Skills
171 items| Description | ||||
|---|---|---|---|---|
| Abomination | Blood Knight | Regular | Consume all your Anger to transform into an unholy abomination for 15 seconds, increasing your damage done while granting 10% Life Steal and replacing your skills with Blood Rush and Shattering Fists. The sight of your transformation Fears nearby enemies for 3 seconds and deals 1764 damage. Generate Anger each time you damage an enemy with your Primary Attack or use a Skill. Blood Rush - Cooldown: 3 Sec. Shed your mortal flesh and move forward a short distance, knocking back and dealing 1979 damage to enemies in your path. Maximum 2 charges. Shattering Fists - Cooldown: 5 Sec. Unleash a series of massive blows, dealing 1575 to 2467 damage to all nearby enemies, with every third attack knocking enemies into the air and Stunning them for 2 seconds. | |
| Annihilation | Blood Knight | Regular | Enhance Ravage for 12 seconds, gaining an additional polearm in your off hand that increases your range and causes the final attack to knockback enemies. While empowered, Annihilation deals 1312 to 2362 damage. You also gain a shield that absorbs damage equal to 20% of your maximum Life for 5 seconds. | |
| Arcane Torrent | Wizard | Regular | Channel a barrage of arcane projectiles, each dealing 248 damage to all enemies in an area. Using Arcane Torrent slowly consumes its energy, which recovers while Arcane Torrent is not in use. | |
| Arcane Wind | Wizard | Regular | Unleash a blast of wind in a direction, dealing 1260 damage and knocking back enemies. Charging longer increases range, knockback distance and damage up to 1680. Deals increased damage to Burning enemies. Maximum 2 charges. | |
| Black Hole | Wizard | Regular | Conjure a black hole for 3 seconds at a location, which will pull in all nearby enemies and deal 906 damage over 3 seconds. | |
| Blade Dance | Tempest | Regular | Throw the blades of your edges forward into the ground, dealing 604 damage to enemies and Stunning them for 2 seconds. After a short delay, you pull yourself into the blades, dealing 846 damage and knocking back enemies along your path. | |
| Blood and Rage | Barbarian | Regular | Enhance Lacerate for 12 seconds, increasing its damage to 1181 to 1443, increasing its healing to 20% of damage done on every attack, and increasing its range. You also gain a shield that absorbs damage equal to 20% of your maximum Life for 5 seconds. | |
| Blood Rush | Blood Knight | Regular | Shed your mortal flesh and move forward a short distance, knocking back and dealing damage to enemies in your path. Maximum 2 charges. Cooldown: 3 sec. | |
| Bone Armor | Necromancer | Regular | Protect yourself and nearby allies with a shield of bones that absorbs 3402 damage for 12 seconds. | |
| Bone Spear | Necromancer | Primary | Shoot a piercing Bone Spear forward to inflict 935 damage, and pierce up to 2 additional enemies. Damage reduced 50% for each additional enemy pierced. | |
| Bone Spikes | Necromancer | Regular | Summon bone spikes that erupt from the ground, Stunning enemies for 3 seconds and dealing 1102 damage. Charging longer increases range, and damage up to 1389. | |
| Bone Spirits | Necromancer | Regular | Unleash a continual barrage of Bone Spirits, dealing 496 damage to enemies. Using Bone Spirits slowly consumes its energy, which recovers while Bone Spirits is not in use. | |
| Bone Wall | Necromancer | Regular | Conjure a wall of bones for 8 seconds that blocks the movement of all enemies and allies, and also blocks all enemy projectiles. Maximum 3 charges. | |
| Borrowed Time | Necromancer | Regular | Grant yourself or an ally borrowed time for 8 seconds. If the target takes fatal damage during this borrowed time, they will be resurrected at full Life, but with a curse. The curse will drain 5% of the target's maximum Life every second and lasts for a maximum of 16 seconds. The curse can be removed sooner if the target kills an enemy or assists in killing an enemy. Borrowed Time drains 10% of your own life when triggered on yourself and will be automatically used on you when you take fatal damage if it is not on cooldown. | |
