Diablo 3 Elite Monster Affixes List Guide
Diablo 3 Elite Monster Affixes List Guide
Arcane Enchanted – Monsters enchanted with Arcane Enchanted trait deal additional arcane damage, have more arcane resistance and have the ability to summon orbs which fire rotating arcane beams.
Avenger – When a Champion group imbued with Avenger arrives, the death of each group member imbues the remaining Champions with added power as they wreak their frenzied vengeance on the Hero
Desecrator – A monster with Desecrator trait creates a glowing void zone beneath the targeted Hero that 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.
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. The monster also deals additional cold damage and has more cold resist.
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
Jailer – This trait gives monsters the ability to immobilize the Hero in a conjured prison
Knockback – Knockback allows monsters to push back the player a short distance with each connecting blow, whether it be ranged or melee
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. Molten monsters also have increased fire resistance.
Mortar – Monsters with mortar can lob several fireballs that deal splash damage on impact.
Nightmarish – Nightmarish monsters have a chance to fear the player on hit and can be triggered from both melee and ranged attacks
Plagued – Monsters enchanted with Plagued leave pools of poisonous green goo around them for 9 seconds. They deal additional poison damage and have more poison resist.
Reflect Damage – Monsters with Reflect Damage will reflect 10% of the damage they receive back to the attacker.
Shielding – This trait gives the monster a brief period of invulnerability to all forms of damage
Teleporter – Gives the monster the ability to teleport to a nearby location
Thorns – When you strike a Thorns-imbued foe with a melee attack, you suffer automatic damage in return
Vampiric – This trait allows monster to literally feast on the damage they inflict to you by turning it into health for themselves. Life steal amount is 20%.
Vortex – Grants the ability to forcibly pull the player right next to the monster
Waller – Monsters with Waller can summon earthen walls between the player and the monster, or sometimes behind the player to prevent escape. Attacks that are unleashed on the barriers are absorbed; they do not get reflected or ricocheted.
Nice list man
oh right, added thanks :)
forgot reflect damage