On this page
- Direct answers
- Control effect taxonomy
- Stun Buildup and the Heavy Stun Meter
- Light Stun vs Heavy Stun
- Daze
- Pin, Freeze and Electrocute
- Immobilise and Primed states
- Armour Break and Fully Broken
- A basic control combo sequence
- Support gem and skill interactions
- Control difficulty by target type
- Worked control examples
- Common community questions answered
- Stun mechanics video guide
- Common mistakes
- Frequently asked questions
- Sources and verification
- Changelog
QUICK ANSWER
Direct answers
What is the difference between Stun, Daze, Pin, Freeze and Electrocute?
They are separate effects with their own rules. Stun interrupts the target's current action. Daze raises Stun Buildup so the enemy is easier to Heavy Stun. Pin stops movement. Freeze stops actions. Electrocute is the lightning variant that stops both movement and action. None of them are interchangeable.
Is Armour Break a control effect?
No. Armour Break and Fully Broken increase the damage a target takes. They do not stop movement or actions and are not Immobilise. They synergise with control combos by making the target take more damage during the control window, but they are not control themselves.
How do I Heavy Stun a boss?
Heavy Stun fills a separate meter, the Heavy Stun Meter, through Stun Buildup where physical damage is the main contributor. Bosses resist light stun and need far more buildup, so stack Daze and focus physical hits to fill the meter.
OVERVIEW
Control effect taxonomy
Path of Exile 2 has several crowd-control effects that each limit the enemy in a different way. Knowing which one limits what is the foundation of every control build.
Immobilise is the umbrella state: a target is considered Immobilised when it cannot move, which happens while Heavily Stunned, Pinned, Frozen or Electrocuted.
- Stun: interrupts the current action and prevents new actions while it lasts.
- Daze: not a hard control; it increases Stun Buildup so the enemy is easier to Heavy Stun.
- Pin: stops movement and ignores the target's Evasion against incoming hits.
- Freeze: stops the target's actions.
- Electrocute: the lightning control effect; it stops both movement and action.
- Immobilise: the set of effects that prevent movement or action, not a separate effect by itself.
- Armour Break: not control at all; it raises damage taken rather than limiting the target.
OVERVIEW
Stun Buildup and the Heavy Stun Meter
Any hit can contribute Stun Buildup. The chance to inflict a (light) Stun scales with the hit's damage relative to the target's Stun Threshold. Player physical and melee hits are especially effective at building stun.
When enough Stun Buildup is dealt, a separate Heavy Stun Meter fills. Once that meter is full the target enters a long Heavy Stun and is treated as Immobilised. The Heavy Stun Meter does not build while the target is already Heavily Stunned.
Buildup requirements differ by enemy type: normal monsters fill quickly, Rares need more, and bosses need much more buildup to be controlled. Exact values are version-dependent and should be confirmed in-game.
- Physical damage is the primary contributor to Stun Buildup.
- Stronger monsters have their Stun Threshold adjusted so they can be stunned, but bosses still resist light stun heavily.
- Modifiers that grant increased Stun Buildup scale the buildup directly rather than granting a base stun chance.
OVERVIEW
Light Stun vs Heavy Stun
Any Stun that is not a Heavy Stun is a Light Stun: a brief interruption of the current action. Light Stuns are easy to apply to weak monsters but bosses largely shrug them off.
Heavy Stun is the payoff state. It uses its own meter fed by Stun Buildup and produces a much longer, fully immobile state. Building toward Heavy Stun is the real goal of a stun build.
- Light Stun: short, interrupts the current action only.
- Heavy Stun: long, enemy is Immobilised and vulnerable to follow-up damage.
- Bosses resist regular stun, so the Heavy Stun Meter is the lever that matters against them.
OVERVIEW
Daze
Daze is a physical status effect that helps you Stun enemies faster rather than controlling them directly. Per the referenced community guides, Dazed enemies take about 50% more Stun Buildup and Daze lasts around 8 seconds.
Daze is applied by chance on Hit from specific passives, skills, supports or gear; it is not inherent to every attack. Because it makes the enemy easier to Heavy Stun, it is the natural setup for stun combos.
- Effect: a Dazed enemy takes increased Stun Buildup, making Heavy Stun easier to reach.
