Conditions include five damaging types, effects that impair movement or actions, and Vulnerability, which increases damage taken. Damaging conditions stack up to 1,500 in all game modes; Vulnerability caps at 25.
🔥 Damaging conditions: intensity stacking
More stacks of a damaging condition deal more damage. The formulas below are per stack at level 80; CD stands for Condition Damage. Confusion and Torment have different formulas depending on game mode.
Bleeding
Bleeding damage
Deals 22 + 0.06 × Condition Damage damage each second. Damage increases linearly with stacks. Used by many condition builds, including ranger, necromancer, revenant, and thief.
IntensityMax 1500 (all modes)22 + 0.06 × Condition Damage per second per stack
Burning
Burning damage
Deals 131 + 0.155 × Condition Damage damage each second. Each stack deals substantially more damage than Bleeding. Common in guardian condition builds.
IntensityMax 1500 (all modes)131 + 0.155 × Condition Damage per second per stack
Confusion
Damage on skill use
Deals damage over time and additional damage on skill activation. PvE: 18.25 + 0.05 × CD per second, plus 16.24 + 0.0325 × CD on skill activation. WvW and PvP: 10 per second, plus 49.5 + 0.0975 × CD on skill activation. All values are per stack at level 80.
IntensityMax 1500 (all modes)Additional damage on skill activation
Poisoned
Damage and reduced healing
Deals 33.5 + 0.06 × Condition Damage damage each second and reduces healing received by 33%. Damage increases with stacks; the healing reduction does not.
IntensityMax 1500 (all modes)−33% healing received
Torment
More damage while stationary
Deals more damage when the target is not moving. PvE: 22 + 0.06 × CD per second while moving, or 31.8 + 0.09 × CD while stationary. WvW and PvP: 19.8 + 0.054 × CD while moving, or 26 + 0.07 × CD while stationary. All values are per stack at level 80.
IntensityMax 1500 (all modes)Increased damage while stationary
🔒 Control conditions: duration stacking
These conditions impair movement or actions. More applications extend duration rather than increase strength. Many also damage a defiance bar.
Blinded
Misses the next attack
Causes the next attack to miss and is consumed after that miss. It resembles Aegis, but affects the attacker rather than the defender. Useful in PvP.
DurationConsumed after the next attack misses
Chilled
Slower movement and recharge
Reduces movement speed by 66% and slows skill recharge. A cooldown takes 1.66 times as long under continuous Chilled: a 10-second recharge becomes 16.6 seconds.
Duration−66% movement speed; 1.66× recharge time
Crippled
Reduced movement speed
Changes movement speed by -50% . A smaller movement penalty than Chilled, useful for catching fleeing enemies or slowing pursuers.
Duration−50% movement speed
Fear
Forced retreat
Forces the target to run away from the source and restricts actions. A stun break or condition removal can end Fear. It deals 100 damage per second to an active defiance bar.
DurationControl · damages defiance barsForced retreat; removed by stun breaks or cleansing
Immobile
Prevents movement
Prevents movement, turning, and dodge rolls. You can still attack targets in range, but movement attached to a skill, such as a leap, will not occur. Most teleport and shadowstep skills can still move you.
DurationControl · damages defiance barsPrevents movement and dodges; teleports can work
Slow
Slower skills and actions
Makes skill and attack animations 50% slower. Dodge and skill movement also slow down.
Duration−50% skill and attack animation speed
Taunt
Forced approach and attacks
Forces the target to approach and autoattack the source. Other skills are disabled except stun breaks. Stun breaks or condition removal can end Taunt. It deals 100 damage per second to an active defiance bar.
DurationControl · damages defiance barsForced movement toward the source and autoattacks
Weakness
Glancing blows and slower endurance recovery
Causes 50% of strike hits to become glancing blows, dealing half damage and unable to critically hit. This affects other strike attacks as well as autoattacks. Endurance regeneration is also reduced by 50%.
Duration50% of strikes glance; −50% endurance regeneration
⚡ Other conditions
Vulnerability
Increased damage taken
Each stack increases incoming strike damage by 1% and condition damage by 1%. At 25 stacks, the target takes 25% more damage. All damage dealers benefit, so groups generally aim to maintain the maximum.
IntensityMax 25 stacks+1% damage taken per stack
Removing conditions
🧹 Condition cleanse
Use skills, traits, or equipment effects that remove conditions. “Remove one condition” normally means all stacks of one type: 100 stacks of Bleeding still count as one condition type.
🔄 Condition transfer
Moves your conditions to an enemy. Examples include some necromancer skills and mesmer’s Arcane Thievery. This is separate from effects that first draw allies’ conditions onto you.