| Bound | Druid | Regular | Dash forward, knocking back and damaging enemies in your path. You are immune to loss of control and knockback during the dash. | |
| Breaker | Tempest | Regular | Flourish your blades' edges, unleashing a wave that crashes over enemies, dealing 1134 damage. As the wave crashes into the ground, it conjures a Zephyr. | |
| Breath of Heaven | Monk | Regular | Immediately restore 1890 Life to yourself and 1260 Life to all nearby allies and increase the Movement Speed of yourself and nearby allies by 60%. Using Breath of Heaven on the same target again within 9 seconds reduces the healing amount by 50%. | |
| Burning Heart | Crusader | Regular | Enhance Sacred Fire for 12 seconds, increasing damage done to 1181 to 1706. Each enemy killed grants 1% increased Sacred Fire damage for 240 seconds, stacking up to 10 times. You also gain a shield that absorbs damage equal to 20% of your maximum Life for 5 seconds . | |
| Bursting Claw | Blood Knight | Regular | Charge and launch a bloody claw, dealing damage to nearby enemies, causing knockback, and dealing increased damage to enemies with lower Life, up to a maximum of 30%. Fully charging the skill increases your Critical Hit Chance by 30% for 3 seconds. You are immune to knockback while charging. Maximum 2 charges. Cooldown: 3 sec. Granted by an essence (Opportunity's Herald) — not part of the default Abomination loadout. | |
| Cascade | Tempest | Regular | You and your Zephyrs slam your edges into the ground unleashing a crashing wave around you, dealing 1291 damage to enemies within the area. | |
| Chained Spear | Barbarian | Regular | Hurl 3 chained spears that deal 813 damage and then return, dragging impaled enemies back to you and dealing another 203 damage. | |
| Circle of Life | Druid | Regular | Strike the ground, causing vines to quickly grow and create a field of restorative flora for 10 seconds, healing you and allies within each second. The vines produce a healing blossom every 1.5 seconds, and you or your allies may touch them to heal, consuming the blossom. Generate 15 Primal Power when used. | |
| Cleave | Barbarian | Regular | Unleash a powerful attack that deals 1396 damage to all enemies in front of you, and causes them to Bleed for 471 damage over 3 seconds. Maximum 3 charges. | |
| Command Golem | Necromancer | Regular | Summon a bone golem for 24 seconds. When summoned, it will deal 1050 damage to all nearby enemies and Stun them for 2 seconds. While it is active, you can order the golem to leap to a nearby location, where it will deal 367 damage and force all nearby monsters to attack it for 6 seconds. | |
| Command Skeletons | Necromancer | Regular | Active: Command your skeletal champions to charge to a location and increase attack speed by 80% for 4.5 seconds. | |
| Condemn | Crusader | Regular | Build up a massive explosion, dealing 1653 damage to all nearby enemies after 3 seconds. Activate again to detonate early, but for less damage in a smaller radius. | |
| Conjuration of Light | Crusader | Regular | Call down a beam of holy light from the heavens, protecting you and all nearby allies with damage immunity for 3 seconds. Cooldown in Battleground and Rite of Exile becomes 32 seconds. Gaining Conjuration of Light again within 16 seconds reduces its duration by 50%. | |
| Consecration | Crusader | Regular | Consecrate the ground around you, dealing 3324 damage to all nearby enemies over 6 seconds. | |
| Corpse Explosion | Necromancer | Regular | Detonate all corpses in the target area, each corpse dealing 924 damage to all nearby enemies. Enemies struck by multiple simultaneous explosions take 20% cumulatively reduced damage for each additional hit. | |
