Diablo

*This article is about the playable character Diablo. For the boss character, see Lord of Terror Diablo.*

## Introduction

"*Is it possible to conquer our fears? I hope so, though I also believe that Terror Chaos and Fear can never truly die."*

**Al'Diabalos, the Lord of Terror Chaos and Fear**, known more commonly as **Diablo**, is the youngest of the three Prime Evils, but the most dangerous of them all, for his power over terror left him incapable of feeling fear.

Diablo is primarily a tank that unlike other tanks can deal significant damage. He is an event character and he is viable in all stages of the game. He is extremely tanky, has high self-sustain, hight damage output and very easy to play.

For stats, put everything into str, since all of his abilities scale of str and max/current health. Don't bother putting stats into agi, since you will deal way less damage and won't be as tanky. In the endgame he is good versus any boss, and you would be welcome addition to any team.

Below you can find skills and tactics& playstyle vs Endgame bosses.

## Skills

**Maiming Claw [Q]**

* **Effect:** Dashes to an enemy target, reducing their attack speed and movespeed. Restores HP and blocks all magic damage for a short period.
* **Damage:** STRx100 + (Max Health)x10 physical damage
* **Attack Speed Reduction: -**20%
* **Movespeed Reduction: -**10%
* **Healing:** (Target's % Current Health - Your % Current Health)% of your Max Health (Max15%) (Affected by Health Mastery but not by Healing Output/Received)
* **Magic Defense:** +100% for 1 second
* **Range:** 750
* **Duration:** 5 seconds
* **Cooldown:** 15 seconds
* **Additional Info:** Class weapon extends magic defense buff duration to 1.5 seconds and Maim will always heal 15% of Max Health.

**Hell's Embrace (W)**

* **Effect:** Heal a portion of missing health and increases blocking capabilities
* **Healing:** 20% of (Max Health - Current Health)
* **Block Chance:** +15%
* **Block Amount:** STR x 1
* **Additional Info:**

**Demonic Fury (E)**

* **Effect:** Causes each attack to have a chance to proc a demonbreath
* **Passive Proc:** 5%
* **Demonbreath Damage:** Strx15+ (Current Health)x1.5 Physical Damage
* **Active:** Gain 100% attack speed and 40% proc chance each second (decreases by 5% for each proc)
* **Duration:** 7.5 seconds
* **Cooldown**: 20 seconds
* **Additional Info:** Only when Demonic Fury is active, procs will consume 3% of Current Health and 0.25% of Max Health.

**Deafening Terror (R)**

* **Effect:** Dashes to target location, knocking enemies away and forces them to attack you.
* **Cast Range:** 800
* **Taunt AoE:** 300
* **Damage:** (Max Health) x 20 Physical Damage
* **Cooldown:** 25 seconds
* **Additional Info:**

**Lord of Terror (D)**

* **Block Chance:** +10%
* **Block Amount:** STR x 0.5
* **Magic Defense:** +20%

**(Active)**

* **Effect:** Temporarily increases health, health mastery, and reduces health consumption.
* **Health Increase:** 50% of Max Health
* **Health Mastery:** +10%
* **Health Consumption:** -10%
* **Duration:** 10 seconds
* **Cooldown:** 30 seconds
* **Additional Info:** Health buff slowly diminishes over time unless you have class weapon.

**Hellfire (T)**

* **Effect:** Infernal embers fall from the sky around Diablo, dealing damage and making enemies more susceptible to damage.
* **Damage:** Str x 80 + (Max Health)x4 physical damage per second
* **Damage Taken Increase:** 9% Physical/Magical Damage, 3% Physical/Magical Critical Chance and Damage
* **AoE:** 600
* **Health Consumed:** Str x 0.25 + 1% Max Health per second. This amount increases by 25% each second.
* **Cooldown:** 60 seconds
* **Additional Info:** The skill deactivates itself without killing you when you have insufficient health.

**Demonscales (F)**

* **Effect:** Rapidly regenerate health, reducing health consumption and damage received.
* **Passive:** When receiving a fatal blow, you are healed back to 25% of Max Health (Double if Lord of Terror(D) is Active)
* **Healing:** 10% of Max Health per second
* **Health Consumption:** -100%
* **Damage Received:** -100%
* **Duration:** 10 seconds
* **Passive Cooldown:** 180 seconds
* **Active Cooldown:** 120 seconds

## Items Choices

Weapon: Class Weapon -> Divinia. Depending on the team composition you need to decide on which weapon to use. Class Weapon is the best if you dont have a healer since it gives your more selfheal, while divinia gives you a shield active for yourself and nearby allies.

