Enemies that are Slowed have reduced movement speed.
D4 Slowed
Slow is a form of Crowd Control in both Diablo II and Diablo III, usable by both players and monsters. The general concept is limiting the target’s Movement Speed for a short time. This is most useful to prevent the enemy from escaping their doom, or from chasing down a hero willing to run with their life. It can also be used to kite the enemy without leaving combat, giving the advantage and keeping the victim at safe range.
Chill returns in Diablo IV, as a Sorceress class mechanic, also used to a lesser degree by Rogue. Unlike the previous incarnation, it stacks with every application, until it turns the foe Frozen at 100% slowdown, and after death, shatters them and leaves no corpse.
Alternatively, Sorceress may acquire an Endless Winter talent which adds 30% Critical Hit chance against Chilled and Frozen enemies, but Chill will no longer become Freeze from repeated applications.
Slow Duration Reduction:
- Reduces the duration of incoming Slows.
- Stacks with Control Impaired Duration Reduction.
Bonus Damage vs Slowed Enemies:
- Increases damage dealt to Slowed enemies.
- After fully Staggering a Boss, they are considered affected by all Crowd Control types, including Slow, for the Staggered duration.
- You have +{#} of this stat from items and Paragon.
Lucky Crit Slow:
- You have a base {#} chance to Slow enemies when you Critically Strike them.
- This probability scales with the Skill used and your Lucky Hit Chance Bonus.
Lucky Hit Slow:
- You have a base {#} chance to Slow enemies when you damage them.
- This probability scales with the Skill used and your Lucky Hit Chance Bonus.
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Cold Damage
Cold is one of the types of Elemental Damage. It is unique in that it not only damages targets, but it also often slows enemies. The effect is visible by a blue hue, and is commonly known as Chill. Frozen effect is a more powerful consequence, often added to Cold skills. Usually Cold is associated with colors blue or white.
Chill
Chill is a special form of Slow, triggered by Cold attacks and Cold-related skills only. In both games, any Cold damage may trigger Chill. Chilled targets are blue in color and move (and sometimes attack) much slower. Unlike Freeze that paralyzes the target completely, Chill only slows the victim down. General rule is that a Slow effect applied by a Cold skill will most likely count as Chill. Another way to determine it is to look at the color: blue or light blue coverage (like that of Freeze effect) will mean a definite Chill.
Control Impaired Duration Reduction:
- Reduces the duration of incoming Control Impairing Effects, excluding Knockback.
- These effects include Slow, Immobilize, Stun, Knockdown, Taunt, Fear, Tether, Daze, Chill, and Freeze.
Bonus Critical Strike Damage vs Crowd Controlled Enemies:
- Extra damage granted to Skills when they Critically Strike Crowd Controlled enemies.
- This includes those affected by Slow, Immobilize, Stun, Knockback, Knockdown, Taunt, Fear, Tether, Daze, Chill, or Freeze.
- After fully Staggering a Boss, they are considered affected by all Crowd Control types for the Staggered duration.
- Stacks with your normal Critical Strike Damage Bonus.
Crowd Control Duration Bonus:
- Increases the duration of your outgoing Crowd Control effects, excluding Knockback.
- These effects include Slow, Immobilize, Stun, Knockdown, Taunt, Fear, Tether, Daze, Chill, and Freeze.
Bonus Damage vs Crowd Controlled Enemies:
- Increases damage dealt to Crowd Controlled enemies.
- This includes those affected by Slow, Immobilize, Stun, Knockback, Knockdown, Taunt, Fear, Tether, Daze, Chill, or Freeze.
- After fully Staggering a Boss, they are considered affected by all Crowd Control types for the Staggered duration.
- You have +{#} of this stat from items and Paragon.
Control Impaired Duration Reduction:
- Reduces the duration of incoming Control Impairing Effects, excluding Knockback.
- These effects include Slow, Immobilize, Stun, Knockdown, Taunt, Fear, Tether, Daze, Chill, and Freeze.