| Corpse Lance | Necromancer | Regular | Summon projectiles from nearby corpses that impale the target and other random nearby enemies. Each corpse summons 3 lances that each deal 966 damage. Multiple hits on the same target deal 20% cumulatively reduced damage. | |
| Counterattack Storm | Crusader | Regular | Enhance Punish for 12 seconds, striking all enemies in front of you, increasing its damage per hit to 1296 to 1575, and increasing its Block Chance bonus. You also gain a shield that absorbs damage equal to 20% of your maximum Life for 5 seconds. | |
| Crossbow Shot | Demon Hunter | Primary | Shoot an arrow for 840 to 1176 damage while moving at reduced speed. | |
| Crosswinds | Tempest | Regular | You and your Zephyrs unleash a gust of wind at a targeted location, dealing 1060 damage. Maximum 2 charges. | |
| Crush | Druid | Regular | Smash the ground with both hands, dealing damage to all nearby enemies and additional damage equal to 10% of your maximum Life. Maximum 3 charges. | |
| Cyclone Strike | Monk | Regular | Generate a vortex of wind which pulls in enemies and deals 1008 damage. Charging longer increases range, and damage up to 1204. | |
| Daring Swing | Demon Hunter | Regular | Use a rope to swing to a nearby location, dealing 1115 damage to enemies on the way while they cannot attack you. Maximum 2 charges. | |
| Dark Curse | Necromancer | Regular | Curse all enemies in the area, dealing 1428 damage to them over 6 seconds and greatly reducing their vision. | |
| Deadly Reach | Monk | Primary | Project lines of piercing force that deal 892 to 1249 damage to the target and 30% of the damage to nearby enemies. | |
| Demoralize | Barbarian | Regular | Release a ferocious shout that forces nearby monsters to attack you, deals 793 damage to all nearby enemies, and reduces their damage done by 30% for 6 seconds. | |
| Disintegrate | Wizard | Regular | Channel a beam of pure energy in a direction, continually dealing 642 damage to all enemies caught in the beam and causing them to take 2% increased damage for 1.5 seconds, stacking up to 5 times. Using Disintegrate slowly consumes its energy, which recovers while Disintegrate is not in use. | |
| Draw and Quarter | Crusader | Regular | Mount a celestial war horse for 5 seconds, dispelling all movement impairing effects, increasing your movement speed by 60%, and replacing your Primary Attack. Holy chains will bind up to 6 nearby monsters, dragging them as you ride and repeatedly dealing 338 damage. | |
| Dread Skullscythe | Necromancer | Regular | Enhance Bone Spear for 12 seconds, instead swinging a massive scythe that deals 1181 damage to all nearby enemies and knocks them away. | |
| Earthquake | Druid | Regular | Create an earth-shattering tremor at a target location, dealing damage and knocking enemies airborne. Affected enemies fall back to the earth with great force, dealing damage to nearby enemies where they land. Charge this skill to increase its area by up to 50%. Generate 9 Primal Power when used. | |
| Electrocute | Wizard | Primary | Arc lightning from your fingertips, dealing 840 to 1117 damage to the first enemy struck, and then leaping to 3 additional enemies for 30% as much damage. | |
| Escape | Demon Hunter | Regular | Jab your blade forward at all enemies in front of you, dealing 1044 damage and inflicting 80% reduced movement speed for 4 seconds, while tumbling backward to escape. | |
| Exploding Palm | Monk | Regular | Attack enemies in a direction dealing 525 damage and marking them with Exploding Palm Technique, causing them to Bleed for an additional 84 damage every second for 5 seconds. Enemies that die while marked will explode for 970 damage to all nearby enemies. Enemies can only be hit by 5 explosions within 1 second and starting with explosion 2 they only take 30% damage from each subsequent hit. Maximum 2 charges. | |
| Explosive Arrow | Demon Hunter | Primary | Shoot an arrow that explodes on impact for 947 damage to the target and 236.75 to all nearby enemies. | |
