Welcome to our Talents page for Diablo. Here, we give you an overview of how strong each of Diablo's talents is. Then, we present several viable builds, before analyzing each talent raw separately, so that you can make informed decisions.
1. Diablo's Talent Build
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|4||✔ ✔ ✘|
|7||✔ ✔ ✘|
|13||✔ ✘ ✔|
|16||✔ ? ✔|
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2. Diablo's Talent Build Cheatsheet
Fire Stomp BuildTalent calculator »
This Fire Stomp Build focuses on improving Fire Stomp to increase Diablo's damage output and significantly.
Shadow Charge BuildTalent calculator »
This Shadow Charge Build focuses on improving Shadow Charge to improve Diablo's ability to initiate, and specifically on Maps featuring a large number of walls such as Battlefield of Eternity, Cursed Hollow, Dragon Shire, Garden of Terror, Infernal Shrines, Towers of Doom, and Volskaya Foundry. Most Talents showcased here synergise well with each other to make Diablo difficult to peel or otherwise kill and very disruptive due to the amount of crowd control he has at his disposal.
3. Level 1 Talents for Diablo
Stunning an enemy Hero with Shadow Charge or Overpower heals Diablo for 12% of his maximum Health over 3 seconds.
Black Soulstone increases the effects of Regen Globes and Healing Fountains by 2.25% per Soul.
- Cooldown: 45 seconds
Activate to gain 25 plus 50% of Diablo's current Souls as Spell Armor for 4 seconds. Every time Diablo damages an enemy Hero, reduce this cooldown by 1 second.
This Talent tier focuses on improving Diablo's survivability.
Feast on Fear provides direct combat self sustain. It should be noted that Feast on Fear does not stack, meaning that multiple applications will merely refresh the effect's duration. As such, it may be worth trying to use Shadow Charge and Overpower with a few seconds of spacing, although never at the expense of setting up kills. Feast on Fear should be prioritised over Devil's Due if your role is not to solo lane.
Devil's Due increases your survivability and self sustain through two secondary sources of healing, Regeneration Globes and Healing Fountains. The potency of tripling the effects of such sources of healing can be difficult to evaluate at first, but things become easier to put into perspective when we consider the impact that percent-based healing has on Diablo's massive Health pool. Through this Talent, and assuming full stacks, a Regeneration Globe will provide Diablo with 36% of his maximum Health, whereas Healing Fountains will provide him with 120%. This healing can and should be used as a way of trading, as few are the Heroes who can burn through such healing. Devil's Due is particularly useful when solo laning.
Soul Shield makes Diablo excessively difficult to burst down for team compositions that rely on Ability-based damage sources. Soul Shield should be considered if the opposing team features at least two burst-oriented mage-like Heroes, such as Azmodan, Chromie, Gul'dan, Jaina, Kael'thas, Li-Ming, Nazeebo, and Ragnaros. Make sure to remember to actually use Soul Shield before taking damage. By default, it should be mapped to the "1" key.
4. Level 4 Talents for Diablo
Stunning a Hero with Shadow Charge grants 5 Souls and 20 Armor for 4 seconds. While at 100 Souls, increase this Armor to 40.
Fire Stomp grants 1 Soul every 3 times it damages an enemy Hero, and heals for an additional 1.3% of its damage dealt per Soul.
Diablo gains 1 Soul and heals for 1.5% of his maximum Health when Basic Attacking an enemy Hero. While at 100 Souls, increase this healing to 3% of his maximum Health.
This Talent tier focuses on improving Diablo's survivability based on the number of Black Soulstone stacks and on generating such stacks.
Sacrificial Soul provides a significant amount of Armor if there are enough opportunities to trigger Shadow Charge's collision-based Stun. As such, this Talent is recommended on wall-heavy Maps such as Battlefield of Eternity, Cursed Hollow, Dragon Shire, Garden of Terror, Infernal Shrines, Towers of Doom, and Volskaya Foundry. It works particularly well with Domination.
Life Leech provides a very modest amount of healing compared to the alternative Talents and requires many Basic Attacks to take effect, which are difficult to weave into Diablo's playstyle.
