"Critical strikes always bleed enemies. Bleeding enemies now explode. Gain 5% critical chance. Critical Strikes bleed enemies for 240% base damage. Bleeding enemies explode on death for 400% (+400% per stack) damage, plus an additional 15% (+15% per stack) of their maximum health." Boss item dropped by the Imp Overlord. The +5% crit chance is not mentioned in the in-game description. Crits guarantee bleed - enemies that die while bleeding explode in a 16m AoE. One-shotting enemies with a crit skips the explosion entirely since bleed is never applied.
| Stacks | Base Dmg Component | Max HP Component | Note |
|---|---|---|---|
| 1 | 400% base dmg | 15% max HP | Scales with enemy HP pool - strong on elites |
| 2 | 800% base dmg | 30% max HP | 30% of a boss's HP in one explosion radius |
| 3 | 1200% base dmg | 45% max HP | Chain explosions begin melting full rooms |
| 5 | 2000% base dmg | 75% max HP | One elite death kills the surrounding pack |
| 10 | 4000% base dmg | 150% max HP | Explosion deals 1.5x the dead enemy's max HP |
Laser Scope amplifies the explosion damage component. The 400% base damage explosion is multiplied by the Laser Scope's crit multiplier. At 1 Laser Scope (3x crit damage), explosion base damage effectively becomes 1200% instead of 400%. The HP component is unaffected, but the base damage portion scales dramatically.
57 Leaf Clover boosts crit chance, feeding more Bleed applications. More crits mean more guaranteed Bleed stacks per second. At 100% crit, every hit bleeds - Bleed stacks accumulate continuously and enemies never survive long enough to avoid an explosion death.
Harvester's Scythe and Predatory Instincts stack crit chance with Shatterspleen. All three items give +5% crit each. With Shatterspleen + Scythe + Predatory Instincts you have 15% crit before any Glasses. Scythe also heals on every crit, providing sustain while Shatterspleen explosions clear packs.
Ignition Tank + Shatterspleen on Blazing elite packs. Blazing elites drop fire trails. Ignition Tank quadruples ignite DoT. If those ignited enemies are also bleeding from Shatterspleen crits, they die bleeding and explode. Ignition Tank increases how many enemies reach a "dying while bleeding" state by killing them faster via DoT.
Self-damage warning at high stacks. Shatterspleen explosions can hit you if you are inside the 16m blast radius when an enemy dies. At 5+ stacks with large enemy HP pools, the explosions deal enough damage to kill you if you are in melee range. This is known as "Shatterrun" - a death caused by your own chain explosions. Tougher Times block chance helps survive accidental self-explosions.
Needletick does NOT replace Shatterspleen's Bleed with Collapse. Needletick (void Tri-Tip Dagger) applies Collapse on hit - a separate debuff. Shatterspleen's Bleed is still applied on crit independently. Both debuffs can be active on the same enemy simultaneously, and both trigger independently.Bleed is applied as a debuff after hit damage is processed. If an enemy's HP drops to zero from the initial crit hit, the enemy dies before Bleed is ever registered on them. Dead enemies cannot receive debuffs. No Bleed = no explosion.
Shatterspleen and Tri-Tip Dagger use the same Bleed debuff. They cannot both apply a Bleed on the same single hit. If a crit hit would trigger both Shatterspleen's guaranteed Bleed and Tri-Tip's chance-based Bleed, only one Bleed stack is applied - not two. This is undocumented behavior.Shatterspleen is a yellow boss item dropped by the Imp Overlord. It gives +5% critical strike chance (undocumented), causes every critical hit to guarantee a Bleed debuff (240% base damage DoT), and makes any bleeding enemy that dies explode for 400% (+400%/stack) base damage plus 15% (+15%/stack) of that enemy's maximum health in a 16m radius.
If you one-shot an enemy with a critical hit, the enemy dies before Bleed is applied. Bleed is a debuff registered after hit damage - if the hit kills the enemy outright, there is nothing to apply the debuff to. This is the most common Shatterspleen frustration. The fix is to let rapid lower-damage hits apply Bleed first, then let DoT or follow-up shots finish the kill.
Yes. Each additional Shatterspleen adds 400% more base damage and 15% more max HP to the explosion. At 2 stacks explosions deal 800% base damage plus 30% max HP. The +5% crit chance does not stack - only the first Shatterspleen contributes crit. Additional stacks only increase explosion power.
Yes. The 16m blast hits anyone inside the radius, including you. At high stacks fighting large HP enemies in melee range, the explosions deal enough damage to kill you. This is called "Shatterrun" - dying to your own chain explosions. Stay at range on high-stack runs, or use Tougher Times as a buffer against accidental self-damage.
Partially. Both items use the same Bleed debuff. On any single hit, only one Bleed is applied even if both items would trigger. However across multiple hits at sub-100% crit, Tri-Tip ensures non-crit hits still have a chance to apply Bleed. At 100% crit, Shatterspleen makes every hit bleed anyway, making Tri-Tip's bleed chance redundant.
Shatterspleen drops from the Imp Overlord when it spawns as the Teleporter Boss. Each Uncommon item that would drop from the Teleporter event has a 15% chance to become Shatterspleen instead. It cannot drop from chests. Use Artifact of Command to select it directly if it appears in the boss item pool, or Shrine of the Mountain to generate more Teleporter event drops and more 15% rolls.