| Falling Sword | Crusader | Regular | Impale your holy sword at a location where it deals 1226 damage over 5 seconds to all nearby enemies. Activate again to launch yourself into the heavens and come crashing down at the sword's location, dealing 1270 damage to all nearby enemies and retrieving the sword. | |
| Ferocious Strike | Druid | Primary | Swing and slam your staff, dealing damage over three attacks. Enemies other than your primary target take only 25% damage. | |
| Fire Tornado | Druid | Regular | Conjure a tornado of flame at a target location for 4 seconds that continuously pulls in, damages, and Burns enemies. Generate 9 Primal Power when used. |
- AbominationBlood KnightConsume all your Anger to transform into an unholy abomination for 15 seconds, increasing your damage done while granting 10% Life Steal and replacing your skills with Blood Rush and Shattering Fists. The sight of your transformation Fears nearby enemies for 3 seconds and deals 1764 damage. Generate Anger each time you damage an enemy with your Primary Attack or use a Skill. Blood Rush - Cooldown: 3 Sec. Shed your mortal flesh and move forward a short distance, knocking back and dealing 1979 damage to enemies in your path. Maximum 2 charges. Shattering Fists - Cooldown: 5 Sec. Unleash a series of massive blows, dealing 1575 to 2467 damage to all nearby enemies, with every third attack knocking enemies into the air and Stunning them for 2 seconds.
- AnnihilationBlood KnightEnhance Ravage for 12 seconds, gaining an additional polearm in your off hand that increases your range and causes the final attack to knockback enemies. While empowered, Annihilation deals 1312 to 2362 damage. You also gain a shield that absorbs damage equal to 20% of your maximum Life for 5 seconds.
- Arcane TorrentWizardChannel a barrage of arcane projectiles, each dealing 248 damage to all enemies in an area. Using Arcane Torrent slowly consumes its energy, which recovers while Arcane Torrent is not in use.
- Arcane WindWizardUnleash a blast of wind in a direction, dealing 1260 damage and knocking back enemies. Charging longer increases range, knockback distance and damage up to 1680. Deals increased damage to Burning enemies. Maximum 2 charges.
- Black HoleWizardConjure a black hole for 3 seconds at a location, which will pull in all nearby enemies and deal 906 damage over 3 seconds.
- Blade DanceTempestThrow the blades of your edges forward into the ground, dealing 604 damage to enemies and Stunning them for 2 seconds. After a short delay, you pull yourself into the blades, dealing 846 damage and knocking back enemies along your path.
- Blood and RageBarbarianEnhance Lacerate for 12 seconds, increasing its damage to 1181 to 1443, increasing its healing to 20% of damage done on every attack, and increasing its range. You also gain a shield that absorbs damage equal to 20% of your maximum Life for 5 seconds.
- Blood RushBlood KnightShed your mortal flesh and move forward a short distance, knocking back and dealing damage to enemies in your path. Maximum 2 charges. Cooldown: 3 sec.
- Bone ArmorNecromancerProtect yourself and nearby allies with a shield of bones that absorbs 3402 damage for 12 seconds.
- Bone SpearNecromancerPrimaryShoot a piercing Bone Spear forward to inflict 935 damage, and pierce up to 2 additional enemies. Damage reduced 50% for each additional enemy pierced.
- Bone SpikesNecromancerSummon bone spikes that erupt from the ground, Stunning enemies for 3 seconds and dealing 1102 damage. Charging longer increases range, and damage up to 1389.
- Bone SpiritsNecromancerUnleash a continual barrage of Bone Spirits, dealing 496 damage to enemies. Using Bone Spirits slowly consumes its energy, which recovers while Bone Spirits is not in use.
- Bone WallNecromancerConjure a wall of bones for 8 seconds that blocks the movement of all enemies and allies, and also blocks all enemy projectiles. Maximum 3 charges.
