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Hit points:
Minions: |
x2 (Normal) x1.75 (Nightmare) x1.5 (Hell) |
Champion: |
x3 (Normal) x2.5 (Nightmare) x2 (Hell) |
Unique: |
x4 (Normal) x3 (Nightmare) x2 (Hell) |
Level:
Champion: |
+2 |
Unique and minions: |
+3 |
Experience:
Berserker: |
x5 |
Other Champions: |
x3 |
Unique and minions: |
x5 |
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- Ignores Target Defense only applies to any minions.
- -% Target Defense from items is 100% effective.
- Only minions can be frozen: Champion and Unique can only be chilled.
- Only 10% chance of applying stun length to Champion and Unique, but there are no further penalties: they will be stunned for the full length.
- AI cannot be altered directly, although that of any minions can.
When a random Champion or Unique pack spawns there is 20% chance that it will be Champion.
Champions spawn in groups of 2-4: all but one are always Champion, with the remaining having an equal chance of being Champion, Berserker, Fanatic,
Ghostly or Possessed.
+% Damage from Champion bonuses is halved when applied to Willowisp melee physical damage due to a now undocumented change in 1.13.
If the following spawn as Champions, any minions receive the hit point and level bonuses of minions: Fallen, Fallen Shaman, Scarab Demon, Fetish, Blow Pipe Fetish, Fetish Shaman, Siege Beast and Overseer.
Champions:
+90/75/66% Damage in Normal/Nightmare/Hell
+67/56/49% Attack Rating in Normal/Nightmare/Hell
+20 Movement speed
Ghostly:
+90/75/66% Damage in Normal/Nightmare/Hell
+67/56/49% Attack Rating in Normal/Nightmare/Hell
+33-50% Cold Damage
Set to Damage Resist 80%: Immune to Physical Ghostly Champions will still display Immune to Physical, but they have actually been set to DR 80% nonetheless.
Fanatics:
+90/75/66% Damage in Normal/Nightmare/Hell
+67/56/49% Attack Rating in Normal/Nightmare/Hell
+100 Movement speed
-70% Defense
Berserkers:
+270/225/198% Damage in Normal/Nightmare/Hell
+270/225/198% Attack Rating in Normal/Nightmare/Hell
75%/62.5%/50% Base life in Normal/Nightmare/Hell (1/4 Champion life)
Possessed:
+90/75/66% Damage in Normal/Nightmare/Hell
+67/56/49% Attack Rating in Normal/Nightmare/Hell
600%/500%/400% Base life in Normal/Nightmare/Hell (2x Champion life)
+20 Movement speed
Cannot be cursed (although Battle Cry and Cloak of Shadows still apply)
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When a random Champion or Unique pack spawns there is 80% chance that it will be Unique.
Unique spawns with 3-6 minions, whose AI can be altered.
All permitted bonuses have an equal chance of selection, and are applied in displayed order.
Resist % bonuses are only applied when this does not result in a third immunity or increase one of two or more existing immunities.
Specific bonuses for each Unique type:
Aura:
Aura Enchanted Monsters may have the following Auras:
Might (at monlvl/6), Holy Fire (at monlvl/6), Blessed Aim (at monlvl/5), Holy Freeze (at monlvl/7), Holy Shock (at monlvl/8), Conviction (at monlvl/8), and finally Fanaticism (at monlvl/8)
All Auras have minimum level 1
Holy Shock cannot be selected at mlvl <20
Fanaticism only applies party +% Damage to Unique
Cursed:
Unique has 75% chance to cast level (mlvl/5)+1 Amplify Damage when target is hit by an attack or a missile originating from the Unique. |
Cold Enchanted:
Cold Minimum Damage: |
+66% damage |
Cold Maximum Damage: |
+100% damage |
Cold Length: |
Cold Length: 4+(mlvl x0.2) seconds |
Cold Resist: |
+75% |
If dead, launch a level (mlvl/2) coldunique nova
In Nightmare and Hell, Minions gain +33-50% Cold Damage. Minions always apply same cold length as Unique (although only missile attacks may apply cold length in Normal) |
Extra Fast:
+100 movement speed for Unique and Minions |
Fire Enchanted:
Fire Minimum Damage: |
+66% damage |
Fire Maximum Damage: |
+100% damage |
Fire Resist: |
+75% |
Unique explodes upon death, applying equal parts physical and fire damage based on a percentage of the maximum base life of a normal monster of the Unique level:
Normal: a combined total of 11.25-18.75% is applied within a 2 2/3 yard radius
Nightmare: a combined total of 7-11.66% is applied within a 3 1/3 yard radius
Hell: a combined total of 0.75-1.25% is applied within a 4 yard radius
In Nightmare and Hell, Minions gain +33-50% Fire Damage
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Lightning Enchanted:
Lightning Minimum Damage: |
+66% damage |
Lightning Maximum Damage: |
+100% damage |
Lightning Resist: |
+75% |
If Unique is hit or put into hit recovery, 8 level (mlvl/2) lightunique bolts are released, each applying (2*lvl)-1 lightning damage.
Leapers cannot spawn Lightning Enchanted
In Nightmare and Hell, Minions gain +33-50% Lightning Damage.
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Magic Resistant:
Bonuses are applied individually in the following order if Resist <100%:
Cold Resistance: |
+40% |
Fire Resistance: |
+40% |
Lightning Resistance: |
+40% |
Cannot be randomly selected in Normal
Mana Burn:
Mana Minimum Damage: |
+66% damage |
Mana Maximum Damage: |
+100% damage |
Magic Resist: |
+20% |
In Nightmare and Hell, Minions gain +33-50% Mana Damage.
Difficulty level penalties to Resist % apply, so mana damage is 40% higher in Nightmare and 100% higher in Hell.
Due to a bug, mana damage is multiplied by 256 when applied by a melee attack.
Multishot:
Triples the number missiles released by the Unique when applicable (cannot be selected for all monster types, and does not apply to all missiles).
Spectral Hit:
Bonuses are applied individually in the following order if Resist <75%:
Cold Resist: |
+40% |
Fire Resist: |
+40% |
Lightning Resist: |
+40% |
Pick from Magic, Fire, Lightning, Cold and Poison and do: |
Element Minimum Hit: |
+66% damage |
Element Maximum Hit: |
+100% damage |
Cold or Poison Length is 1.6 seconds |
Stone Skin:
Damage Resist: |
+50% |
Base Defense |
x2 |
Any % Defense is applied after base defense is doubled |
Extra Strong:
Unique:
+135/112/99% Damage in Normal/Nightmare/Hell
+90/75/66% Attack Rating in Normal/Nightmare/Hell
Minion:
+67/56/49% Damage in Normal/Nightmare/Hell
+45/37/33% Attack Rating in Normal/Nightmare/Hell
+% Damage is halved when applied to Willowisp melee physical damage due to a now undocumented change in 1.13.
Teleport:
When (health < 30%) or (ranged monster & someone is close), teleport. Also, if (health < 30%) add some hit points to health.
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