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Diablo Abilities

Last updated on May 18, 2016 at 11:40 by Oxygen 12 comments

Table of Contents

Diablo Image

General Information

Below, we give you a brief overview of the abilities that Diablo has access to. You should read these ability descriptions before reading further, because the other pages of the guide assume that you have a basic knowledge of Diablo's abilities.

The other pages of our Diablo guide can be accessed from the table of contents on the right.

About the Author

Oxygen is a veteran of the MOBA genre, which he has been playing for nearly 15 years. He has coached some of Heroes of the Storm's most prominent North American players and teams alike, including Team Liquid. As a Diamond Flex player, he enjoys playing all Heroes and roles.

1. Shadow Charge

Diablo Shadow Charge
Shadow Charge (Q) Diablo Diablo
  • Mana: 60
  • Cooldown: 12 seconds

Charge an enemy, knocking them back, dealing 206 (98 + 4% per level) damage. If the enemy collides with terrain, they are stunned for 1 second instead.

Shadow Charge Icon Shadow Charge causes Diablo to rapidly dash towards the targeted enemy unit. Upon reaching his target, Diablo drags it along a short distance, dealing damage to it, and dazing it for 0.5 seconds. If the target is knocked back unto an unpathable area, it is stunned for an additional 0.5 seconds. A "Stunned" floating text appears when this effect triggers.

Shadow Charge is Diablo's main initiation ability. Although its bonus stun condition may initially seem appealing, the ability's erratic knockback distance makes it difficult to reliably benefit from this effect. It is indeed much more commonplace to use Shadow Charge as a gap closer that perfectly chains into Overpower Icon Overpower to unconditionally displace an important target where your team may attack them. Alternatively, it can be used as a follow up for Overpower, so as to shove opponents towards your teammates or away from their own. Since the ability's cooldown is so lengthy, and its damage so inconsequential, Shadow Charge should almost exclusively be used in the presence of allies. As a last resort, Shadow Charge may also be used against a far-away hostile target — typically Minions or Summons — to create some space between yourself and an opponent in escape situations.

Shadow Charge is notable for its ability to unconditionally interrupt channeled abilities from a long range. Strong Heroic Abilities, such as Jug of 1,000 Cups Icon Jug of 1,000 Cups or Ravenous Spirit Icon Ravenous Spirit, are especially valuable to shut down. This, however, often comes at the cost of potentially putting you into an undesirable foward position, upon which your opponents may capitalise to attack you.

As with many knockback effects, you must be mindful of not actually helping your opponents by pushing them to safety, such as behind their own Gates, or out of friendly AoE effects. You can use Shadow Charge yourself to escape through terrain and units, as long as you have vision of an enemy target where you wish to travel.

2. Fire Stomp

Diablo Fire Stomp
Fire Stomp (W) Diablo Diablo
  • Mana: 40
  • Cooldown: 6 seconds

Unleashes fire waves in all directions that deal 233 (111 + 4% per level) damage each.

Fire Stomp Icon Fire Stomp causes Diablo to unleash 8 projectiles around him. The projectiles travel in a line, piercing and damaging enemy entities they come in contact with. A single enemy may not be damaged by more than one projectile per cast. One of the projectiles is always released in front of Diablo, with the remaining 7 being released at 45° offsets.

Fire Stomp is an initially weak ability whose main purpose is to provide Diablo with a bit of area of effect damage. Although it has a very short cast time, it is typically used on-cooldown whenever there is a need to deal more damage, such as while waveclearing. Since the projectiles generated by the ability have a relatively long range, they can be used to scout bushes or try to reveal cloaked Heroes. Fire Stomp is also useful in a pinch to finish off escaping opponents that have a sliver of Health remaining.

Early on, Fire Stomp deals less damage than a Basic Attack; after picking up the popular Hero Level 4 Fire Devil Icon Fire Devil and Hero Level 13 Firestorm Icon Firestorm talents, however, it becomes one of the stronger damage-per-cooldown abilities in the game. Its short cooldown greatly benefits from Diabolical Momentum Icon Diabolical Momentum, doubling the importance of Diablo's Basic Attacks to maximise his DPS.

3. Overpower

Diablo Overpower
Overpower (E) Diablo Diablo
  • Mana: 60
  • Cooldown: 12 seconds

Grabs the target and slams it behind Diablo, dealing 160 (76 + 4% per level) damage and stunning for 0.25 seconds.

Overpower Icon Overpower causes Diablo to displace a target unit directly behind him. The target is disabled for the length of the animation, and then stunned for 0.25 seconds upon landing. Overpower has a short range.

Overpower is what makes Diablo so threatening in melee. Whenever you find yourself within Overpower range of an opponent, its use should become natural, so long as you have allies near you to capitalise on the displacement effect. An often overlooked aspect of the ability is that it puts you in a perfect position to perform a body block maneuver. Otherwise, Overpower synergises so well with Shadow Charge Icon Shadow Charge that they are systematically used one right after the other.

