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Azmodan Abilities and Strategy

Last updated on Jun 26, 2017 at 17:05 by Oxygen 13 comments

Table of Contents

Azmodan Image

General Information

Below, we give you an overview of the abilities that Azmodan has access to. We also explain how to best your these abilities.

The other pages of our Azmodan 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 Master player, he enjoys playing all Heroes and roles.

1. Tips on Ability Usage

2. Globe Of Annihilation

Azmodan Globe Of Annihilation
Globe Of Annihilation (Q) Diablo Azmodan
  • Mana: 60
  • Cooldown: 10 seconds

Shoot a globe of destruction, dealing 164 (+4% per level) damage on impact. Long range.

Globe Of Annihilation is Azmodan's defining Ability. It deals a moderate amount of damage from a remarkable range and over a large area. Its main point of appeal, however, is its defining Talents, Taste for Blood Icon Taste for Blood and Sieging Wrath Icon Sieging Wrath, which permanently increase the damage dealt by Globe Of Annihilation. Much of Azmodan's playstyle is based on these Talents, and by extension, Globe of Annihilation. The mastering of the Ability is therefore quintessential to the mastery of Azmodan himself.

Besides dealing damage, Globe Of Annihilation has quite a few uses, thanks to its long range. Many Map Objectives, such as Cursed Hollow's Tribute mechanic, are interrupted by damage. Furthermore, the fact that the Ability briefly grants vision in its flight path can be used to scout points of interest, such as Mercenary Camps or Bushes. It can even be used to assist in waveclearing a distant lane.

Globe Of Annihilation has a traveling time that becomes longer the further away the Ability is aimed, which translates into a longer impact delay. This means that in order to hit an intended target, you must first learn to estimate how long it takes for the Ability's projectile to hit at different distances, on top of having to take into consideration the Ability's 1-second casting time. This task is made more difficult by the fact that, at Hero Level 7, a Talent, Infernal Globe Icon Infernal Globe, reduces the casting and traveling time of Globe Of Annihilation by 40%, which requires you to assimilate yet another timing. Then, you need to account for the potential movement of your target. Although crowd control can help with successful hits, grasping how to properly use Globe Of Annihilation takes hours of practice, and yet, the Ability's raw power justifies this steep requirement absolutely.

3. Summon Demon Warrior

Azmodan Summon Demon Warrior
Summon Demon Warrior (W) Diablo Azmodan
  • Mana: 40
  • Charges: 2
  • Recharge Time: 10 seconds

Spawn a Demon Warrior that marches toward a point. Warriors deal 37 (+4% per level) damage per second and last for 10 seconds.

Stores up to 2 charges.

Summon Demon Warrior is a straightforward Ability that is used whenever a general need for more bodies arises, such as during team fights or when pushing. Demon Warriors are useful for absorbing damage from Structures, Map Objectives, Mercenary Camps, and the occasional skillshot that may be coming your way. It is worth mentioning that the Demon Warriors are tuned in such a way that they deal a significant amount of damage in the early stages of the game, and are essentially the reason why Azmodan is an excellent duelist. Before the Army of Hell Icon Army of Hell Talent is acquired, Summon Demon Warrior has a hefty Mana cost that should always be taken into consideration.

Beyond these facts, Demon Warriors can be used as targets for your General of Hell Icon General of Hell when no Minions are nearby. They are also useful for scouting p otentially dangerous areas, such as Bushes.

4. All Shall Burn

Azmodan All Shall Burn
All Shall Burn (E) Diablo Azmodan
  • Mana: 16 per second
  • Cooldown: 6 seconds

Channel a death beam on an enemy, dealing 100 (+4% per level) damage per second. Damage increases over time, to a max of 200 (+4% per level) per second, and is increased by 25 (+4% per level) against structures. Azmodan can move at 40% speed while channeling.

All Shall Burn is one of the highest sources of single-target DPS in the game. This power comes at the cost of greatly reducing Azmodan's movement speed for as long as the Ability is being channeled. This is not usually a problem when trying to claim Mercenary Camps, sieging, or duelling opponents without the necessary interrupts to break your channeling. However, one must be more careful during team fights or other situations where you may become a target.

