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Diablo 3

Elite Monster Attribute Meanings

A lot of Elite mobs in Diablo 3 such as the Champions, Rares, and Minions can have special attributes that gives them special abilities. This will appear under their names like this:

Arcane Enchanted

Or a mob could have more than one special ability, such as:

A dedicated Diablo 3 player should study these attributes so you will know how to counter them while playing. So here they are:

  • Arcane Enchanted - Mobs deal additional arcane damage and also can cast arcane beams that swirl around doing a lot of damage, so be sure to avoid them!
    Arcane Beams
  • Avenger - Only appears on champion monsters over level 51. When a Champion group imbued with Avenger arrives, the death of each group member infuses the remaining Champions with additional powers.
  • Desecrator - A monster with Desecrator trait creates a glowing void zone beneath the targeted Hero that. The void zone deals damage to any Hero near it.
  • Electrified - A monster with the Electrified trait has higher lightning resistance, deals additional lightning damage and discharges sparks across the floor in random directions when stuck. When the monster dies it leaves an electric ball that will continue to generate sparks for a short time.
  • Extra Health - This trait bestows the imbued monster with extra HP.
  • Fast - This makes monsters run, attack and cast magic faster.
  • Fire Chains - Champion backs are attached by a fire chain. The Hero suffers damage if he touches or even gets near one of the fire links.
    Fire Chains
  • Frozen - Monster with the Frozen affix can summon frost orbs that grow and eventually explode causing cold damage and applying a Chill and a Freeze debuff.
  • Health Link - Health Link reduces the amount of damage taken by the champion with that trait by linking his HP to that of all other Health Link champions in the area.
  • Horde - Horde increases the squad of minions that spawn with a rare monster, crowding the battlefield.
  • Illusionist - The Illusionist trait imbues a creature with the ability to create dangerous clones of itself.
  • Invulnerable Minions - Monsters imbued with this trait arrive with a squad of indestructible puppet minions and an expanded heath pool. Its health is increased by 50%. The minions are immune to all forms of damage. Only crowd-control skills work on them. Killing the parent monster automatically terminates the minions.
  • Jailer - This trait gives monsters the ability to immobilize the Hero in a conjured prison. The effect is brief, but long enough to make you an easy target. Each attack by the Jailer has a 25% chance to cast this on you. Dashing strike lets you move, but does not free you. Spirit walk will however set you free.
    immobilized by Jailer
  • Knockback - Knockback allows monsters to push back the player a short distance with each connecting blow, whether it be ranged or melee. After the initial effect, it applies a "Slowed" debuff slowing the players movement. Knockback can interrupt channeled spells.
  • Missile Dampening - Creatures imbued with the trait generate a reddish sphere around themselves. Any projectile entering this sphere moves 50% slower than normal.
  • Molten - Monsters that spawn with this trait deal extra fire damage. In addition, they leave trailing pools of lava that deal fire damage over time. Any non-minion monster killed with this trait leaves a time bomb that will explode after 3 seconds, dealing large amounts of fire damage. The explosion from bomb can be blocked.
  • Mortar - Monsters with mortar can lob several fireballs that deal splash damage on impact. Only can occur on mobs over level 22.
  • Nightmarish - Nightmarish monsters have a chance to fear the player on hit and can be triggered from both melee and ranged attacks.  The "Feared" debuff lasts for 3 second during which the player runs uncontrollably in a random direction. A skull icon appears above the player's head indicating the applied debuff.
  • Plagued - Monsters enchanted with Plagued leave pools of poisonous green goo around them for 9 seconds. If a player is standing in the pools, they will gain a stackable debuff that deals damage over time. This can only occur on mobs over level 14.
    Plagued with green goo
  • Shielding - This trait gives the monster a brief period of invulnerability to all forms of damage. This can only occur on mobs over level 22.
  • Teleporter - Gives the monster the ability to teleport to a nearby location.
  • Reflect Damage - When you strike a Thorns-imbued foe with a melee attack, you suffer automatic damage in return. This only occurs on mobs over level 26.
  • Waller - Monsters with Waller can summon earthen walls that are indestructible between the player and the monster, or sometimes behind the player to prevent escape. These walls only last a few seconds.
  • Vampiric - This trait allows monster to literally feast on the damage they inflict to you by turning it into health for themselves. When facing Vampiric mobs, I would dismiss your follower, and use kiting methods to kill them so they cant regain health back.
  • Vortex - Grants the ability to forcibly pull the player right next to the monster. It can be especially deadly for range characters and also interrupts any channeled abilities even at point-blank range. The monster does not need to have line of sight and there is no maximum range. Minions with Vortex ability cannot execute the skill however. The ability itself doesn't inflict damage.

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Diablo 3 Sitemap:

General Guides:
Diablo 3 Basic Monster List
How to use a PS3 Controller to Play Diablo 3
Templar, Scoundrel, and Enchantress FAQ
List of Legendary Items in Diablo 3
General Weapon and Item Stats Guide
Elite Monster Attribute Meanings
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Monk Tanking Tips for Hell Difficulty
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