Staggered.png

Stagger is part of the cross-class combos system in Dragon Age II.

It can only be inflicted by a Warrior. Mages and rogues can exploit a staggered foe.

STAGGERED: -25% attack and -25% defense

Staggering Abilities[edit | edit source]

Weapon and Shield Weapon and Shield

Shield Bash Shield Bash
Activated
Activation: 10
Cooldown: 15s
Requires: Level 2
The warrior's shield arcs out, striking foes like a battering ram.

Physical damage: 1.7x
Physical force: 12x
Pummel Pummel
Upgrade
Requires: Level 6
Shield Bash can be used more frequently, and enemies slammed by the warrior's shield are STAGGERED.

Cooldown: -5s (total: 10s)
STAGGERStaggered.pngchance: 100% for the primary target
STAGGERStaggered.pngchance: 40% for normal enemies within range

Two-Handed Two-Handed

Sunder Sunder
Passive
Requires: Level 4
Requires: 1 point in Two-Handed
The warrior's strikes carry such weight that critical hits gain a chance to STAGGER the victim.

Critical chance: +10%
STAGGERStaggered.pngchance: 20% vs. normal enemies on a critical hit.

Warmonger Warmonger

Pommel Strike Pommel Strike
Activated
Activation: 10
Duration: 5s
Cooldown: 15s
Instead of leading with the fatal attack an enemy expects, the warrior strikes out with a weapon's blunt end to stun the opponent.

Stun chance: 100% vs. normal enemies
Pommel Blow Pommel Blow
Upgrade
Requires: Level 3
Pommel Strike now stuns enemies for longer and sends them reeling.

Duration: +3s (total: 8s)
Cooldown: -5s (total: 10s)
STAGGERStaggered.pngchance: 100% vs. stunned targets
Tremor Tremor
Activated
Range: Personal
Size: 6m
Activation: 30
Cooldown: 20s
Requires: Pommel Strike
Push a warrior and prepare to be pushed back. Nearby enemies are knocked back as the warrior slams a weapon into the ground.

Physical Force: 8x
Aftershock Aftershock
Upgrade
Requires: Level 9
Tremor can be used more frequently and now has a chance to send enemies reeling.

Cooldown: -5s (total: 15s)
STAGGERStaggered.png chance: 30% vs. normal enemies

Vanguard Vanguard

Cleave Cleave
Activated
Activation: 30
Duration: 10s
Cooldown: 25s
Requires: Level 6
Requires: Control
Requires: Might
Requires: 2 points in Vanguard
For a short time, the warrior's damage output increases tremendously.

Damage: +75%
Claymore Claymore
Upgrade
Requires: Level 10
Requires: 4 points in Vanguard
The warrior now retains the damage bonus from Cleave for longer and leaves some opponents off-balance, ready for further exploitation by a mage or rogue.

Duration: +5s (total: 15s)
STAGGERStaggered.png chance 10% vs. normal enemies
Stun chance 100% vs. BRITTLEBrittle.png targets

Reaver Reaver

Devour Devour
Activated
Activation: 20
Cooldown: 120s
Requires: Level 8
The Reaver tears into an enemy, consuming its life force to heal the Reaver.

Physical damage: 1x
Health regeneration: 1x base weapon damage
Voracious Voracious
Upgrade
Duration: 5s
Requires: Level 12
Devour becomes so vicious that enemies are automatically STAGGERED, leaving them open to devastating follow-ups from a mage or rogue.

Physical damage: +0.25x (total: 1.25x)
Health regeneration: +0.25x base weapon damage (total: 1.25x)
STAGGERStaggered.png chance: 100%
Stun chance: 100% vs. normal enemies
Stun duration: 5s

Spells/ Abilities that use Stagger[edit | edit source]

Mage[edit | edit source]

Primal Primal

Chain Lightning Chain Lightning
Activated
Size: 2m (radius)
Activation: 30
Cooldown: 20s
Requires: Level 2
The mage singes a target with lightning, and electrical arcs lance out to hit other nearby foes.

Electricity damage: 3.14x
Elemental force: 2x
Lightning arcs: 2
Chain Reaction Chain Reaction
Upgrade
Requires: Level 6
Requires: 2 points in Primal
Chain Lightning now leaps between more enemies and strikes STAGGERED foes with further electricity damage.

Lightning arcs: +2 (total: 4)
Electricity damage: 300% vs. STAGGEREDStaggered.png targets
Elemental force: 200% vs. STAGGEREDStaggered.png targets
Size: +2m (total: 4m)

Arcane Arcane

Crushing Prison Crushing Prison
Activated
Activation: 30
Duration: 10s
Cooldown: 30s
Requires: Level 6
Requires: 2 points in Arcane
The mage traps a target in a collapsing cage of telekinetic force, inflicting a great deal of damage over a short time.

Physical damage: 10.8x
Enemy attack speed: -50% (40% chance vs. normal enemies)
Enemy movement speed: -50% (40% chance vs. normal enemies)
Paralyzing Prison Paralyzing Prison
Upgrade
Requires: Level 10
Crushing Prison now inflicts more damage and paralyzes foes who were previously slowed.

