Recoup is a resource recovery mechanic in Path of Exile 2. You'll typically find Recoup related stats at the top of the Passive Skill Tree.

Recoup is a resource recovery mechanic in Path of Exile 2. You'll typically find Recoup related stats at the top of the Passive Skill Tree.

Recoup is a mechanic that recovers a resource over time for an amount based on the Damage taken from Hits. The Damage is not required to originate from a Monster and can include self-Damage mechanics such as
Pyromantic Pact. Each incoming Hit will create a unique instance of Recoup and there's no cap on the amount of Recoup instances that you can have at any one time.
Under special circumstances, Recoup can instead recover a resource based on how much Damage was prevented from an incoming Hit, for example while using the
Wandering Reliquary Unique Body Armour. Prevented Damage is the difference between the total originating Damage in a Hit and the actual Damage taken from the Hit after mitigation has occurred.
Note: Damage over time does not interact with Recoup in any way.
Unlike Leech, the recovery from Recoup is not stopped upon reaching full resource. For example Life Recoup is not stopped upon reaching Full Life or Full Unreserved Life. However, the Duration of Recoup continues to progress while a resource is full, and therefore any excess recovery is essentially wasted.
Note: Recoup is not Regeneration and is not affected by modifiers to Regeneration.
The amount of a resource that's recovered by Recoup is based on the sum of all modifiers for Recoup for that resource. For example if you have the
Infused Flesh wheel allocated on the Passive Skill Tree, you'll have a total of '14% of Damage taken Recouped as Life' (8% from the Notable, 3% from each of the two small Passives). When a Hit deals Damage to you, you'll recover a total of 14% of the Damage taken from that Hit after it has been mitigated by any relevant mechanics such as Armour or Resistances.
As Recoup is a recovery over time mechanic, it's affected by modifiers to the Recovery Rate of a resource, such as
Arcane Blossom. Recovery Rate is a multiplier to the total recovery over time of a resource. For example if you had the
Adverse Growth Passive Skill Tree Notable allocated, you'd recover a total of 20% of incoming Hit Damage taken as Mana. If you also had
Arcane Blossom allocated, that recovery would be multiplied, essentially providing recovery equal to 23% of incoming Hit Damage taken instead (20 * 1.15).
The base Duration of Recoup is 8 seconds. Therefore, the total sum of Recoup for a resource is recovered over a period of 8 seconds by default.
The Duration of Recoup can be modified by rare modifiers such as
Pliable Flesh's '25% increased speed of Recoup Effects'. This modifier directly scales the expiration rate of Recoup, providing the total recovery in a smaller window of time elapsed. If you allocated
Pliable Flesh on your Amulet, you'd increase the speed of Recoup, essentially providing the recovery over a shorter window of time. In this example, the Duration of Recoup would be improved from the default 8 seconds to 6.4 (8 / 1.25).
There are also other rare modifiers that change the base Duration of Recoup, such as
The Rapid River. These modifiers will not impact the total recovery provided by Recoup. If you have
The Rapid River allocated, you'll recover the total sum of Recoup for a resource over 4 seconds instead of 8, and any modifiers to Recoup will scale from the new base Duration instead.
The
Wandering Reliquary and
Made to Last provide a way to Recoup Life based on the Physical Damage you prevent from incoming Hits. Prevented Damage is the difference between the originating Hit of Damage and the Damage taken after all mitigations.
Alkem Eira is a Unique Shield that has the special modifier 'Damage Blocked is Recouped as Mana'. As Block is calculated post-mitigation, this modifier will Recoup an amount of Mana based on how much Damage would have been taken if the Hit wasn't Blocked.