A key to successfully using All Shall Burn is to get to know which Heroes can reliably interrupt you so that the Ability is not countered. Tanks can typically do so, although the list of Heroes that possess crowd control abilities is far more extensive, and should be thoroughly studied. It is also a good idea to try and keep track of the Cooldowns of said crowd control Abilities so that you may exploit their downtime for full hits. You may also want to try and capitalise on your own teammates' crowd control.

While laning, All Shall Burn can effectively be used to bully your opponents. The mere sight of the beam the Ability produces is often enough to trigger players into running away from you — and rightly so, because there are not many Heroes that can effectively trade with Azmodan. The damage bonus to Structures makes the Ability an excellent sieging tool in unattended lanes.

5. Demonic Invasion

Azmodan Demonic Invasion
Demonic Invasion (R) Diablo Azmodan
  • Heroic
  • Mana: 100
  • Cooldown: 100 seconds

Rain a small army of Demonic Grunts down on enemies, dealing 104 (+4% per level) damage per impact. Demon Grunts deal 51 (+4% per level) damage and have 365 (+4% per level) health.

Demonic Invasion is a simple yet effective "fire-and-forget" Ability that has the potential of single-handedly razing key Structures. Although it is typically used right on top of intended targets so as to benefit from the Ability's upfront damage, Demonic Invasion can also be used to effectively push lanes without having to be physically present or jeopardising a defensive position. Whatever the case may be, the Ability should be used in conjunction with General of Hell Icon General of Hell in order to maximise the damage output and longevity of the Grunts it summons.

It should be noted that Demonic Invasion is a notoriously poor combat Ability, as the Grunts tend to die off very quickly to incidental area of effect damage. Its long Cooldown also makes it generally restrictive and ultimately ineffectual if it is unable to deal significant Structural damage.

6. Black Pool

Azmodan Black Pool
Black Pool (R) Diablo Azmodan
  • Heroic
  • Mana: 60
  • Charges: 2
  • Recharge Time: 20 seconds

Create a pool that empowers Azmodan, his Demons, and allied Minions, increasing their Basic Attack and Ability damage by 75%. Pools last 5 seconds.

Stores up to 2 charges.

Black Pool is a core Ability for any Taste for Blood Icon Taste for Blood-related builds, and the key to turning Globe Of Annihilation Icon Globe Of Annihilation into a devastating area of effect damage-dealing tool. In this regard, its purpose is twofold: to increase the damage of Globe Of Annihilation, and to ease the process of acquiring Taste for Blood stacks by allowing the Ability to instantly kill Minion waves, which then translates into more damage for future casts. Black Pool is otherwise used very sparingly, so as to try and conserve Mana, though the Ability remains useful for bringing All Shall Burn Icon All Shall Burn's damage to preposterous levels. This is particularly useful for sieging purposes, and devastating against Heroes that are unable to interrupt All Shall Burn or otherwise get away from you.

Black Pool can be self-cast by holding the ALT key before using the Ability. The simple technique is nearly mandatory to use in order to efficiently empower Globe Of Annihilation casts that are destined to targets that are off-screen, so that you do not have to manually go back and forth just to cast Black Pool on yourself.

7. General of Hell

Azmodan General of Hell
General of Hell (D) Diablo Azmodan
  • Cooldown: 30 seconds

Summon a Demon Lieutenant at an allied Mercenary, Minion, or Azmodan's Summons. The Lieutenant will march with the target, granting 25% increased damage to all nearby friendly Mercenaries, Minions, and Azmodan's Summons. Unlimited range.

General of Hell allows Azmodan players to improve their immediate lane presence, or apply pressure to distant lanes, thanks to the Ability's global cast range. One essential aspect of playing Azmodan is to develop a certain level of discipline with General of Hell, so that it is used whenever it comes off-Cooldown. This becomes even more important as Talents that improve the Demon Lieutenant are acquired.

The Demon Lieutenant's real strength lies in his Minion-empowering aura, for it is rather weak by itself. You should avoid using it for skirmishes and team fights, where it is liable to die off without having an impact. An exception to this should be made if your teammates have elected to use summon-related Heroic Abilities, such as Kerrigan's Summon Ultralisk Icon Summon Ultralisk or Nazeebo's Gargantuan Icon Gargantuan, as such summons actually greatly benefit from the Demon Lieutenant's aura.

8. ChangeLog

+ show all entries - show only 10 entries
  • 26 Jun. 2017: Updated Globe of Annihilation discussion and made a few more small tweaks on the page.
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