- Duration: described as roughly 8 seconds in current community guides.
- Source: invest in plus-chance-to-Daze modifiers, Dazing supports, or weapons that Daze on Hit.
- Some skills and supports interact specially with Dazed enemies; check each one individually.
OVERVIEW
Pin, Freeze and Electrocute
Pin, Freeze and Electrocute are distinct effects that limit different things. They are not the same and should not be merged with each other or with generic ailment rules.
Pin stops movement and removes the target's Evasion against hits. Freeze stops the target's actions. Electrocute is the lightning version of control and stops both movement and action.
- Pin: prevents movement; the target cannot Evade incoming hits while Pinned.
- Freeze: prevents actions.
- Electrocute: lightning control effect that prevents both movement and action.
- Electrocute shares its underlying facts with the ailments guide; treat it as the same lightning control effect there.
OVERVIEW
Immobilise and Primed states
Immobilise is the set concept covering any effect that stops movement or action: Heavily Stunned, Pinned, Frozen or Electrocuted targets are all considered Immobilised. Immobilise itself adds no effect on its own; it is a trigger condition for other modifiers.
Primed states are setup states. A monster becomes Primed for Stun, Pin, Electrocute or Freeze once its buildup reaches a fraction of the total. A primed target can then be triggered immediately by the matching effect, enabling clean combos.
- Immobilise: triggered by Heavy Stun, Pin, Freeze or Electrocute.
- Primed for X: reached at a percentage of buildup that scales with monster rarity (normal, magic, rare, unique boss need progressively more).
- A Primed target can be finished by a single matching hit, which is the core of control combos.
OVERVIEW
Armour Break and Fully Broken
Armour Break reduces the target's Armour, which increases the damage it takes from hits. Fully Broken is the saturated state where armour is reduced as far as the effect allows.
Armour Break is explicitly NOT a control effect and is NOT Immobilise. It is best understood as a damage amplifier that pairs well with control windows: break the armour, then lock the target down and burst it.
- Armour Break: lowers Armour, raising damage taken; not control.
- Fully Broken: maximum armour reduction state.
- Synergy: combine Armour Break with Daze and Heavy Stun so the target takes extra damage while immobilised.
- Armour Break is not Immobilise and should never be counted as a control effect.
PROGRESSION STEPS
A basic control combo sequence
Prepare and prime
Apply Daze and build Stun Buildup (or Pin/Electrocute buildup) until the target reaches its Primed state.
For armour synergy, start breaking the target's Armour during this stage.
Trigger the control
Land the matching hit on the Primed target: a heavy physical hit for Heavy Stun, a Pinning hit for Pin, or the lightning hit for Electrocute.
The enemy is now immobilised and (for Armour Break) taking increased damage.
Spend the window
Use your highest-damage follow-up while the target is locked down and armour is broken.
Because the window is short on bosses, commit your burst immediately rather than spreading it out.
OVERVIEW
Support gem and skill interactions
Some support gems change how control behaves instead of just scaling it. A common pattern is a support that removes one effect and substitutes another, for example a support that makes a skill unable to Stun and applies Pin instead.
The exact behaviour depends on the specific support or skill, so always read the gem's description. Do not assume a fixed list of conversions; check the support you are using.
- Supports can redirect Stun Buildup to Pin Buildup and disable Stun on the supported skill.
- Some skills and items have special interactions with Dazed or Immobilised enemies.
- Always verify the specific support's text; conversions are not universal.
REFERENCE TABLE
Control difficulty by target type
How control buildup and the control window change by enemy type. Exact buildup values are version-dependent and should be confirmed in-game.
| Target type | Buildup difficulty | Control window | Consumes Primed | Notes |
|---|---|---|---|---|
| Normal monster | Low | Long; easy to chain | No | Stuns quickly; light stun is often enough |
| Rare monster | Medium | Moderate | Partly | Needs real buildup; Primed at a higher fraction |
| Boss or Unique | High; much more needed | Short; brief opening only | Yes | Resists light stun; focus physical damage and Daze |
Buildup thresholds scale with monster rarity; bosses require substantially more than normal monsters.
