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 row separately, so that you can make informed decisions.
Diablo's Talent Build
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Diablo's Talent Build Cheatsheet
Fire Stomp BuildRecommended
Diablo's Fire Stomp Build boosts your survivability and damage output when hitting enemy Heroes with Fire Stomp. We recommend it while playing against Heroes who counter you and therefore force you to not play aggressively.
Shadow Charge BuildSituational
Basic Attacks BuildSituational
Diablo's Hybrid Build is a middle ground between a sustain-oriented Fire Stomp Build and a burst-oriented Shadow Charge Build, in fact it offers a good balance of self-sustain, burst damage and crowd control on closed Maps where one can reliably slam opponents against impassable terrain (notably Infernal Shrines).
Level 1 Talents for Diablo
Stunning an enemy Hero with Shadow Charge or Overpower heals Diablo for 10% of his maximum Health over 3 seconds.
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. You can get more value from this Talent by combining it with Diabolical Momentum at Level 7 and/or Domination at Level 16.
Black Soulstone increases the effects of Regen Globes and Healing Fountains by 2.25% per Soul.
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 100 Souls, 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 there are only few Heroes who can burn through such healing. Devil's Due is particularly useful when having to solo lane.
- 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.
Soul Shield lacks the important self-sustain that its alternatives provide, making it more situational. It does, however, have niche use against team compositions that feature little to no Basic Attack-oriented Assassins, as it is one of the most powerful Spell Armor effects available. It is worth noting that both Fire Stomp and Lightning Breath can significantly reduce or outright recharge Soul Shield's Cooldown if multiple enemy Heroes are hit, making it wise to use Soul Shield early on during engagements.
Level 4 Talents for Diablo
Stunning a Hero with Shadow Charge grants 10 Souls and 20 Armor for 3 seconds. While at 100 Souls, increase this Armor to 40.
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.
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 1.75% of his maximum Health when Basic Attacking an enemy Hero. While at 100 Souls, increase this healing to 3.5% of his maximum Health.
Life Leech has the highest potential for self-healing, provided you are able to deliver Basic Attacks. Not recommended against Tychus, who may punish you easily. Very powerful otherwise, particularly when combined with Cruelty.
Level 7 Talents for Diablo
Reduce the cooldown of Fire Stomp by 1 second. When Diablo Stuns an enemy Hero with Shadow Charge or Overpower, reset the cooldown of Fire Stomp and restore 45 Mana.
Eternal Flames is a strong Talent that resets the cooldown of Fire Stomp when Stunning enemy Heroes with Basic Abilities. The cooldown reset provided has great synergy with all Fire Stomp-related Talents: Soul Shield at Level 1, Souls to the Flame at Level 4, Hellfire at Level 13, and Debilitating Flames at Level 16.
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.
Malevolence is a good Talent that increases your burst damage when using Basic Abilities. The damage provided by this Talent can be easily amplified thanks to the Armor reduction provided by Devastating Charge at Level 13 and triggered more often with Domination or even Overpowering Nightmare at Level 16.
When Diablo's Basic Attacks damage enemies, reduce the cooldown of Shadow Charge and Overpower by 1.5 seconds.
Diabolical Momentum is a good Talent which reduces the cooldown of your Basic Abilities when hitting enemy Heroes with Basic Attacks. The cooldown reduction provided has synergy with Feast on Fear at Level 1 and Cruelty at Level 13 as they can give you more self-sustain and more crowd control respectively.
Level 10 Talents for Diablo
In this section we discuss when and why to pick a given Heroic Ability. If you want to read how they work and/or you are looking for some tips on how to use them, check the dedicated section in the Abilities and Strategy page.
- Mana: 50
- 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.
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 (notably Void Prison by Zeratul). Be aware that Devouring Maw will remove enemy Heroes hit from the battlefield for its duration, causing Apocalypse not to spawn below them.
- 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 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.
Level 13 Talents for Diablo
Increase Shadow Charge's terrain collision damage by 50%.
Quest: Hit an enemy Hero against terrain 5 times.
Reward: Hitting enemy Heroes against terrain reduces their Armor by 20 for 4 seconds.
Devastating Charge can provide a powerful Armor-reduction effect when it matters most: right after a successful initiation with Shadow Charge. As such, this Talent is specifically 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, although it remains powerful on other Maps. It works particularly well with Domination.
Each enemy Hero hit by Fire Stomp grants 3% Spell Power for 10 seconds, up to 30%. While at maximum stacks, Diablo deals 33 (+4% per level) damage per second to nearby enemies.
Stunning an enemy Hero with Shadow Charge or Overpower increases Diablo's Attack Speed by 50% for 7 seconds, up to 100%.
Cruelty, on its own, is underwhelming. Its true power comes online, however, when combined with other Talents that benefit from Basic Attacks, notably Diabolical Momentum; the Attack Speed increase translates into additional Abilities for significantly increased damage output and crowd control.
Level 16 Talents for Diablo
Casting Overpower resets the cooldown of Shadow Charge.
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.
Enemy Heroes hit by Fire Stomp are Slowed by 6% for 4 seconds, up to 60%. Heroes Slowed by 24% or more by Debilitating Flames deal 50% less damage.
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.
Gain 2 additional charges of Overpower, with a 2 second cooldown between uses.
Overpowering Nightmare provides Diablo with a disruptive and reliable way to peel and stick to any given target. Outstanding synergy with Malevolence and Feast on Fear for more self sustain than Domination, but less engagement potential.
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.
Dying Breath provides a respectable cooldown reduction to Apocalypse, as well as a nasty surprise upon dying. The Talent is, however, overshadowed by other options. You may need this Talent when your team features a combo of Heroic Abilities among which Apocalypse has the highest cooldown.
Lightning Breath lasts 200% longer.
Hellstorm allows Diablo to output an extreme amount of damage over a large area. One added benefit of this Talent is 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.
- Cooldown: 60 seconds
Activate to steal 10% of the maximum Health of nearby enemy Heroes and gain 5 Souls per Hero hit.
Lord of Terror is a good defensive Talent 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.
- 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.
Hellgate turns Diablo's ability to initiate and peel up to eleven, but it can also be used to escape from danger. 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.
- 03 Feb. 2022: Guide reviewed for the latest Balance Update.
- 03 Nov. 2021: Builds updated.
- 10 Sep. 2021: New layout.
- 20 May 2021: Builds updated.
- 22 Nov. 2020: Q build re-added to recommended builds.
- 30 Aug. 2020: Talent builds and recommendations updated to better reflect metagame state.
- 05 Apr. 2020: Descriptions reviewed for Soul Armor and Devastating Charge.
- 15 Oct. 2019: Talent builds and recommendations reviewed and updated.
- 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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