cause Heavy Stun buildup.
Players must buildup and fill the enemy's stun bar to stun or stagger bosses or enemies. Once they do, the enemy becomes momentarily immobilized, allowing players to deal damage or defeat them.
Only applicable to normal map monsters, there is a chance for enemies to be stunned or staggered shortly upon getting hit. Players should note that bosses generally cannot be stunned in this manner and can only be stunned by filling up their Stagger bar.
Stun Mechanics |
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Every enemy and monster in the game has a Stun Meter located below their Health Bar. When players hit enemies, this meter fills up, with the yellow line indicating their current stun buildup. Enemies will be heavy stunned and immobilized briefly when this meter is filled.
Players should note that enemy stun buildup will begin depleting if they do not attack the enemy for approximately eight seconds.
After enemies get heavy stunned, the Stun Meter will start to deplete. The time it takes for the meter to fully deplete shows how long the enemies are stunned or staggered (i.e., Stun Duration).
Additionally, once the enemy is heavy stunned, their stun resistance greatly increases, and the stun buildup indicator turns orange. This state lasts approximately eight seconds and does not end when the enemy's immobilized period is over.
At its core, the amount of stun buildup depends on the damage dealt by an attack, meaning the higher the attack damage a player has, the faster they can fill an enemy's stagger bar.
While every attack can fill up an enemy's Stagger Bar, Physical and Melee attacks or damage increase stun buildup 50% more, making classes like the Warrior or Monk more suitable for stun or stagger mechanics.
List of Classes and Ascendancies
Stun | Heavy Stun | |
---|---|---|
Duration | Shorter | Longer |
Trigger | Random Chance on Hit | Stagger Bar is Filled Up |
While similar, there is a difference between a Stun and a Heavy Stun. Stuns or Staggers last very briefly and have a chance to occur when players hit or attack the enemy. The chances for random staggers depend on the damage of the attack, with higher damage increasing the chances.
Meanwhile, Heavy Stuns last longer than a normal stagger and only occur when an enemy's Stun Meter fills up. The table above summarizes the differences between the two.
Enemy Type | Threshold |
---|---|
Normal | 40% |
Magic | 60% |
Rare | 70% |
Unique | 80% |
Primed for Stun is a unique mechanic that only activates with skills like Staggering Palm and Boneshatter. When enemies are primed for stun, indicated by a white orb on their head, players can immediately heavy stun them with the mentioned skills.
Different enemies get primed for stun at different stun buildups or stagger levels. Listed in the table above are the thresholds per enemy type.
Players can improve their ability to stun enemies and modify stun effects using passive skills, equipment and gems. They can also utilize temporary status ailments like Daze to do so.
Players can increase their stun buildup and modify stun effects through Skills, Equipment, and Gems. For example, passive skills like Breaking Blows and Honourless increase stun buildup and melee damage against heavy stunned enemies.
For Equipment, martial weapons like maces can have modifiers that increase stun buildup and duration. Lastly, Support gems like Overpower or Ruthless increase stun buildup under certain conditions.
In the game, players can inflict a status called Daze, which increases the player's stun buildup by 50% against enemies that have it. As of Early Access, only the Dazing Cry, Break Posture, and Discombobulate support gems grant players the ability to Daze enemies.
Players and enemies have a Stun Threshold stat. For players, this dictates the amount of damage they can take within a brief period before getting stunned. Meanwhile, for enemies, this dictates the amount of damage it takes to fill up their Stun Meter.
Players will notice that different enemies will have different Stun Thresholds and Durations. Generally, the higher the monster rarity, the higher their stun threshold and duration. As such, bosses are typically more difficult to stun but are staggered for longer, unlike normal map monsters.
