Lightning Enchanted

Lightning Enchanted adds lightning damage to a unique monster's attacks, raises its lightning resistance, and makes it release charged bolts every time it is hit. Fast-hitting melee characters take the most.

What Lightning Enchanted does

  • Adds lightning damage equal to its monster level × 66% to 100%.
  • +75% lightning resistance, under the same immunity rules as Magic Resistant.
  • Each time it is hit, it releases 8 bolts of level (monster level ÷ 2), each dealing (2 × that level) − 1 lightning damage: 87 per bolt for a level 88 unique. Only the unique releases them, not its minions.
  • Its minions add lightning damage too in Nightmare and Hell (monster level × 33% to 50%).
  • Sand Leapers and their kin never get it.
  • Since patch 2.5, its bolts no longer set off the other modifiers' triggers, like a Fire Enchanted explosion on every hit.

Fighting a Lightning Enchanted monster

  • Every hit sets off a round of bolts: hit it less often with harder hits, or from range.
  • With Multiple Shots it is no worse: the bolts are not multiplied.
  • Lightning resistance is the best answer; the bolts are pure lightning damage.

Which monsters get it

Every modifier a unique monster rolls is drawn from the same pool, so each roll has the chance below of being Lightning Enchanted. See how special monsters get their modifiers.

Chance per modifier a unique rolls to be Lightning Enchanted
NormalNightmareHell
8.3%7.7%7.7%
  • Never on Sand Leaper monsters.
  • Its minions add lightning damage in Nightmare and Hell, but don't get the lightning resistance and don't release charged bolts.

Super Uniques that always have Lightning Enchanted