How Stun works
Default1.5 seconds
Longer duration winsYes
Short re-stunDoes not replace longer stun
The affected enemy cannot act for a fixed duration. The default is 1.5 seconds, while named abilities may last longer.
Items that use Stun
| Item | Classification | Relevant effect or role |
|---|---|---|
Amulet of Storms | Epic | +25 Magic , +4 Mana Regen , +25 Starting Mana On cast, remove 30 Frost from each enemy with 30 or more Frost to Stun those enemies for 2 seconds. |
Relics that use Stun
| Relic | Classification | Relevant effect or role |
|---|---|---|
Frost Ascendancy | Epic | Quest: Inflict 800 Frost . Reward: The first time each enemy reaches 75 Frost , Stun them for 2 seconds. |
Tank's Absolution Engine | Legendary | Heroes gain 60 Defense . Every 8 times a Tank is auto attacked , Stun that attacking enemy for 1.5 seconds. |
Trigger Synchrony Activator | Epic | Every 3 Stall triggers, Stun all enemies for 2 seconds. Every 3 Rush triggers, Stun all enemies for 2 seconds. |
Heroes that create or scale Stun
| Hero | Classification | Relevant effect or role |
|---|---|---|
Ming | Vanguard | Each second, inflict 1 per 650 Max Health Burn on adjacent enemies. For Rush ( 5 ), double the Burn . |
Niklas | Vanguard | When Niklas survives combat, consume the item in his left-most item slot. Permanently gain 100 % of its stats and gain Shards equal to 80 % its value . For Rush ( 14 ), auto attacks inflict 1 (+ 1 per 500 Max Health ) Burn per equipped item. |
Ratna | Mage | Conjure celestial magic to deal 190 + 150 | 250 | 450 | 750% Magic damage. On kill, permanently gain 10 (+10 per rank ) Magic . On Crit, Stun all enemies for .5 (+.5 per rank ) seconds. |
Rowan | Vanguard / Tank | After Stall ( 10 ), gain 2 (+ 1 per 100 Max Health , + 1 per 15 Defense ) HP/S . |
Enemies related to Stun
| Enemy | Classification | Relevant effect or role |
|---|---|---|
Spider | Ranged | Inflict 25% Crit Poison on the farthest enemy and Stun them for 2 Seconds. Spiders start with 50 % Mana . |
Mushroom Tank | Melee | Deal 100 (+ 150% Attack ) damage and Stun all adjacent enemies for 2 seconds. |
Forest Golem | Melee | Deal 150 (+ 150% Magic ) damage and Stun all adjacent enemies for 2.5 seconds. |
How to use Stun in a run
Stun is most valuable when it interrupts an opening threat or buys enough time for a first cast, not merely when it adds raw duration.
- Check the trigger condition.Range, Crit, cast, target, Rush, Stall, and quest requirements decide whether the effect appears at all.
- Check the first application.Timing can matter more than the final stack count, especially against an opening threat.
- Separate trigger from amplifier.Confirm the team can create the effect before buying equipment that only improves it.