- Borrowed TimeNecromancerGrant yourself or an ally borrowed time for 8 seconds. If the target takes fatal damage during this borrowed time, they will be resurrected at full Life, but with a curse. The curse will drain 5% of the target's maximum Life every second and lasts for a maximum of 16 seconds. The curse can be removed sooner if the target kills an enemy or assists in killing an enemy. Borrowed Time drains 10% of your own life when triggered on yourself and will be automatically used on you when you take fatal damage if it is not on cooldown.
- BoundDruidDash forward, knocking back and damaging enemies in your path. You are immune to loss of control and knockback during the dash.
- BreakerTempestFlourish your blades' edges, unleashing a wave that crashes over enemies, dealing 1134 damage. As the wave crashes into the ground, it conjures a Zephyr.
- Breath of HeavenMonkImmediately restore 1890 Life to yourself and 1260 Life to all nearby allies and increase the Movement Speed of yourself and nearby allies by 60%. Using Breath of Heaven on the same target again within 9 seconds reduces the healing amount by 50%.
- Burning HeartCrusaderEnhance Sacred Fire for 12 seconds, increasing damage done to 1181 to 1706. Each enemy killed grants 1% increased Sacred Fire damage for 240 seconds, stacking up to 10 times. You also gain a shield that absorbs damage equal to 20% of your maximum Life for 5 seconds .
- Bursting ClawBlood KnightCharge and launch a bloody claw, dealing damage to nearby enemies, causing knockback, and dealing increased damage to enemies with lower Life, up to a maximum of 30%. Fully charging the skill increases your Critical Hit Chance by 30% for 3 seconds. You are immune to knockback while charging. Maximum 2 charges. Cooldown: 3 sec. Granted by an essence (Opportunity's Herald) — not part of the default Abomination loadout.
- CascadeTempestYou and your Zephyrs slam your edges into the ground unleashing a crashing wave around you, dealing 1291 damage to enemies within the area.
- Chained SpearBarbarianHurl 3 chained spears that deal 813 damage and then return, dragging impaled enemies back to you and dealing another 203 damage.
- Circle of LifeDruidStrike the ground, causing vines to quickly grow and create a field of restorative flora for 10 seconds, healing you and allies within each second. The vines produce a healing blossom every 1.5 seconds, and you or your allies may touch them to heal, consuming the blossom. Generate 15 Primal Power when used.
- CleaveBarbarianUnleash a powerful attack that deals 1396 damage to all enemies in front of you, and causes them to Bleed for 471 damage over 3 seconds. Maximum 3 charges.
- Command GolemNecromancerSummon a bone golem for 24 seconds. When summoned, it will deal 1050 damage to all nearby enemies and Stun them for 2 seconds. While it is active, you can order the golem to leap to a nearby location, where it will deal 367 damage and force all nearby monsters to attack it for 6 seconds.
- Command SkeletonsNecromancerActive: Command your skeletal champions to charge to a location and increase attack speed by 80% for 4.5 seconds.
- CondemnCrusaderBuild up a massive explosion, dealing 1653 damage to all nearby enemies after 3 seconds. Activate again to detonate early, but for less damage in a smaller radius.
- Conjuration of LightCrusaderCall down a beam of holy light from the heavens, protecting you and all nearby allies with damage immunity for 3 seconds. Cooldown in Battleground and Rite of Exile becomes 32 seconds. Gaining Conjuration of Light again within 16 seconds reduces its duration by 50%.
- ConsecrationCrusaderConsecrate the ground around you, dealing 3324 damage to all nearby enemies over 6 seconds.
- Corpse ExplosionNecromancerDetonate all corpses in the target area, each corpse dealing 924 damage to all nearby enemies. Enemies struck by multiple simultaneous explosions take 20% cumulatively reduced damage for each additional hit.
- Corpse LanceNecromancerSummon projectiles from nearby corpses that impale the target and other random nearby enemies. Each corpse summons 3 lances that each deal 966 damage. Multiple hits on the same target deal 20% cumulatively reduced damage.
