PoE 2 Ailments Explained — Ignite, Freeze, Shock, Bleed & Poison (0.2.0)

Ailment Overview (0.2.0)
| Ailment | Damage Type | Mechanic | Charm to Counter Incoming | Scaling Stat |
|---|---|---|---|---|
| Ignite | Fire | Fire DoT equal to a % of igniting hit's fire damage over 4 seconds | Ruby Charm (ignite removal) | Fire damage, DoT multiplier |
| Freeze | Cold | Stops all action; duration scales with overkill cold damage | Sapphire Charm (freeze removal) | Cold damage, freeze threshold |
| Chill | Cold | Reduces action speed by up to 30% | Sapphire Charm partially handles | Cold damage, chill effect scaling |
| Shock | Lightning | Target takes up to 50% more damage from all sources | Topaz Charm (shock removal) | Lightning damage, shock effect |
| Bleed | Physical | Physical DoT that ramps when target moves; stacks | Antidote Charm (bleed removal) | Physical damage, bleed multiplier |
| Poison | Chaos | Chaos DoT; multiple Poisons stack independently | Amethyst Charm (poison removal; verify in-game name) | Chaos damage, DoT multiplier |
| Brittle | Cold (secondary) | Increases your crit chance against the Brittle target | N/A — applied to enemies, not you | Cold damage, brittle effect scaling |
Ignite — Fire Damage Over Time
Ignite is a Fire ailment applied by fire damage hits above a minimum damage threshold. When a hit Ignites a target, it deals Fire Damage Over Time equal to a percentage of the igniting hit's fire damage over a 4-second duration. Multiple hits can re-apply Ignite, but only the highest-damage Ignite is active on a target at any one time — stacking Ignites does not add their values together as Poison does.
Ignite scales with fire damage modifiers, DoT multipliers, and the fire damage of the initial hit. Larger hits apply stronger Ignites — which means a Fireball with stacked fire damage + crit creates a tougher base Ignite than spamming a low-damage skill. Infernalist Witch is the natural Ignite ascendancy in 0.2.0: it scales fire damage, has Pyromantic Pact freeing mana for spell casts, and Demon Form (life-fueled spell stacks) amplifies Ignite ceiling further.
Ignite proliferation — Ignites spreading to nearby enemies when an Ignited target dies — is a passive cluster you take on the tree (and/or via specific support gems). Combined with Herald of Ash (real PoE 2 Herald that creates an Ash explosion on overkill fire kills), Ignite Infernalist builds turn map clear into a chain reaction.
Freeze & Chill — Cold Control Ailments
Freeze is the most powerful crowd control ailment in PoE 2. A Frozen target cannot move, attack, or use skills. Freeze duration scales with overkill cold damage: the more cold damage the freezing hit deals above what was needed to kill the target, the longer the Freeze lasts. Bosses have higher Freeze thresholds, but even a half-second Freeze creates breathing room.
Chill is a lesser cold ailment that reduces action speed by up to 30% (proportional to how much cold damage the chilling hit dealt relative to target's max life). Any cold hit below the Freeze threshold applies Chill instead. It is a free passive defensive layer for cold builds.
Brittle is a secondary cold ailment that increases YOUR critical strike chance against the Brittle target. It is less common than Freeze or Chill but very powerful for crit-based cold builds. The Invoker Monk's cold infusion paths into Brittle-applying nodes, creating a rotation where Chill stacks into Brittle which amplifies critical hits which apply more cold which deepens Chill.
Shock — The Universal Damage Amplifier
Shock is the most universally powerful offensive ailment in PoE 2. A Shocked target takes increased damage from ALL sources — not just lightning — by a magnitude scaling from 5% to 50% based on how much lightning damage the shocking hit dealt relative to target max life. A hit dealing 1% of the target's max life applies minimum Shock; a hit dealing 10%+ caps it at 50%.
Because Shock amplifies all damage types, it benefits melee, bow, spell, and DoT builds equally. Many builds invest in a single secondary lightning skill or aura purely to maintain Shock on bosses. The Invoker Monk's Lightning infusion excels at Shock application because Tempest Flurry's rapid hit frequency builds Shock magnitude quickly. Mercenary Witchhunter with Galvanic Shards (chained lightning bolts) is another natural Shock applier.
Curses that increase Shock effect or apply a minimum Shock are real in PoE 2 and a common buy for any boss-focused build — verify the current curse name in 0.2.0 against poe2db.tw before claiming a specific name, as GGG has renamed several curse skills between patches.
