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[]
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 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) STAGGERchance: 100% for the primary target STAGGERchance: 40% for normal enemies within range |
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% STAGGERchance: 20% vs. normal enemies on a critical hit. |
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 Upgrade Requires: Level 3 |
Pommel Strike now stuns enemies for longer and sends them reeling. Duration: +3s (total: 8s) Cooldown: -5s (total: 10s) STAGGERchance: 100% vs. stunned targets |
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 Upgrade Requires: Level 9 |
Tremor can be used more frequently and now has a chance to send enemies reeling. Cooldown: -5s (total: 15s) STAGGER chance: 30% vs. normal enemies |
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 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) STAGGER chance 10% vs. normal enemies Stun chance 100% vs. BRITTLE targets |
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 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) STAGGER chance: 100% Stun chance: 100% vs. normal enemies Stun duration: 5s |
Spells/ Abilities that exploit Stagger[]
Mage[]
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 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. STAGGERED targets Elemental force: 200% vs. STAGGERED targets Size: +2m (total: 4m) |
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 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. STAGGERED targets Paralyze chance: 40% vs. normal enemies Paralyze chance: 100% vs. STAGGERED targets |
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 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. STAGGERED enemies Paralyze chance: 50% vs. normal enemies |
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 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. STAGGERED targets |
Rogue[]
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 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. STAGGERED targets Critical chance: 100% |
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 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. STAGGERED targets |
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 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. STAGGERED targets Enemy armor: momentarily 0% Enemy damage resistance: momentarily 0% Cooldown: -10s (total: 30s) |
(Varric)
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 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. STAGGERED targets Cooldown: -5s (total: 10s) |