Armor: Plethon -> False Causality (meph) -> Venomhide.

Glove: Black Skull Stronguard -> Divine Defiance

Soul: Plethon -> Mephisto -> Soul of Earth -> Gluttone

Flag: Baal Resilience -> Diablo

Accessory: Lucifer's Will/Nemesis. Both equally good, with Nemesis providing better stats and adding more damage. Ideally build both and swap between them for each boss depending on what you need.

## Playstyle & Tactics

### **Endgame Bosses:**

Diablo is extremely useful in the endgame fights and you will be essential part of your team composition. Diablo is a tank that deals damage, so don't underestimate the amount of damage you can output.

#### Mephisto:

Pretty easy fight as long as you know what to do and you have 2nd tank or offtank to help you out. When you enter the arena, before Mephisto spawns, use you R to push him north in between Thirst and Slaughter summons. That way you and 2nd tank can tank it without Death and Sitael summon coming near Mephisto. Keep him on top until Sitael dies and then bring him bot, away from Thirst and Slaughter summons. One thing you must remember with Mephisto is to NEVER,EVER taunt him (don't use R), otherwise he will eventually kill you. Just try to auto, right click him to keep aggro on you and switch with the other person to reset Mephisto stacks. Ideally, you wouldn't have to deal with Mephisto Summons, unless your team is bad or something terribly went wrong, then you can help do damage. Your Q would be very useful on Thirst and Slaughter due to attack Attack Speed debuff on it, if your team needs help dealing with them. Your T (Hellfire) provides insane AOE buffs for the whole team so use them when everyone is bursting at the end. Just remember to not kill yourself.

#### Diablo:

Perhaps the easiest and most fun fight for you. All you need to do is keep Diablo aggro on yourself, tank and deal damage if your team is weak or bad. By the time you reach that fight, you should be tanky enough to tank adequately, provided you got your Class Weapon and Baal Flag. Having Mephisto armor would help you a lot, but you can still tank Diablo if you haven't obtained it. Generally, you would try to avoid Diablo's breath and comets just like everyone else. If you do get caught into either of those, pop your Demonscales (F) or dash away immediately with Defeaning Terror (R). But don't forget that both Fire and Meteors will follow you if you dash, so keep moving. Try to make Diablo use Maim Claw on you, rather than on your carries, and every time he uses it, you use your Q on him right after to mitigate damage and slow the boss. Every 25% of Diablo health he will do Hellfire, which will suck everyone around him to him. If one of your allies gets caught into that, use your R and point it between your ally and the boss, that way you push Diablo away and your ally can escape the vortex. On the other hand, you will get suck in and take the damage. Once the Hellfire is about to finish, press DW and then Q after he finishes it. That way you will mitigate most of the damage due to the D and W block increase and max health buffs. In general, try to avoid all the circles, but it will be almost impossible to avoid all of them. Most dangerous one's for you are teal-colored circles that can stun you. Especially if Diablo then puts Breath on you or he throws Meteors. Try to avoid purple circles too and red circles, which are least dangerous for you. Try to always heal and don't get too low especially when Diablo is very low and is about to enter phase 3. That's when he gets insane damage boost and takes less damage, so be healthy and save your F for this phase. If you have Lucifer's will,it will help you a lot too. Just be careful when Diablo says "**Die Fool**" at 10% of health as to not to trigger True Power. Stop auto attacking when he says "Die Fool" to drop his mana. Use your F T and everything you got when he is about to die in order to provide your team with your T buff. Once you learn the fight and your limits, this is one of the most fun fights for you.

#### Solomon:

Solomon can be very overwhelming due to number of spells he has and all of his clones. If you are new to the endgame and this fight, read the Fallen God Solomon page to get familiar with the fight. Once you get familiar with his spells, the few things to keep in mind is to avoid Eternal Blade and don't damage the boss during Touch. Clones can be very annoying to deal with, but hopefully your team can keep a track of which one is real. Most dangerous spells for you are **Eternal Blade,** because it brings you to 1 hp if you get hit and for your team is **Touch**. Touch can be very dangerous for your entire team, so do not damage Solomon when he procs it. If your team is good and they have cc, they will stun Solomon when he procs Eternal Blade or you would have to juggle it. Use your Q to slow Solomon and R dash away immediately right when he procs procs Eternal Blade.

