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.
| Normal | Nightmare | Hell |
|---|---|---|
| 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.