Jailer
Jailer is a Boss Modifier in Diablo III. Bosses and Champions (and Elites) who possess this ability can "jail" characters and their pets for a short period of time. While jailed an orange circle of light appears around the target, and they are held in that location until the jail dissipates.
Jailer bosses have a 25% chance to jail their targets with each attack, and the effect last for up to 3 seconds, though on Normal difficulty the duration is much shorter than that. Various equipment can also lessen the duration of the effect.
Jailed targets can still fight, hit enemies, cast spells, drink potions, etc. They just cannot move, though some skills will allow an escape from the jail. This boss property is also possessed by a good number of Elites, most notably (and appropriately) by The Warden.
- Monster Level Minimum: 10
- Available to: Bosses and Champions.
- Damage Type: N/A.
- Additional Resistances: None.
Strategy
Jailer is often inconvenient and scary, but as it's only cast occasionally and the duration is fairly short it's not usually lethal. The biggest danger, other than being hit by enemy attacks that you can not move to avoid, comes from other Boss Modifiers. Though Jailer does no damage, it can pair with deadly AoE properties like Arcane Enchanted, Plagued, Desecrator, or Mortar to destroy an immobilized character.
Players need to learn not to panic and to keep fighting while jailed -- new players often freak out and spend all their time struggling to escape, rather than continuing the battle. It's also helpful to know which of your skills can and cannot escape the jail, so you do not waste resources using skills that won't help. For instance, Demon Hunters can not break out with Vault or the backflip from Evasive Fire, though they can cast those skills while jailed, wasting Discipline while moving not an inch, and potentially having no resource left once they are free.
Escape Skills
The jail can be broken out of by a number of skills. These include:
- Barbarian: Dashing Strike, Leap, and Wrath of the Berserker.
- Demon Hunter: None to escape. Smoke Screen will stop monsters attacking as they can not see the target.
- Monk: Seven Sided Strike. All of the Monk's protection abilities also work while jailed, so the class can shield and defend as necessary.
- Witch Doctor: Spirit Walk
- Wizard: Teleport and Archon.
No-Escape Skills
These movement skills and their rune effects will not break out of the jail.
- Barbarian: Sprint.
- Demon Hunter: Vault and Evasive Fire. Smoke Screen does not break out of the jail, but monsters will stop attacking the invisible Demon Hunter.
- Monk: Dashing Strike. Tempest Rush.
- Witch Doctor: None. Any pets summoned while Jailed will appear outside the jail and move freely.
- Wizard: Mirror Images cast while the Wizard is jailed will appear outside the jail and move around normally.
Media
The jailer property does not alter the appearance of the boss or Champion in any way, so players don't know about it unless they see the tooltip hover text, or the orange jail cell pops into existence around them.
The first Jailer most players see is the boss monster attached to the ancient monument event in the Festering Woods. |
A Monk and his Enchantress Follower are repeatedly jailed during this Inferno battle with some Blood Clan. |
Monsters of Diablo III[e] Beasts Beasts: Superunique Demons Demons: Superunique Humans Humans: Superunique Undead Undead: Superunique Objects Bosses Boss Mods Monster Info Fanmade |
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Beasts | 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 - |
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Demons |
Armored Destroyer - Dark Berserker - Deceiver - Fallen - Ghoul - Hellion - Thrall |
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Undead |
Accursed - Bone Reaver - Brigand - Dune Dervish - Ghost - Ghoul - Grotesque - Morlu Caster - Risen Dead - Skeleton - Skeleton Mage - Unburied - Wraith - Wretched Mother |
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Primary Quest Uniques |
Act One Bosses:
Araneae -
Skeleton King -
The Warden -
The Butcher
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Uniques Modifiers |
Strong CC (Limit 1): Knockback -- Nightmarish -- Vortex -- Jailer | ||||
Removed Modifiers |
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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. |
Monster Info |
Monsters Basics -
Bosses -
Boss Modifiers -
Champions -
Quest bosses -
Teeth of Diablo -
Fan-made monsters
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