- Counterattack StormCrusaderEnhance Punish for 12 seconds, striking all enemies in front of you, increasing its damage per hit to 1296 to 1575, and increasing its Block Chance bonus. You also gain a shield that absorbs damage equal to 20% of your maximum Life for 5 seconds.
- Crossbow ShotDemon HunterPrimaryShoot an arrow for 840 to 1176 damage while moving at reduced speed.
- CrosswindsTempestYou and your Zephyrs unleash a gust of wind at a targeted location, dealing 1060 damage. Maximum 2 charges.
- CrushDruidSmash the ground with both hands, dealing damage to all nearby enemies and additional damage equal to 10% of your maximum Life. Maximum 3 charges.
- Cyclone StrikeMonkGenerate a vortex of wind which pulls in enemies and deals 1008 damage. Charging longer increases range, and damage up to 1204.
- Daring SwingDemon HunterUse a rope to swing to a nearby location, dealing 1115 damage to enemies on the way while they cannot attack you. Maximum 2 charges.
- Dark CurseNecromancerCurse all enemies in the area, dealing 1428 damage to them over 6 seconds and greatly reducing their vision.
- Deadly ReachMonkPrimaryProject lines of piercing force that deal 892 to 1249 damage to the target and 30% of the damage to nearby enemies.
- DemoralizeBarbarianRelease a ferocious shout that forces nearby monsters to attack you, deals 793 damage to all nearby enemies, and reduces their damage done by 30% for 6 seconds.
- DisintegrateWizardChannel a beam of pure energy in a direction, continually dealing 642 damage to all enemies caught in the beam and causing them to take 2% increased damage for 1.5 seconds, stacking up to 5 times. Using Disintegrate slowly consumes its energy, which recovers while Disintegrate is not in use.
- Draw and QuarterCrusaderMount a celestial war horse for 5 seconds, dispelling all movement impairing effects, increasing your movement speed by 60%, and replacing your Primary Attack. Holy chains will bind up to 6 nearby monsters, dragging them as you ride and repeatedly dealing 338 damage.
- Dread SkullscytheNecromancerEnhance Bone Spear for 12 seconds, instead swinging a massive scythe that deals 1181 damage to all nearby enemies and knocks them away.
- EarthquakeDruidCreate an earth-shattering tremor at a target location, dealing damage and knocking enemies airborne. Affected enemies fall back to the earth with great force, dealing damage to nearby enemies where they land. Charge this skill to increase its area by up to 50%. Generate 9 Primal Power when used.
- ElectrocuteWizardPrimaryArc lightning from your fingertips, dealing 840 to 1117 damage to the first enemy struck, and then leaping to 3 additional enemies for 30% as much damage.
- EscapeDemon HunterJab your blade forward at all enemies in front of you, dealing 1044 damage and inflicting 80% reduced movement speed for 4 seconds, while tumbling backward to escape.
- Exploding PalmMonkAttack enemies in a direction dealing 525 damage and marking them with Exploding Palm Technique, causing them to Bleed for an additional 84 damage every second for 5 seconds. Enemies that die while marked will explode for 970 damage to all nearby enemies. Enemies can only be hit by 5 explosions within 1 second and starting with explosion 2 they only take 30% damage from each subsequent hit. Maximum 2 charges.
- Explosive ArrowDemon HunterPrimaryShoot an arrow that explodes on impact for 947 damage to the target and 236.75 to all nearby enemies.
- Falling SwordCrusaderImpale your holy sword at a location where it deals 1226 damage over 5 seconds to all nearby enemies. Activate again to launch yourself into the heavens and come crashing down at the sword's location, dealing 1270 damage to all nearby enemies and retrieving the sword.
- Ferocious StrikeDruidPrimarySwing and slam your staff, dealing damage over three attacks. Enemies other than your primary target take only 25% damage.
- Fire TornadoDruidConjure a tornado of flame at a target location for 4 seconds that continuously pulls in, damages, and Burns enemies. Generate 9 Primal Power when used.
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