We're still checking out the Uniques that has this tag! |
We're still checking out the affixes. Please come back for more updates! |
We're still checking out this skill tag. Please come back for more updates! |
We're still checking out this skill tag. Please come back for more updates! |
Passive Skill Tree Guide and List of Passives
Gem | Effects |
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・400% more Stun Buildup ・Explosion radius is 2.5 meters ・Fuse duration is 0.85 seconds ・Blinds enemies and allies |
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Rolling Slam: ・1.5 seconds to Total Attack Time ・While Dual Wielding, both weapons hit with 30% less damage First Slam: ・Attack Damage: 88% ・50% more Stun buildup ・Impact radius is 1.4 metres ・Causes Daze buildup equal to 0-50% of Physical Damage dealt (from Quality) Second Slam: ・Attack Damage: 176% ・Impact radius is 1.8 metres ・Causes Daze buildup equal to 0-50% of Physical Damage dealt (from Quality) |
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・Deals 50-75 Physical Damage ・20% increased Warcry Speed ・200% increased Knockback distancel400% more Stun Buildup ・Knockback enemies on hit ・Hits ignore enemy Physical Damage Reduction ・Empowers the next Melee Slam Attack ・Additional Attack per Endurance Charge consumed ・Warcry radius is 4M |
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None |
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Staggering Palm: ・10 to 16 added Attack Physical Damage ・Can't be Evaded ・+7% to Critical Hit chance ・Buff Duration is 6s Projectile (Quarterstaff): ・Projectiles Pierce all targets Projectile (Unarmed): ・Projectiles pierce all targets ・10 to 16 added Physical damage ・+7% to Critical Hit chance |
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・1 Second to total Attack Time ・30% more Stun Buildup ・Consume Daze on Enemies to Cause 300% more Stun Buildup ・Impact Radius is 2.4 Metres |
Gem | Effects |
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・Supported skills reload automatically on Heavy Stunning an enemy |
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・Supported skills fully break Armour when inflicting a Heavy Stun |
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・Supported skills create an Aftershock when they Heavy Stun an enemy, dealing the same damage to enemies within 1.4 metres |
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・Hits with Supported Skills cause 50% more Stun Buildup. |
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・Supported skills do not cause stun build up ・Physical damage from supported skill is pinning |
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・Supported skills aggravate bleeding on hitting heavy stunned enemies |
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・Every Fifth use of Supported Attacks causes 500% more Stun Buildup. |
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・200% more Stun threshold while using supported skills |
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Support: ・Trigger Wind Wave when Stunned while using supported skills Wind Wave: ・knocks back enemies ・Knock enemies back on hit |
Gem | Effects |
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・+2 Melee strike range ・While Dual Wielding, both weapons hit with 30% less damage ・Cannot cause Stun Buildup |
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・10% more Aura per Valour ・Banner Aura radius is 4 meters ・Banner duration is 6.65s, or until you leave the Aura ・Aura grants 0.17 Flask charges per second ・Aura grants 14% more Stun Threshold and Elemental Ailment Threshold |
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・Enemies in your presence have 18% reduced Elemental Ailment threshold ・Enemies in your presence have 19% reduced Stun threshold |
Glossary and Basic Game Mechanics
Adding to Stat Totals | Aftershocks | Ailment |
Ammunition | Ancestral Boost | AoE |
Arcane Surge | Armour Break | Attack |
Aura | Blind | Block |
Buff | Chaining | Channelling |
Chaos | Chill | Chilled Ground |
Cold | Combo | Concentration |
Corpses | Covered in Oil | Critical Damage Bonus |
Critical Hits | Crossbow Ammunition Skills | Crushing Blows |
Culling Strike | Curse | Damage Conversion |
Damage Gained as Extra X | Daze | Debuff |
Decimating Strike | Detonator | Dexterity |
Dual Wielding | Duration | Effect Consumption |
Empowered Skills | Energy Shield | Evasion |
Exposure | Fire | Flame of Chayula |
Freeze | Grenade | Heavy Stun |
Herald | Hit Damage | Ignite |
Ignited Ground | Intelligence | Jagged Ground |
Knockback | Life Leech | Lightning |
Magic Find | Magnitude | Mark |
Melee | Meta | Minion |
Minion Commands | Nova | Orb |
Payoff | Persistent | Physical |
Pierce | Pinned | Poison |
Primed for Stun | Projectile | Resistance |
Reviving Minions | Shield | Shock |
Shocked Ground | Slam | Spell |
Spirit | Strength | Strike |
Stun | Sustained | Tailwind |
Totem | Travel | Trigger |
Warcry |
Stun Explained: How to Stun Enemies
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