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PoE 2 Guide

PoE 2: Recoup Explained

Mechanics
Updated on Mar 27, 2025
Mar 27, 2025

Overview

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.

Basic Mechanics

What is Recoup?

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 . 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 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.

Amount of Recovery from Recoup

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 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 . Recovery Rate is a multiplier to the total recovery over time of a resource. For example if you had the Passive Skill Tree Notable allocated, you'd recover a total of 20% of incoming Hit Damage taken as Mana. If you also had allocated, that recovery would be multiplied, essentially providing recovery equal to 23% of incoming Hit Damage taken instead (20 * 1.15).

Duration of Recoup

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. For example a Chronomancer with the Notable will recover Life equal to 30% of the Damage taken from any incoming Hits over 8 seconds, or 3.75% recovered per second.

The Duration of Recoup can be modified by rare modifiers such as '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. Taking the example from above, a Chronomancer with would recover 30% of incoming Hit Damage taken over 8 seconds. If the Chronomancer allocated on their Amulet, they'd increase the speed of that 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 . These modifiers will not impact the total recovery provided by Recoup. If you have 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.

Interactions

Recouping Prevented Damage

The and 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.

Recouping Blocked Damage

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.

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