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Introdução
This guide covers Diablo's matchups and how to adapt to them. Blizzard publishes no matchup statistics, so the matchups below come from each hero's role, range and kit: crowd control, mobility and sustain. They describe an advantage on paper, not a measured result.
Pontos fortes
- Crowd control: Shadow Charge applies a stun.
- Strong gank potential around the map.
- Sustain from Fire Stomp.
Pontos fracos
- Mana-hungry: Blizzard flags its energy as important, so manage it early.
- Low damage by itself: it needs its team to finish kills.
Cola de builds
Escolha a build de acordo com o que você quer fazer na partida.
Builds
Against dive
Quando usar
When the enemy has several heroes who jump on you: the survival picks at every level.
Função no mapa
Os campos de batalha mudam a cada partida: esta é a função em qualquer um deles.
- Rota soloSegura uma rota sozinho e vence nela.
- Absorção duplaAbsorve experiência em duas rotas ao mesmo tempo.
- RotacionarVai de uma rota a outra para emboscar e ajudar.
- Acampamentos de mercenáriosPega os acampamentos de mercenários quando é seguro.
Com o timePrincipalStays with the team: it wins fights, not lanes.
Talentos por nível
Feast on FearStunning an enemy Hero with Shadow Charge or Overpower heals Diablo for 10% of his maximum Health over 3 seconds.Passivo
Devil's DueBlack Soulstone increases the effects of Regen Globes and Healing Fountains by 2.25% per Soul.Traço
Soul ShieldActivate 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.Ativo
- 1Upgrades Shadow Charge for more survivability.
- 4The most survivability-focused option at level 4.
- 7Upgrades Shadow Charge for more damage.
- 10Heroic ability focused on survivability.
- 13Upgrades Shadow Charge for more survivability.
- 16Upgrades Fire Stomp for more utility.
- 20Adds an active ability for survivability.
Against mobile heroes
Quando usar
Slows, roots and stuns first, to pin down heroes who would otherwise escape.
Função no mapa
Os campos de batalha mudam a cada partida: esta é a função em qualquer um deles.
- Rota soloSegura uma rota sozinho e vence nela.
- Absorção duplaAbsorve experiência em duas rotas ao mesmo tempo.
- RotacionarVai de uma rota a outra para emboscar e ajudar.
- Acampamentos de mercenáriosPega os acampamentos de mercenários quando é seguro.
Com o timePrincipalStays with the team: it wins fights, not lanes.
Talentos por nível
Feast on FearStunning an enemy Hero with Shadow Charge or Overpower heals Diablo for 10% of his maximum Health over 3 seconds.Passivo
Devil's DueBlack Soulstone increases the effects of Regen Globes and Healing Fountains by 2.25% per Soul.Traço
Soul ShieldActivate 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.Ativo
- 1Upgrades Shadow Charge for more utility.
- 4Upgrades Shadow Charge for more utility.
- 7Upgrades Shadow Charge for more utility.
- 10Heroic ability focused on utility.
- 13Upgrades Shadow Charge for more utility.
- 16Upgrades Fire Stomp for more utility.
- 20Upgrades Apocalypse for more utility.
Habilidades
QShadow Charge12s65 mpCharge an enemy, knocking them back, dealing 40 (+4% per level) damage and gaining 15% Movement Speed for 2 seconds. If the enemy hits terrain, they are Stunned for 1 second and take an additional 130 (+4% per level) damage.
WFire Stomp8s35 mpUnleashes fire waves toward the targeted area that deal 12 (+4% per level) damage each. Once they reach maximum range they return, dealing an additional 36 (+4% per level) damage. Diablo heals for 130% of the damage dealt to Heroes.
EOverpower12s35 mpGrabs the target and slams it behind Diablo, dealing 73 (+4% per level) damage and Stunning for 0.25 seconds.
RApocalypseHeroica90s50 mpCreate 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.
RLightning BreathHeroica90s80 mpAfter 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.
Black SoulstoneTraçoRepeatable Quest: Gain 10 Souls per Hero killed and 1 Soul per Minion, up to 100. For each Soul, gain 0.3% maximum Health. If Diablo has 100 Souls upon dying, he will resurrect in 5 seconds but lose 100 Souls. After reaching level 10, Diablo only consumes 75 Souls when resurrecting.
Estratégia
1Good matchups
Diablo does well against these:
- Zagara: Blizzard classifies Zagara as a Ranged Assassin: once Diablo is on top of them, that distance stops mattering.
- Zul'jin: Blizzard classifies Zul'jin as a Ranged Assassin: once Diablo is on top of them, that distance stops mattering.
- Azmodan: Blizzard classifies Azmodan as a Ranged Assassin: once Diablo is on top of them, that distance stops mattering.
2Tough matchups
Diablo struggles against these:
3Synergies
Diablo works well alongside these, because their kits fit together:
4Adapting the build
The situational builds in this guide answer specific threats: Against dive and Against mobile heroes.
5Playing against Diablo
If you're on the other side, this is what to exploit:
- Mana-hungry: Blizzard flags its energy as important, so manage it early.
- Low damage by itself: it needs its team to finish kills.
Dicas
- Look at the enemy team before choosing your build: the situational builds below answer the most common threats.
- Good matchup: Zagara. Play forward when you face them.
- Tough matchup: Mei. Play safer and wait for your team.
- Against slippery heroes, hold Shadow Charge until their escape is used.
Confrontos
Forte contra
Blizzard classifies Zagara as a Ranged Assassin: once Diablo is on top of them, that distance stops mattering.
Blizzard classifies Zul'jin as a Ranged Assassin: once Diablo is on top of them, that distance stops mattering.
Blizzard classifies Azmodan as a Ranged Assassin: once Diablo is on top of them, that distance stops mattering.
Fraco contra
Mei fights at range and Diablo is melee with no dash in the kit to close the gap.
Blaze fights at range and Diablo is melee with no dash in the kit to close the gap.
Diablo has to walk up to start a fight, and Judgment (stun) stops that engage before it lands.
Mudanças
- Updated for patch 2.57.0.98304.
- Updated for patch 2.57.0.98297.
- Updated for patch 2.57.0.98285.
- Guide created for patch 2.55.17.98025.
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