Bleed & Poison — Damage Over Time Stacking
Bleed is a Physical ailment applied by physical damage hits. Bleed stacks are fully additive — multiple Bleeds active simultaneously each deal their own damage. However, Bleed deals INCREASED damage while the target is moving (the move multiplier is significant). Bosses that stand still during phases take reduced Bleed damage during those moments. Warrior Earthshatter / Stampede builds are natural bleed appliers.
Poison is a Chaos ailment applied by physical or chaos hits. Like Bleed, Poison stacks — each separate Poison application deals Chaos DoT independently and accumulates. High-stack-count Poison (20+ Poisons on a single target) deals astronomical sustained damage on bosses with long fights. The most effective Poison appliers in PoE 2 0.2.0 are the Mercenary's Gas Grenade (which leaves a poison cloud that detonates for lightning when hit by Voltaic Grenade) and the Huntress's spear skills with chaos infusion. Witch's Contagion + Essence Drain combo is the chaos-DoT equivalent (a damage-over-time chaos archetype) — verify whether it scales as Poison stacks or as a flat DoT in current patch.
Poison and Bleed are the two ailments that benefit most from raw attack speed / cast speed scaling because each new hit applies a new independent ailment stack — twice the casts per second equals twice the stacks per second.
Which Ailment Should You Build Around?
- Build Ignite if: you play Infernalist Witch or any fire spellcaster — scales very well with fire damage and DoT multiplier investment.
- Build Freeze/Chill if: you play Invoker Monk cold infusion, Sorceress cold archetype (Ice Nova / Comet / Cold Snap), or any cold caster — best crowd control for solo play.
- Build Shock if: every build benefits from Shock on bosses — include one lightning skill or shock-applying source in every build's boss rotation. Witchhunter Mercenary with Galvanic Shards is a natural fit.
- Build Bleed if: you play Warrior with physical slam skills (Earthshatter, Stampede) — Bleed stacking deals enormous sustained DPS on bosses through their movement phases.
- Build Poison if: you play Mercenary with grenade chains (Gas + Voltaic detonation), Huntress with chaos-infused spear skills, or Witch with Contagion + Essence Drain — Poison stacking is the highest single-target DPS ceiling with maximum investment.
- Brittle is a bonus effect, not a primary build focus — it accrues on cold-focused builds without dedicated investment.
Frequently asked questions
Can a target have multiple ailments at once?
Yes. Targets can have all six ailments simultaneously. Bleed and Poison stack in multiple independent applications. Ignite, Freeze, Chill, Shock, and Brittle only have one instance active at a time but can coexist with each other. A boss can be simultaneously Shocked, Ignited, Chilled, and Bleeding.
Does Shock work on all bosses?
Most bosses can be Shocked, but the Shock effect is smaller against high-HP bosses because Shock magnitude scales with lightning damage relative to target max life. To guarantee a minimum Shock on bosses, many builds use a curse skill or a passive that grants a base Shock effect independent of hit damage — verify the current curse name in 0.2.0 against poe2db.tw before purchasing.
Does Bleed deal damage to bosses that are standing still?
Yes, but reduced. Bleed deals base damage while the target is stationary and INCREASED damage while the target is moving. Bosses that stand still during attack phases take base bleed damage during those moments and amplified bleed damage during movement phases. For mostly-stationary bosses, Poison or Ignite are more consistent DoT picks.
What is the highest Shock magnitude possible?
The base Shock cap is 50% increased damage taken. Certain passive nodes and unique items can raise this cap further. The typical build target is maintaining maximum Shock (50%) on bosses, which effectively multiplies all damage from all sources by 1.5x. Shock magnitude is increased by passives like 'Increased Effect of Shock' and gear / curses that boost Shock effectiveness.
How do I protect against ailments at endgame?
Equip Charms in your 3 Charm slots. Antidote Charm clears bleed, Ruby Charm clears ignite, Sapphire Charm clears freeze/chill, Topaz Charm clears shock. Charms auto-trigger when the corresponding ailment is applied (or, depending on the Charm, when you drop below a life threshold). For zones with mixed ailments, double up on whichever ailment is most lethal — e.g., run two Antidote Charms in a bleed-heavy Tablet'd map. The Oasis keystone prevents Charm use but increases flask recovery (niche, usually avoided).
Sources & verification
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Continue this guide path
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