Retaliation Damage and RatA: The Basics of Hit-Me-Back Builds
Retaliation is automatic counter-damage that triggers 100% of the time when you take a melee hit. Flat retaliation values are the base, and only '+n% ... Retaliation damage' grows them - normal +n% damage and +% All Damage do nothing. Its weakness: it only triggers against melee attacks. Forgotten Gods (FG) added the fix - Retaliation Added to Attack (RatA), which puts 'n% of Retaliation damage added to attack' on specific skills so you can deliver your retaliation offensively. Modern retaliation builds revolve around RatA, making them effectively FG-dependent.
- ▸To see your retaliation numbers, open page 3 of the character sheet - sheet DPS never includes retaliation.
- ▸Retaliation not growing? Stack flat retaliation and '+n% ... Retaliation damage'. Normal '+n% ... damage' and +% All Damage do not apply.
- ▸Retaliation doing nothing to ranged or caster enemies? Working as designed - it only triggers on melee hits taken. RatA (FG) is the fix: deliver it through your own attacks.
- ▸Building around retaliation? Assume FG and build on RatA-carrying skills and gear - see the retaliation combos on the builds pages.
Retaliation basics: always triggers - but only on melee hits
Think of retaliation as a 100%-proc counter that strikes only your attacker.
- ▸Retaliation automatically damages any enemy whose melee attack hits you - at a 100% rate, against every attacker at once if a crowd is beating on you.
- ▸It only triggers on melee hits taken. Ranged and skill attacks cannot be answered - the fundamental limit of pure passive-retaliation play.
- ▸Your retaliation amounts are set by your own stats and shown on page 3 of the character sheet; sheet DPS never includes them.
- ▸Retaliation damage is subject to enemy resistances and to damage conversion just like ordinary damage (see the conversion article).
- ▸Since v1.2.1.0, pure Physical retaliation is also mitigated by enemy armor (with across-the-board buffs to physical retaliation as compensation).
- ▸DoT-style retaliation such as Poison or Burn behaves like any DoT: however many times one enemy hits you, only one instance accrues (same source - see the DoT stacking article).
Scaling retaliation: only retaliation-specific bonuses count
Retaliation's bonus system is fully separate from ordinary damage - confusing the two ruins gearing decisions.
- ▸Flat retaliation (e.g., 'n Physical Retaliation damage') is the base, gathered from gear, skills, and devotions.
- ▸Only '+n% ... Retaliation damage' amplifies it. Ordinary '+n% ... damage' and '+% All Damage' contribute nothing.
- ▸'n% Total Damage Modified' does not touch retaliation either - only 'n% Total Retaliation Damage Modified' does.
- ▸Gearing a retaliation build therefore means leaning into retaliation-tagged properties; ordinary damage options simply do not feed it.
- ▸Retaliation comes in damage types (Physical, Fire, Lightning, Acid, ...) - pick a main type and match flat values with the same type's % bonuses.
RatA: delivering retaliation through attacks (FG)
FG's flagship fix for the wait-to-be-hit problem - and the axis of modern retaliation builds.
- ▸Retaliation Added to Attack (RatA) works only with Forgotten Gods installed. It appears as 'n% of Retaliation damage added to attack' on specific skill effects and item skill modifiers.
- ▸It adds each damage type's retaliation on your sheet, multiplied by the listed rate, onto the target skill's damage. Multiple RatA effects on one skill all add together.
- ▸RatA-delivered damage still scales only with retaliation bonuses, never ordinary damage bonuses - and it is subject to damage conversion.
- ▸When a default-attack replacer carries RatA, the retaliation damage also comes out through any WPS that fires during it - plus that WPS's own RatA if it has one.
- ▸Caveat: loading retaliation DoTs onto several skills via RatA never stacks them per skill - they all trace back to the single source 'your retaliation'.
- ▸Reflection trap: innate retaliation damage is not reflected by reflective enemies, but RatA-delivered damage is reflected just like ordinary damage.
Easily confused mechanics: counter-skills and enemy reflection
- ▸Counter-attack skills (procs on being hit) are separate from retaliation. Unless limited by wording like 'when hit by melee/ranged attacks', they trigger on every hit taken, including per-second ticks of sustained enemy skills.
- ▸Enemy reflection (Damage Reflected) is also separate: a reflecting enemy (the spiky aura is the classic tell) returns a percentage of the damage you deal it, DoTs included.
- ▸The defenses are capped resistances plus '+n% Reduced Reflected Damage' (reflect resistance) - reduction sources add up, and at the 100% cap (as of v1.2.1.2) reflected damage is fully nullified. The total shows on sheet page 3.
- ▸80% resistances absorb most of it, but Physical resistance is hard to stack - so the more physical your build, the more reflect resistance matters. In the Shattered Realm enemy reflection is heavily toned down, lowering the priority for SR-only farming.
- ▸As an offensive tool for players, reflection is marginal and generally not rated as a practical damage source.
Verification Sources
3- Grim Dawn Japanese Wiki: Combat Mechanics — Confirms retaliation's trigger rules (melee hits only, 100%), its separate bonus system (ordinary %, All Damage %, and Total Damage Modified not applying; only retaliation-tagged bonuses and Total Retaliation Damage Modified), sheet page 3, enemy resistance/conversion/armor application (physical retaliation since v1.2.1.0), the RatA rules (FG-only, additive, retaliation bonuses only, WPS carry-over, same-source retaliation DoTs, only RatA-delivered damage being reflectable), and the counter-skill/reflection distinctions with reflect resistance (additive, 100% cap, SR tone-down).
- Official Grim Dawn Game Guide: Combat — Confirms the official basics of damage types and defense (the name 'Retaliation Added to Attack' follows the official guide's usage).
- Official Crate Forum: Grim Dawn v1.2.1.6 + Hotfix — Official patch notes for the verified version.