Things you can block with your Q 100% magic resist:

**Flash Strike:** blocks damage, but not the silence.

**Retribution:** (Solomon will summon certain number of clones that last for 8 seconds, which then explode). Right before they explode Q any of the clones or the boss and you will block their explosion damage. You can save your teammate by taunting all the clones, leading them away from your team and blocking their explosion with your Q, so your team will be safe.

**Taste of True Power**: you can block the damage, but you still get the debuff after that that makes you take 50% more damage, so better way is to dash away with your R.

**Fool:** magic damage on itself is not that dangerous, since this ability doesn't deal too much damage, but the stun can be very dangerous since Solomon can cast his spells while you are stunned.

At the end, this should be an easy fight for you as long as your team doesn't mess up too much and Solomon won't gain ridiculous amount of agility. The idea in this fight is to keep tanking, dash away from spells, and do damage if your team lacks it.

### **Aurelia:**

Another easy fight for you. Depending on if your team has 2 tanks or 1 tank your role here would be either tanking Aurelia, Fire or both.

**2 Tanks:**

If your team has 2 tanks, decide on who tanks what. One can tank Fire elemental, 2nd tank can tank Aurelia. At the beginning help your team with hitting the boss and ealing with Earth,Water and Lighting Elementals. You do good amount of damage to Water, but Earth and Lighting can be a bit tricky. Earth has very high resistances to physical damage, so magic damage would be required here. With lighting be aware of the circles and pop your T and F if your team needs boost in damage. In phase 2 if you tank Fire, all you need to do is just taunt Fire and sit afk in that corner while your team does the rest. Keep walking in circles to avoid the dance circles and don't hit Fire. Just taunt him and don't split him up. Once **Amaterasu** procs when Aurelia gets to 25% of health go help your team with killing her and Fire. Save your T and F for that phase, since T will do insane AOE damage and provide insane AOE buff for your whole team. Do notice though that in process you will keep Fire Elemental most likely, so it will keep splitting. Or you can focus down Aurelia and then take care of Fire if your team lacks damage, survivability or some of them died by that point. If you are tanking boss, just taunt Aurelia and keep her away from Fire, you can bring her closer to Earth Elemental if your team has good AOE skills to make fight easier.

In any case avoid dance circles, and if you get timer on you, tell your team so another tank can temporarily taunt either Aurelia or Fire, while rest break you out of crystal. After that retaunt your target and separate them from each other.

If you are tanking Aurelia, your job is exactly same as before, but now you will be tanking both Aurelia and Fire. All you need to do is taunt Aurelia at the start and when phase 2 begins, go to Fire and taunt him. If you get timer on you after the barrier is down, tell your team in advance so they can break you from crystal retaunt Fire and Aurelia with your R and taunt grim ( get Hellfury grimorie for endgame fights) and continue with what you were doing. Don't mix Fire and Aurelia together since your team will take immolation damage from Fire.

### **Arachne:**

Also another fight that can be easy for you. Depending on how you do the boss ( either slow way or 80-0, 60-0) you will need different strategy.

Slow way would be once you get transported to her arena, you and your team will start in the middle. Do not rush to Arachne, stay where you are and try to bring her to either right side of the wall or left side of the wall. Ideally you will bring her to Left/Right bottom corner. The only thing you need to learn is how and when to taunt her. Save your taunt grim and R taunt for when she says "**Rot away... Name**", right when that text is about to disappear, taunt her. Be careful as to not to push her into your team if you use R. The best way is to R her into the wall away from your team. When **Fated Webs** are spawned moved the boss from lower corner to middle of the wall and then to top corner and then go around the wall each time **Fated Webs** spawn. Use GG like in Aurelia fight to clear her poison and Fated Webs slows, keep taunting her at the right time and that's all you need to do in this fight. Your team will deal with eggs and other stuff.

Page is updated to Masin RPG Fullbirth v1.26 version and I will try to keep it updated if any other change happens.

Written by Marcus