Physical damage: +3.6x (total: 14.4x)
Physical damage: 200% vs. STAGGEREDStaggered.png targets
Paralyze chance: 40% vs. normal enemies
Paralyze chance: 100% vs. STAGGEREDStaggered.png targets

Blood Mage Blood Mage

Hemorrhage Hemorrhage
Activated
Size: 10m
Activation: 60
Cooldown: 30s
Requires: Level 13
Requires: 3 points in Blood Mage
This spell corrupts the blood of all foes in the targeted area, inflicting damage over a short duration without regard for enemy armor or damage resistance. Creatures without blood are immune. (Blood Magic must be active.)

Physical damage: 4.5x
Enemy armor: momentarily 0%
Enemy damage resistance: momentarily 0%
Paralyzing Hemorrhage Paralyzing Hemorrhage
Upgrade
Requires: Level 15
Requires: 4 points in Blood Mage
Hemorrhage now inflicts more damage and immobilizes some enemies.

Physical damage: +2.25x (total: 6.75x)
Physical damage: 500% vs. STAGGEREDStaggered.png enemies
Paralyze chance: 50% vs. normal enemies

Force Mage Force Mage

Fist of the Maker Fist of the Maker
Activated
Size: 6m
Activation: 40
Cooldown: 15s
Requires: Level 7
The mage slams enemies into the ground with incredible power, against which armor is no protection.

Physical damage: 2.7x
Enemy armor: momentarily 0%
Stun chance: 20% vs. normal enemies
Maker's Hammer Maker's Hammer
Upgrade
Requires: Level 13
Requires: 4 points in Force Mage
Fist of the Maker now pummels enemies across a larger area. Enemies that have been thrown off-balance by a warrior are particularly vulnerable.

Size: +4m (total: 10m)
Physical damage: 600% vs. STAGGEREDStaggered.png targets

Rogue[edit | edit source]

Dual Weapon Dual Weapon

Explosive Strike Explosive Strike
Activated
Range: Personal
Activation: 15
Cooldown: 25s
Requires: Level 4
Requires: Unforgiving Chain
The rogue completes the combo built up by Unforgiving Chain. Every basic melee attack that the rogue completed immediately prior to using Explosive Strike increases the damage inflicted by breaking the chain.

Physical damage: 0.9x + 0.5x per hit (max 5.9x)
Physical force: 2x
Merciless Strike Merciless Strike
Upgrade
Requires: Level 8
Requires: 3 points in Dual Weapon
Explosive Strike now guarantees a critical hit and inflicts significantly more damage against enemies who have been knocked off balance by a warrior.

Physical damage: 300% vs. STAGGEREDStaggered.png targets
Critical chance: 100%
Lacerate Lacerate
Sustained
Upkeep: 10%
Cooldown: 10s
Requires: Level 5
Requires: Backstab
Requires: 2 points in Dual Weapon
While this mode is active, the rogue's deadly blades have a chance to inflict bleeding wounds that continue to cause damage for a short time.

Physical damage: 0.9x
Chance of bleeding: 10%
Maim Maim
Upgrade
Requires: Level 9
Requires: 4 points in Dual Weapon
Lacerate now cuts deeper, inflicting serious damage.

Physical damage: +0.45x (total: 1.35x)
Chance of bleeding: 100% vs. STAGGEREDStaggered.png targets

Duelist Duelist

Vendetta Vendetta
Activated
Activation: 40
Cooldown: 40s
Requires: Level 11
Requires: 2 points in Duelist
Every duelist, even an archer, knows that the most memorable fights happen at close quarters... and that the first strike is the most crucial. To gain that advantage, the rogue vanishes behind a cloud of smoke, then strikes the enemy viciously from behind. This ability can be used from across the battlefield, for few rogues are as capable of moving under stealth as a duelist.

Teleports you behind the target, even as an archer
Physical force: 2x
Physical damage:
* Dual wield: 5.5x
* Archery: 3.4x
Blood Feud Blood Feud
Upgrade
Requires: Level 16
Requires: 4 points in Duelist
Even foes toughened by years of experience now suffer serious harm from Vendetta, and those that a warrior has left STAGGERED fare even worse.

Physical damage: 300% vs. STAGGEREDStaggered.png targets
Enemy armor: momentarily 0%
Enemy damage resistance: momentarily 0%
Cooldown: -10s (total: 30s)

Marksman Marksman

(Varric)

Kickback Kickback
Activated
Activation: 20
Cooldown: 15s
Requires: Level 8
Requires: Rhyming Triplet
As a merchant prince, Varric knows that sometimes you need a well-placed bribe, and sometimes you need a well-placed bolt.

Physical damage: 0.57x
Physical force: 20x
Backlash Backlash
Upgrade
Requires: Level 12
Requires: 2 points in Marksman
Kickback now carries an even greater wallop, and Varric can now use it more frequently.

Physical damage: +0.57x (total: 1.14x)
Physical force: 800% vs. STAGGEREDStaggered.png targets
Cooldown: -5s (total: 10s)
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