The effect is noticed by a brief shimmering blue aura around the target. Abilties are frosted over, signifying that those skills do not regain energy for the duration of the Chill. Chilled abilities not on cooldown could be executed for that one time, but subsequent turns will not regain energy.
The Debuff blocks the charging of energy over time as well as the energy gain from Traits like Indigo's Critical Energy, Malice's Demonic Pride Team and Ekko's Epic attacks.
However, energy can still be obtained through Energy Potions and the use of Abilities like Ekko's Energize and Dagrund Blacksmoke's Energy Rune.
IGOROK's Arctic Assault deals 1.5x damage to Chilled enemies.
Heroes
The following heroes have or can inflict/apply Chilled:
Chilling Skin (Trait): Chance to Chill Melee attackers when hit. Chilled to the Bone (Trait): Self and Undead allies have a chance to Chill on Basic Attacks.
Tinkerer's Tricks (Trait): All attacks have a chance to apply one of the following debuffs to each enemy hit: Chilled, Burned, Shocked, Diseased, or Poisoned. Only one of these debuffs will be applied per hit, and is applied to each enemy individually. This means that if you use Helmet Missiles, one enemy could get burned, another could be poisoned, and another might not be debuffed at all (resisted or immune).
Dryad Ice (Trait): Starts dungeons in Ice Block, reducing damage taken (90% Damage Reduction) and Debuff immune until their first turn. Can't be stolen, copied, or purged.
Ambush Tactics (Special Attack): Ranged Physical attack on target enemy and all Ranged allies attack the same target, then gain Stealth and become Invulnerable for 1 turn. Starts Powered.
Ice Block (Trait): Starts dungeons in Ice Block, reducing damage taken (90% Damage Reduction) and Debuff immune until his first turn. Can't be stolen, copied, or purged.
The Last Word (Trait): Slow allies and self take 30% reduced damage from Fast enemies. Slow allies revenge attacks twice. Slow allies can't have buffs removed or debuffs added by fast enemies.