In Diablo 4, Crowd Control is an effect that hinder an enemy' s actions or movements. There are specifically 11 status effects that fall under the category of Crowd Control. These are Slow, Immobilize, Stun, Knockback, Knockdown, Taunt, Fear, Tether, Daze, Chill, and Freeze. Each of these effects has its unique impact on enemies, but they all share the common trait of being classified as Crowd Control.
What Damage vs. Crowd Controlled implies is that if you have any bonuses that increase damage against Crowd Controlled enemies, those bonuses will be activated when an enemy is under any of these effects. Whether the enemy is merely Slowed or completely Frozen, your damage bonuses against Crowd Controlled targets will apply for the duration of the effect.
What Counts As Crowd Control
Slow
The Slow effect is a subtle but effective form of Crowd Control. When an enemy is affected by Slow, its movement speed is reduced, allowing players to maintain a safe distance or set up for more potent attacks. However, it's important to note that Slow does not affect the enemy's attack speed. The Sorceress and Rogue classes primarily use this effect, although it is available to every class through the Skill Tree, Aspects, and Uniques.
Immobilize
Immobilize is a more potent form of Crowd Control that completely halts an enemy's movement. However, the enemy can still attack and use abilities. This effect is particularly useful for ranged classes that want to keep enemies at a distance. The Druid class primarily uses Immobilize, but it's also featured in other classes through various means.
Stun
Stun is one of the most powerful Crowd Control effects. When an enemy is stunned, it cannot move, attack, or use most abilities. Some passive effects may still function, but overall, the enemy is rendered almost entirely incapacitated. Stun is available to every class in Diablo 4, making it a versatile tool in any player's arsenal.
Knockback
Knockback is a unique form of Crowd Control that pushes enemies away from the player. This effect is brief but can be crucial for creating space or interrupting enemy attacks. The Rogue, Druid, and Barbarian classes primarily use Knockback.
Knockdown
Knockdown is similar to Knockback but has a different impact. Instead of pushing the enemy away, Knockdown forces them to the ground, rendering them unable to move or attack for a brief period. The Druid and Rogue classes primarily use this effect.
Taunt
Taunt is a specialized form of Crowd Control that forces enemies to focus their melee attacks on the player who initiated the Taunt. This can be incredibly useful for drawing attention away from more vulnerable team members.
Fear
Fear is a psychological form of Crowd Control that causes enemies to flee from the player. This can be useful for scattering groups of enemies or for focusing on a particular target. The Necromancer class primarily uses Fear, although it's also featured on specific unique items like the Butcher's Cleaver.
Tether
Tether is a unique Crowd Control effect that restricts an enemy's movement to a specific radius around a point. This can be useful for controlling where an enemy can go without completely immobilizing them. The effect is often used by dungeon bosses and other powerful enemies in the game.
Daze
Daze is another potent form of Crowd Control that prevents enemies from attacking or using abilities, although they can still move. When players are affected by Daze, their screen becomes obscured, adding an extra layer of challenge. The Rogue class primarily uses this effect.
Chill and Freeze
Chill slows down an enemy and can build up to a Freeze if applied repeatedly. Freeze is an advanced form of Crowd Control that completely immobilizes an enemy, preventing them from taking any actions. Both Chill and Freeze are primarily used by the Sorceress and Rogue classes.
Pull In
Pull In is a specialized form of Crowd Control that draws enemies toward a specific point, either the player or another location. This can be useful for grouping enemies together for area-of-effect attacks. The Barbarian class primarily uses this effect, although other classes can also access it through items and modifiers.
Skills Count as Crowd Control
To know what skills are considered "Crowd Control", open your inventory and navigate to "Materials & Stats." Click on the eye icon and scroll down to "damage vs crowd controlled." This section will display a list of effects considered as crowd control, such as slow, freeze, and immobilize.
When these Crowd Control effects kick in, Damage vs. Crowd Controlled Enemies work well on damage against elites and bosses, reposition, or make a strategic retreat. Each class in the game has skills that incorporate some form of CC, although these skills are subject to cooldowns, and certain enemies may have partial or complete immunity to these controlling effects.
Skill Name | Cooldown/Charges | Lucky Hit Chance | Upgrades & Requirements |
---|---|---|---|
Kick | 2 Charges, 13s | 40% | Mighty Kick |
Charge | 17s | 33% | Enhanced Charge |
Leap | 17s | 66% | Mighty Leap |
Steel Grasp | 2 Charges, 11s | 25% | Hamstring |
Iron Maelstrom | 45s | 24% | Concussion |
Forceful Arrow | - | - | - |
Puncture | - | 35% | - |
Shadow Step | 9s | 100% | - |
Teleport | 11s | 65% | - |
Wrath of the Berserker | 60s | - | - |
Trample | 14s | 20% | - |
Concealment | 20s | - | - |