5. Level 7 Talents for Diablo
When Diablo Stuns an enemy Hero with Shadow Charge or Overpower, reset the cooldown of Fire Stomp.
Basic Abilities cause Diablo's next Basic Attack within 6 seconds to deal an additional 100 (+4% per level) Spell Damage. Stores up to 2 charges.
When Diablo's Basic Attacks damage enemies, reduce the cooldown of his Basic Abilities by 1 second.
This Talent tier focuses on improving Diablo's damage output.
Eternal Flames provides a significant amount of additional damage and self sustain if there are enough opportunities to trigger Shadow Charge's collision-based Stun. As such, this Talent is recommended on wall-heavy Maps such as Battlefield of Eternity, Cursed Hollow, Dragon Shire, Garden of Terror, Infernal Shrines, Towers of Doom, and Volskaya Foundry. It works particularly well with Domination.
Malevolence is a foolproof and significant damage increase. If you feel like your survival is good enough to justify ignoring Eternal Flames, Malevolence is enough to make Diablo threatening to most Assassins through raw damage. It works particularly well with Hellfire.
Diabolical Momentum has the potential of providing a modest reduction to Diablo's Cooldowns, provided you are able to deliver enough Basic Attacks. In general, getting value out of Diabolical Momentum is difficult, as dealing sustained Basic Attacks are not part of Diablo's combo-oriented playstyle. The Cruelty Talent alleviates this somewhat, although the alternatives remain more reliable.
6. Level 10 Talents for Diablo
- Mana: 100
- Cooldown: 90 seconds
Create a demonic rune under each enemy Hero on the battleground. After 1.75 seconds the rune explodes dealing 137 (+4% per level) damage and Stunning them for 1.75 seconds.
- Mana: 80
- Cooldown: 90 seconds
After 0.5 seconds, become Unstoppable and Channel for up to 4 seconds, dealing 50 (+4% per level) damage every 0.25 seconds to enemies in front of Diablo. Enemies affected are Slowed by 4% for 2 seconds, up to 40%.
Lightning Breath's direction changes with your mouse cursor position.
Apocalypse's lengthy Stunning effect, respectable damage, and large area of effect make it one of the game's strongest follow up crowd control Abilities. 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 standing 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.
- Upheaval (Cho'gall)
- Howling Blast and Summon Sindragosa (Arthas)
- Powerslide + Mosh Pit (E.T.C.)
- Grav-O-Bomb 3000 (Gazlowe)
- Ring of Frost (Jaina)
- Condemn and Blessed Shield (Johanna)
- Gravity Lapse (Kaelthas)
- Primal Grasp and Impaling Blades (Kerrigan)
- Entomb (Leoric)
- Entangling Roots (Malfurion)
- Ley Line Seal (Medivh)
- Octo-Grab (Murky)
- Zombie Wall (Nazeebo)
- Leap (Sonya)
- Lamb to the Slaughter (The Butcher)
- Earthquake (Thrall)
- Judgment (Tyrael)
- Divine Storm (Uther)
- Bone Prison (Xul)
- Devouring Maw (Zagara)
- Graviton Surge (Zarya)
- Void Prison (Zeratul)
Apocalypse is also a excellent counter-engagement 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.
An important maneuver to master is the use of 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 and the aforementioned Ability can push foes out of Apocalypse's mark, therefore wasting the Ability.
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 busy or so mispositioned that you may hit them for the Ability's entire duration. Always try and hit at least two targets with Lightning Breath; the large area of effect of which should make this a simple goal to achieve.
Lightning Breath's high damage, stacking Slowing effect, 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 points, 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.
7. Level 13 Talents for Diablo
Increase Shadow Charge's terrain collision damage by 80%.
Quest: Each time an enemy Hero takes terrain collision damage, increase this bonus by 20%, to a maximum of 120%.
Stunning an enemy Hero with Shadow Charge or Overpower increases Diablo's Attack Speed by 50% for 7 seconds, up to 100%.
Each enemy Hero hit by Fire Stomp grants 2% Spell Power for 10 seconds, up to 30%.
This Talent tier focuses on improving Diablo's damage output.