Just as with Shadow Charge, be mindful of not actually helping your opponents by displacing them to safety or away from your allies. Overpower deals a dismal amount of damage and should almost exclusively be used if the effect is going to be useful, or interrupt a channeled ability.

In the early game, Overpower can be used to slam a foe behind your own Gate. This is often enough to outright seal the fate of most Heroes.

4. Apocalypse

Diablo Apocalypse
Apocalypse (R) Diablo Diablo
  • Heroic Ability
  • Mana: 100
  • Cooldown: 100 seconds

Create a demonic rune under each enemy Hero on the battleground. After 1.75 seconds the rune explodes dealing 301 (143 + 4% per level) damage and stunning for 1.75 seconds.

Apocalypse Icon Apocalypse marks a large area beneath each enemy Hero, revealing them for 5 seconds. After 1.75 seconds, the marks trigger, dealing damage to and stunning enemy entities within their area of effect for 1.75 seconds. Each Hero may only take damage from one mark, even if they are standing within the area of effect of two or more of them.

Apocalypse's lenghty stunning effect, respectable damage, and large area of effect make it one of the game's strongest follow up crowd control ability. It suffers, however, from an extremely obvious graphical effect and a long triggering delay that make it simple to avoid. As such, it is typically used during team fights, when potential targets are likely to be too busy or distracted to avoid the ability's effects, as a means of interrupting channeled abilities that leave their casters sitting still, or when your team composition features some or many of the abilities that may be used to set up for it.

The list below contains many of the abilities that could be used to set up for Apocalypse.

Apocalypse is also a solid counter-engage ability. While making precise offensive plays, opponents do not typically have the freedom to spend much time moving about. In this optic, Apocalypse's delay almost becomes a form of crowd control in of itself, effectively zoning opponents away from your teammates or objectives.

A strong maneuver to master is the use of Overpower Icon Overpower to draw opponents that may be attempting to move out of Apocalypse's area of effect back into it. The opposite effect should also be avoided, by yourself an allies alike; both Shadow Charge Icon Shadow Charge and the aforementioned ability can push foes out of Apocalypse's mark, therefore wasting the ability.

5. Lightning Breath

Diablo Lightning Breath
Lightning Breath (R) Diablo Diablo
  • Heroic Ability
  • Mana: 80
  • Cooldown: 60 seconds

Become Unstoppable while channeling lightning that deals 1753 (832 + 4% per level) damage over 4 seconds. The direction of the Lightning changes with your mouse cursor position.

Lightning Breath Icon Lightning Breath causes Diablo to immobilize himself to channel for up to 4 seconds, dealing damage every 0.5 seconds in a large area in front of him. For the duration, Diablo is unstoppable and will face your cursor, allowing you to adjust the ability's area of effect. Lightning Breath can be stopped early by recasting it.

Lightning Breath is one of the most damaging abilities in the game. Its main downside is that of disabling Diablo for the duration. As such, Lightning Breath is typically used under the same conditions as Apocalypse: against foes that are already under the effects of crowd control, or otherwise so mispositioned that you may hit them for the ability's entire duration.

Lightning Breath's high damage and impressive visuals have important implications for you and your opponents; it makes for an outstanding zoning ability, as players reflexively avoid standing within its area of effect. Lightning Breath is also an excellent way of punishing opponents for fighting in cramped areas or over static objectives, such as Mercenary Camps, Structures, or Map Objectives. As a last resort, it can be used as a ranged mean of finishing off escaping foes.

6. Black Soulstone

Diablo Black Soulstone
Black Soulstone (D) Diablo Diablo
  • Trait
  • Cooldown: 30 seconds

Gain 10 Souls per Hero killed and 1 Soul per Minion . For each Soul, gain 0.2% maximum Health. If you have 100 Souls upon dying, you resurrect in 5 seconds and lose 100 Souls. Maximum 100 Souls.

Black Soulstone Icon Black Soulstone causes Diablo to passively collect Souls as enemies within his vision radius die. The number of collected Souls depends on the type of slain enemy; Minions and Lane Mercenaries each grant one Soul, whereas Heroes grant 10, up to a maximum total of 100. Each Soul increases Diablo's maximum Health by 0.20%. Should you possess 100 Souls upon death, Diablo will bypass his regular death timer and instead respawn in 5 seconds, losing all Souls in the process.

Black Soulstone is what allows Diablo's Health pool to grow to be the largest in the game. Although the Health gain and effect are rather important, a common mistake made by newer players is to dedicate too much time collecting Souls. As Minions and Heroes naturally die around you, Soul generation should remain high enough to matter.

The nature of Black Soulstone makes Diablo stronger and stronger as games go on; the growing length of respawn timers matter little to Diablo, whom can respawn as quickly as in 5 seconds. This can even allow him to rejoin elongated team fights, with full resources, should he be one of the first Heroes to fall. Just be aware that your Health pool would then be 20% smaller.

7. ChangeLog

  • 18 May 2016: Updated Ability description for Shadow Charge to better represent its functionality.
  • 17 May 2016: Apocalypse's stun duration was reduced to 1.75 seconds (down from 2) in Chromie's patch.
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