REFERENCE TABLE
Worked control examples
Three example combos showing setup state, trigger, result and a common interrupt to watch for.
| Setup state | Trigger action | Result effect | Follow-up skill | Common interrupt |
|---|---|---|---|---|
| Daze applied | Heavy physical hit | Heavy Stun (Immobilised) | Burst damage skill | Buildup decays if you stop hitting |
| Primed for Pin | Pinning hit (e.g. Pin support) | Pinned (no movement, no evade) | Skill that ignores Evasion | Pin duration ends after a few seconds |
| Armour partially broken | Control hit plus damage | Broken plus Stunned, extra damage taken | Armour-breaking skill then nuke | Armour recovers if not kept broken |
These are illustrative patterns; exact durations and thresholds are version-dependent.
CARD GRID
Common community questions answered
Two recurring questions players ask about control effects, with the short answer.
My meter is full but nothing happens
A full light-stun meter is not the same as a Heavy Stun. Light Stun only briefly interrupts; the Heavy Stun Meter is a separate bar. Against bosses, light stun is heavily resisted, so you must fill the Heavy Stun Meter with physical damage and Daze.
My support says it cannot Stun
Some supports replace Stun with another effect, such as Pin. Read the support text: if it says the skill cannot cause Stun Buildup, it is likely redirecting that buildup to Pin or another control type.
SCREENSHOTS & VIDEO
Stun mechanics video guide
Inner Blaze
POE 2 - Stun Mechanics Explained - The Basics of Bonk!
A clear explanation of how Stun works in Path of Exile 2, covering the stun threshold, Heavy Stun, and how control effects chain together.
What to watch for: Focus physical damage and Daze to fill the Heavy Stun Meter, especially against bosses that resist light stun.
Open source ↗COMMON MISTAKES
Common mistakes
Most control failures come from treating the effects as interchangeable or from expecting light stun to work on bosses.
- Assuming Daze, Pin, Freeze and Electrocute are the same effect and can be stacked as one.
- Trying to control a boss with light stun instead of filling the Heavy Stun Meter.
- Counting Armour Break as control; it only raises damage taken, it does not immobilise.
- Forgetting that Pin removes the target's Evasion, so pairing it with accuracy-free skills wastes the benefit.
- Not reading a support gem's text and not realising it replaced Stun with Pin.
PROBLEMS & ANSWERS
Frequently asked questions
Does Daze stack with itself?
Daze is a status with a duration rather than a stacking magnitude in the usual sense. It makes the enemy take increased Stun Buildup while active; reapplying it refreshes the effect rather than multiplying the bonus. Check the specific source of Daze for its exact behaviour.
Is Electrocute the same as Freeze?
No. Electrocute is the lightning control effect and stops both movement and action, while Freeze stops actions. They are separate effects with separate rules, though both contribute to Immobilise.
Can I reliably Stun a boss?
Bosses resist light stun, so you must fill the Heavy Stun Meter. Use physical damage, stack Daze, and commit your trigger hit when the meter is nearly full. The window on bosses is short, so plan your burst for right after.
Why does my meter fill but nothing happens?
That is the light-stun meter. The Heavy Stun Meter is a separate bar, and bosses resist light stun. You need enough Stun Buildup from physical damage plus Daze to actually trigger a Heavy Stun.
Does Armour Break count as Immobilise?
No. Armour Break only increases the damage taken by lowering Armour. It does not stop movement or actions and is not part of the Immobilise set.
SOURCES & CHANGELOG
Sources and verification
Path of Exile 2 Wiki covering Stun, Daze, Pin, Immobilise and Armour Break
Mobalytics - PoE 2 Guide: Stun Explained
Mobalytics - PoE 2: Pin Explained
Mobalytics - PoE 2: Immobilise Explained
GameRant - Path of Exile 2: Daze Explained
Inner Blaze - POE 2 Stun Mechanics Explained
CHANGELOG
Changelog
- Initial guide authored for patch 0.5.4 covering Stun, Daze, Pin, Freeze, Electrocute, Immobilise, Primed states and Armour Break.
- Clarified that Armour Break is not a control effect and not Immobilise.
- Marked exact buildup thresholds as version-dependent for in-game confirmation.
Information is compiled from public web sources and in-game observations; some visuals are original editorial diagrams. External information and images remain the property of their authors or platforms; contact us for removal requests.
