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
|1||✓ ? ?|
|4||? ? ✓|
|7||✘︎ ✘︎ ✓|
|13||? ✘︎ ✓|
|16||✓ ? ✓|
|20||✘︎ ? ? ✓|
Diablo's Talent Build Cheatsheet
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 improves 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 there are only few Heroes who can burn through such healing. Devil's Due is particularly useful when having to solo lane.
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 25 Armor for 4 seconds. While at 100 Souls, increase this Armor to 50.
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 2% of his maximum Health when Basic Attacking an enemy Hero. While at 100 Souls, increase this healing to 4% of his maximum Health.
This Talent tier improves Diablo's survivability based on the number of Black Soulstone stacks and on generating them.
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 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.
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 Shadow Charge and Overpower by 1.5 seconds.
This Talent tier improves Diablo's damage.
Diabolical Momentum synergises perfectly with Feast on Fear and Cruelty to cast more Abilities and as such provide more healing. Diabolical Momentum is the crux of Diablo's current meta Talent choices.
Level 10 Talents for Diablo
- 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.
- 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.
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 15 for 4 seconds.
Each enemy Hero hit by Fire Stomp grants 3% Spell Power for 10 seconds, up to 30%. While at maximum stacks, Diablo deals 17 (+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%.
This Talent tier improves Diablo's damage.
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.
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.
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 improves Diablo's crowd control.
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.
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.
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.
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.
This Talent tier provides powerful offensive utility.
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.
- 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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