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Knock Down: Difference between revisions

From Diablo 4 Wiki and Guides - Season 11
(Created page with "'''Knock Down''' is one of the strongest Crowd Control effects in Diablo 4. When applied, it forces an enemy to the ground and leaves them completely unable to act until the animation finishes, unless they have resisted it. Unlike Knock Back, it does not move enemies away from the player, it simply disables them outright for a short window. ==What Knock Down Does and Does Not Do== When an enemy is Knocked Down: * They are forced to the ground at your feet an...")
 
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== Skills and Classes That Apply Knock Down ==
==Skills That Apply Knock Down==


Several classes have access to Knock Down through skills or enhancements:
Several classes have access to Knock Down through skills or enhancements:


* '''Barbarian:''' - [[Furious Hammer of the Ancients]]
* '''Barbarian:''' - [[Furious Hammer of the Ancients]] and [[Mighty Kick]]
* '''Druid:''' - [[Wild Maul]]
* '''Druid:''' - [[Wild Maul]] and the Passive [[Thick Hide]]
* '''Rogue:''' - [[Enhanced Poison Trap]]
* '''Rogue:''' - [[Enhanced Poison Trap]], [[Advanced Penetrating Shot]] and [[Rain of Arrows]]
* '''Druid Passive:''' -[[ Thick Hide]]
* '''Spiritborn''' - [[Sharp Thunderspike]], [[Advantageous Crushing Hand]], [[Measured Vortex]], [[Concussive Stomp]] and [[Harmonious Seeker]]
* '''Raheir (Merc)''' - [[Valiance]]
* '''Subo (Merc)''' - [[Trip Mines]]
* '''Varyana (Merc)'''' - [[Shockwave]], [[Crushing Force]], [[Reprisal]], [[Earth Breaker]]


== Summary ==


Knock Down is a '''hard crowd control effect''' that leaves enemies flat on the ground and completely unable to act. It doesn’t move them like Knock Back does, but it provides a longer and more reliable disable that creates clear opportunities for survival or burst damage. For players who enjoy strong control tools or want to interrupt dangerous foes, Knock Down is a staple mechanic worth building around.
==Items That Apply Knock Down==


If you'd like, I can now:
* [[Windforce]] - Unique Bow. Rogue.
 
==Summary==
 
Knock Down is a hard crowd control effect that puts enemies flat on the ground and completely unable to act. It doesn’t move them like [[Knock Back]] does, but it does provide a longer and more reliable window to inflict damage and/or escape.

Latest revision as of 20:18, 5 December 2025

Knock Down is one of the strongest Crowd Control effects in Diablo 4. When applied, it forces an enemy to the ground and leaves them completely unable to act until the animation finishes, unless they have resisted it. Unlike Knock Back, it does not move enemies away from the player, it simply disables them outright for a short window.


What Knock Down Does and Does Not Do

When an enemy is Knocked Down:

  • They are forced to the ground at your feet and left unable to act.
  • They are unable to move, attack, or perform any actions until the effect ends.
  • They must complete a recovery animation before standing up, which is basically just standing up again, but it's a useful second.
  • They are left exposed and vulnerable during this time.
  • It can be cleansed by effects that grant Unstoppable or Immune.
  • Bosses can not be knocked down but Knock Down will help to fill up their Stagger bar.

Knock Down is a true disable effect and functions similarly to Stun (CC).


Why Use Knock Down?

Knock Down excels at:

  • Stopping enemies before they can attack, especially if they telegraph such as with charging or channelling abilities.
  • Giving the player a safe window to reposition or set up burst damage.
  • Allowing coordinated follow-ups from party members during the disable window.

It's one of the most reliable ways to interrupt Elite abilities, especially attacks that cannot be interrupted by weaker forms of CC.


Skills That Apply Knock Down

Several classes have access to Knock Down through skills or enhancements:


Items That Apply Knock Down

Summary

Knock Down is a hard crowd control effect that puts enemies flat on the ground and completely unable to act. It doesn’t move them like Knock Back does, but it does provide a longer and more reliable window to inflict damage and/or escape.