Devastating Charge adds a situational but very respectable amount of damage to Shadow Charge if there are enough opportunities to trigger its collision-based Stun. As such, this Talent is recommended on wall-heavy Maps such as Battlefield of Eternity, Cursed Hollow, Dragon Shire, Garden of Terror, Infernal Shrines, Towers of Doom, and Volskaya Foundry. It works particularly well with Domination.
Cruelty provides a powerful Basic Attack speed increase. However, it competes with two very strong alternative Talents.
Hellfire provides a significant amount of additional damage and self sustain, as the additional Fire Stomp damage translates into additional healing. It is worth noting that Hellfire works with Malevolence and Lightning Breath to make Diablo's damage output surprisingly threatening for a tank.
8. Level 16 Talents for Diablo
Casting Overpower resets the cooldown of Shadow Charge.
Enemy Heroes hit by Fire Stomp are Slowed by 5% for 4 seconds, up to 50%. Heroes Slowed by 25% or more by Debilitating Flames deal 50% less damage.
Gain 2 additional charges of Overpower, with a 2 second cooldown between uses.
This Talent tier focuses on improving Diablo's crowd control.
Debilitating Flames provides Diablo with some team-wide defensive utility by allowing you to significantly cripple the damage output and mobility of Heroes who lack ways of reliably avoiding Fire Stomp. Debilitating Flames is recommended against team compositions that feature three or more melee Heroes, as they tend to be much easier to hit with Fire Stomp. It works particularly well with Souls to the Flame and Eternal Flames.
Domination is a game-changing Talent for Diablo. The ability to completely reset the Cooldown of Shadow Charge allows you to follow any Overpower cast with another Shadow Charge. This is particularly potent when used to drag opponents right back to your teammates or to drive them into a wall for a Stun after using Shadow Charge to close the distance. It works particularly well with Sacrificial Soul and Devastating Charge.
Overpowering Nightmare provides Diablo with a disruptive and reliable way to peel and stick to any given target. Out of the three Talents at this tier, it is the most situational, although when combined with Eternal Flames or Malevolence, it brings Diablo's damage output to its highest; if your team is lacking killing power, Overpowering Nightmare is worth considering.
9. Level 20 Talents for Diablo
Apocalypse's cooldown is reduced by 25 seconds for every enemy Hero hit (to a minimum of 5 seconds) and is cast for free when Diablo dies.
Lightning Breath lasts 200% longer.
- Cooldown: 60 seconds
Activate to steal 10% of the maximum Health of nearby enemy Heroes and gain 5 Souls per Hero hit.
- Cooldown: 100 seconds
Teleport and place a demonic rune at target location. After 1.75 seconds the rune explodes dealing 137 (+4% per level) damage and stunning enemies for 1.75 seconds.
Hellstorm allows Diablo to output an extreme amount of damage over a large area. One added benefit of this Talent is that the duration increase — equal to an impressive 8 seconds — it provides is also applied to Lightning Breath's crowd control immunity clause, making it excellent against team compositions that feature a good amount of it. Hellstorm allows you to punish team compositions that lack mobility. For this reason, Hellstorm is an outstanding tool for contesting Bosses.
Lord of Terror is an excellent defensive choice against team compositions that feature at least two tanks or otherwise high-Health Heroes, given the nature of percentage-based damage and healing. Lord of Terror is also useful for finishing off opponents that are on the brink of death in a pinch, as it is often unexpected.
Hellgate turns Diablo's ability to initiate and peel up to eleven. Whereas having instant long-range mobility is useful at all times, Hellgate can be used in conjunction with Shadow Charge to drag an opponent into your team, with Overpower for a lengthy Stun, or to setup for your own Apocalypse or Lightning Breath. Since Hellgate's effect has a short delay, it is recommended that you practice its use in Try Mode so as to get a good feel for it, and especially along with Diablo's other Abilities.
- 05 Jun. 2017: Talents updated to better reflect metagame state.
- 22 May 2018: Talents updated to account for the Diablo rework patch.
- 14 Jan. 2018: Updated Heroic talent assessments. Updated Shadow build.
- 26 Jun. 2017: Updated the Shadow Charge build.
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