From Diablo Wiki
Frozen is a Boss Modifier in Diablo III, which creates small ice shards that explode after a second, dealing a freezing effect to anything in their blast radius.
This is one of the more dangerous modifiers; not for the damage it deals, but for the incapacitating debuff it puts on characters, leaving them helpless to avoid monster attacks or other damaging boss modifiers.
Frozen is not available to regular random bosses and champions until most of the way through Act One, but it's previewed by Captain Daltyn below Adria's Hut. Izual is another Elite with Frozen as an inherent property, and he creates a larger number of orbs spread over a larger area during his battle.
Patch v1.0.4 in August 2012 reduced the damage Frozen deals to pets and followers to 10%.
- Monster Level Minimum: 11
- Available to: Bosses and Champions. Also found as a preset property on numerous Elites.
- Damage Type: Cold
- Additional Resistances: Cold.
Each of the shards explodes in a short range Frost Nova, which will freeze any character or pet in range, locking them into motionless helplessness for nearly a second. Worse, multiple shard explosions seem to stack, adding to the duration of the effect. Players are unable to move, cast any spells, or even drink potions while frozen, which makes this an even more dangerous property than something like Jailer or Waller, which can lock you into place, but do not prevent you from continuing to fight, cast spells (some of which will escape the rooted debuff), drink potions, etc.
Being unable to move is the leading cause of death in Diablo III, since not only will monsters hit you with their attacks, but other Boss Modifiers such as Arcane Enchanted, Plagued, Desecrator, Molten, Fire Chains, and more will hit you for full damage while you are unable to get out of the way.
Move Move Move
One of the key habits of successful Diablo III players, especially on higher difficulty levels, is not letting their attention get too locked in on the monster they're fighting. The vision must always be kept roaming across the screen to watch for other incoming monsters, and especially to the dangers presented by the fast-growing projectiles associated with Plagued, Desecrator, Arcane Enchanted, and Frozen bosses. Other enemies are dangerous, sometimes more dangerous, but those four can appear beneath your feet or right beside you, even when the monsters are not nearby, and deal huge damage if you do not move away from them almost immediately.
Frozen actually forces the most movement, since the explosion radius of each shard is about 10 yards, and they are cast in quantities and spread widely around the area. The boss fight with Izual in Act Four requires the most movement, since he spawns a larger number of Frozen shards than any other monster, and they are spread around a wider area. It's not uncommon for players to need to run across the entire screen, to move clear of 8 or 10 growing ice shards during the Izual battle on Hell or Inferno.
Frozen pulse vs. Frozen
The graphics for Frozen Pulse and Frozen look similar when both attacks are in their formative stages, though their behavior is very different.
- Frozen spawns multiple "balls" at the same time from each Elite or Champion or Unique casting them. Each Frozen starts off as a smooth snowball, and they all float in place, rotating as they grow larger and more spiky and jagged, until they reach maximum size and explode in a freezing blast.
- Frozen Pulse appears one at a time and it's fully-formed and spiky right from the start. After being summoned, the Frozen Pulse moves quickly, like a heat-seaking Roomba, and will set up shop directly on top of a player. Once it has found a target and stopped moving the spiky orb will commence pulsing for a few seconds, dealing cold damage and slowing/chilling anything in the vicinity.
During development Frozen left behind a core of ice at the monster's death, which exploded a moment later, much as Molten does. This property was removed during development and replaced by the much more dangerous spread of ice cores that we see in the released game.
|Monsters of Diablo III Beasts Beasts: Superunique Demons Demons: Superunique Humans Humans: Superunique Undead Undead: Superunique Objects Bosses Boss Mods Monster Info Fanmade|
Bat - Beast - Blood Hawk - Demonic Hellflyer - Electric Eel - Khazra - Lacuni - Lamprey - Quill Fiend - Rockworm - Sand Monster - Sand Shark - Sand Wasp - Scavenger - Spider - Spiderling - Swarm - Withermoth - Wood Wraith -
|Primary Quest Uniques||
Act One Bosses:
Skeleton King -
The Warden -
Strong CC (Limit 1): Knockback -- Nightmarish -- Vortex -- Jailer
|Act One Uniques||Araneae - Web Spit||Leoric - Summon Skeleton, Teleport Strike, Triple Cleave||The Butcher - Smash, Grappling Hook, Spear, Frenzy Charge|
|Act Two Uniques||Maghda - Forcefield, Summoning Ritual, Punish, Moth Dust, Teleport.||Zoltan Kulle - Fiery Boulder, Time Bubble, Ceiling Collapse, Energy Twister,Vanish, Creepy Laugh||Belial - Phase One: Triple Fireball, Summon Vipers. Phase Two: Poison Meteors, Ground Pound, Lightning Strike, Lightning Breath.|
|Act Three Uniques||Ghom - Acid Slime, Sneeze, Gas Cloud, Chomp.||Siegebreaker - Triple Hit, Charge, Leg Stomp, Grab and Throw.||Cydaea - Pain Bolts, Web Trap, Spider Pits.||Azmodan - Bellyflop, Laser Attack, Falling Corpses, Demon Gate, Pool of Destruction, Globe of Annihilation.|
|Act Four Uniques||Rakanoth - Cleave, Teleport Strike, Blade Strike, Volley, Summon Minion.||Izual - Frost Nova, Frozen, Summon Minions.|| Diablo - Phase One: Claw Rip, Charge, Hell Spikes, Shadow Vanish Grab, Curse of Destruction, Ring of Fire, Ground Stomp, Curse of Anguish, Curse of Hatred. |
Phase Two: Shadow Clone. Phase Three: Overdrive, Lightning Breath.