1.1 Who am I?
Welcome to my Diablo guide!
First of all, I am Blitz! I played over 4000 games and found it time to showcase my knowledge about Diablo based on my experience. Diablo is my most played hero at the moment with over 280 games played. He is at a 62% win rate after 138 games in Hero League, so i feel pretty confident on him. He's the reason i started to believe i can carry games. I am going to be as clear and informative as possible in this guide. Hopefully i will help you out to become the real Lord of Terror.
Happy reading!
1.2 Who's Diablo?
An agressive, high health melee warrior that punishes bad positioning by charging or slamming enemies behind him. Has decent AoE damage output and collects souls from minion and hero takedowns, which can be used for a free resurrection. Due to his great initiation and possibly spell armor, i would like to categorize him as an anti-mage tank.
Pros
+ Great for ganking
+ Very tanky (when fully stacked)
+ Resurrects immediately when fully stacked
+ Can build for self sustain
+ Greatly punishes bad positioning
+ Good at bodyblocking
+ Decent damage when maximizing ability usage
+ A lot of interrupts
Cons
- Big hitbox
- No real escape
- Needs stacks to enhance himself
- Losing souls at resurrection
- Has a harder time against CC due to his bad mobility
- Very dependent on his environment to get real value
green = my preferred talent choice
orange = situational/viable
My go-to choice here is
Devil's Due. It gives you nice sustain in lane, which helps a lot early game since you are not fully stacked yet. Pick this talent whenever you are playing on a map like Tomb of the Spider Queen, where fighting in lanes is a common thing. With this picked you can also play the solo lane decently.
Another viable option is
Bulwark. This gives you more survivability after charging in. Pick this if fighting in lanes is less common, like on Towers of Doom. However, i do think that
Devil's Due is never a bad choice, the value is just less on some maps.
Life Leech seems not good to me,
Devil's Due is way more useful if you want some extra healing. Also the extra 1% max health damage does not seem like much. You are not a Valla.
This tier has a lot of good options. I mostly pick
Demonic Strength and then also take the
Debilitating Flames talent at 16 for a lot of slows.
If you pick up
From the Shadows, you probably should pick it together with
Domination at 16. This way you can disposition enemies even further. I tend to favor the slows against a lot of melees. The extra range on
From the Shadows might be better against hard to reach backliners.
Whenever the enemy has lots of roots or stuns, i go for
Speed Demon. It is my personal favorite because it gives you the possibility to easily catch people with your
E and it also improves your survivability. I am always happy to see
Johanna on the enemy side as she gives me the buff 50% of the time during fights with
Condemn.
This talent tier has some flexibility as well, but
Soul Shield is the go-to against ability damage driven teams, which is not unusual with mages being picked a lot.
When i'm playing against more auto attack oriented teams, i like to pick
Soul Feast. The reason behind this is that those teams are not very bursty so you get better value from the regen. However, i do recommend picking anti AA tanks like
Johanna or
Muradin against such teams. Especially since the recent armor changes.
Diabolical Momentum is also a decent option if you want to get more Q+E combo's out. You should pick it when you don't need more survivability and want more interrupts.
Apocalypse is basically the only option for me. I took
Lightning Breath only once and it was obvious that it's value is way better with a setup, this counts less for
Apocalypse. Why do i like
Apocalypse so much? I love to play aggressive and with
Apocalypse you can engage very hard. You can do your R+Q+E combo and follow it up with
Fire Stomp damage.
Fire Devil is in my opinion the best talent here. It increases your damage output and gives you some extra waveclear.
Hellfire is too random, even if the enemy has lots of melees you would still want
Fire Devil for its damage aura.
Devestating Charge seems as a good option against double warrior compositions, but its drawback is that you need to smash them into walls so it isn't very reliable extra damage compared to
Fire Devil. For those reasons, i always pick
Fire Devil. However, on certain maps with lots of walls to smash into, it is definitely worth taking.
In this tier i prefer to pick
Debilitating Flames when the enemy has several melee heroes.
Otherwise
Domination would be a good option. It is really devastating to Q+E+Q someone in your team. It feels like an
Artanis swap without you staying behind. You got to be quick with using it and try to take as less risk as possible.
I would only consider
Fearful Presence when they got 3 auto attackers. In general it's not really good, a lot of warriors got a slow + attack speed reduction talent so why not pick them instead.
This tier has several options depending on the heroic chosen, situation of the game and the (enemy) team's composition. If you are dying a lot then it might be useful to pick
Dying Breath, although for me it is linked with losing so i don't like it that much. I did win some games with it though.
My personal favorite is
Lord of Terror. I pick it almost every time. It does so much AoE damage and heals you for the same amount.The value is huge in this double warrior meta.
Another option is
Hellstorm, which i'm not experienced with. You might take this if you have chosen
Lightning Breath at 10 and got a setup.
One of the popular options is
Hellgate. I never picked this, but it seems like a good choice if you need the escape or another way to engage, but you already got this in your kit. An interesting thing about it is that you can teleport onto someone, use Q and E them into the rune.
Diablo has one heroic with a significant delay and the other heroic locks him in place. For those reasons, his value greatly enhances with heroes that can setup for him. For example,
Malfurion's
Entangling Roots or
Jaina's
Ring of Frost. It is also the other way around, some heroes can follow up on Diablo's charge + flip, like
Tyrande and again
Malfurion.
Diablo has low mobility and a huge life pool. For this reason, heroes that deal % of life damage or apply slows are hard counters. For example,
Leoric and
Tychus, who are generally known as tank melters. Also heroes like
Lunara or
Valla that can kite Diablo effectively due to their fast movement speed make life a lot tougher.
- A great way to play early game is trying to rotate with your team between two lanes to get as much stacks as possible, while also using your gank potential.
- The basic combo is to charge in with Q, then use your E after and start body blocking. If possible, try to position yourself on such a way that you can smash enemies in walls. Then wait for the stun to run out and E them behind you.
- Your fire stomp flames move in fixed directions. Want to aim it on someone for poking or getting that kill? One of the flames goes straight in the direction you are facing.
- You can use Q to get out of bad situations by charging on minions or walls.
- You can use Lightning Breath to dodge a CC chain.
- Moments to use Apocalypse are when the enemy is clumped up, as a counter-engage or to follow up on a setup.
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