Skills and Skill Trees in Diablo 4 refer to Character Progression by investing Skill Points into Diablo 4 Skill Trees that unlock abilities for your character build. And as in previous Diablo games, every class has exclusive Skills. Skills have multiple Categories that vary according to the selected Class, each of them explained below.

There are no sub-classes like in previous Diablo games, but there are Upgrades and Ultimate Skills that have exclusivity, where the player will only be able to choose a single Upgrade for a skill or a single Ultimate Skill for their Build. This essentially functions similarly to sub-classes, in that it will dictate the playstyle that the character's class will be experiencing. Naturally, there will be certain ways to best optimize the player's use of resources like Skill Points for their character. Nevertheless, each playstyle that each exclusive Upgrade or Ultimate Skill brings can comfortably clear through any content throughout the game, may it be the Main Campaign, or Endgame content.

 

Skills and Skill Trees in D4 Lord of Hatred

In the original version of Diablo IV, Skill Trees mixed Active Skills, Passive Skills, Enhancements, Upgrades, and Key Passives into a connected node system. In Lord of Hatred, this system has been heavily redesigned: the Skill Tree now focuses much more on Active Skill customization, while traditional Passive Skill nodes have been removed from the tree and many former passive powers have been moved into Legendary Aspects, Uniques, gear systems, or other endgame progression systems.

With the release of Lord of Hatred, all class Skill Trees have been redesigned for deeper customization. The new system includes over 40 reworked choices, 80 additional options, and up to 83 available Skill Points, making this one of the largest character progression changes since the launch of Diablo IV.

 

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Lord of Hatred also expands the playable class roster with the Paladin and Warlock, while also reworking the Skill Tree experience for the full class lineup. 

Diablo 4 Lord of Hatred Skill Trees

The Diablo 4 Lord of Hatred Skill Tree still uses a node-based layout, but its purpose has changed significantly. In the older system, players often spent points across a mix of Active Skills, passive bonuses, Enhancements, Upgrades, and Key Passive nodes. In the new system, the tree is centered around the Active Skills themselves. Each Active Skill now branches into multiple choices that alter how that Skill performs in combat, how it scales, what tags it uses, and how it interacts with gear, Paragon, class mechanics, and newer systems such as Talismans and Charms.

Each Active Skill now has three skill branches that open progressively as the character levels. Players choose one modifier from each branch. The first two branches generally provide broader Skill modifiers, while the third branch contains Bonus Skill Variants, which are build-defining options. Many of these are new, while several are based on former Legendary Aspect effects that were moved into the Skill Tree.

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Nilfur's Narrow Eye Set

The most important change is that Skill Tree choices are no longer only small statistical improvements. In many cases, a Skill Variant can change the practical identity of a Skill. Blizzard notes that Bonus Skill Variants can change a Skill’s category, such as shifting an ability from Fire to Frost or from Bone to Blood, which then affects how that Skill interacts with affixes, class mechanics, gear, Paragon, and Talisman systems.

This makes the Skill Tree more comparable to a build-shaping system than a simple unlock path. A player can begin with the same base Skill as another player, but end with a different damage type, combat role, animation behavior, utility function, or synergy package. A clear expample is Barbarian’s Rend, which can now be modified into directions such as Fire damage, battlefield waves, or extended-range behavior, rather than remaining only a straightforward melee bleed attack.

 

What Changed From Original Diablo 4 Skills

The biggest change in lord of hatred icon new content diablo 4 wiki guideDiablo 4 Lord of Hatred is the removal of traditional Passive Skill nodes from class Skill Trees. In the original system, Passive Skills and Key Passives were part of the tree, and players often spent points on generic damage, defense, resource, cooldown, or survivability bonuses. In Lord of Hatred, those passive nodes are no longer part of the Skill Tree, allowing the tree to concentrate on Active Skill behavior. Many former Passive and Key Passive effects have been moved into reworked Legendary Aspects and Uniques, while some former Legendary Aspect powers have moved into the Skill Tree itself.

Another major change is that Skill Ranks have become a larger part of progression. In the old guide, common Skills could be ranked up to Rank 5, Ultimate Skills were limited differently, and Passive Skills had their own Rank 3 structure. In Lord of Hatred rework, Skills can now be ranked up to Rank 15 through the Skill Tree, which changes late-game point spending by encouraging heavier investment into the core abilities a build actually uses.

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The old Enhancement and Upgrade model has also been replaced by a broader branch-and-variant model. Before, a player would unlock a Skill, get an Enhancement, and then choose one of a limited number of Upgrades. In D4 Lord of Hatred, each Active Skill instead receives multiple branches, with the player selecting modifiers and a build-defining Variant. This means a Skill is no longer just unlocked and improved; it is shaped into a version that supports a specific playstyle.

This improves build expression because the tree now changes how Skills behave, not only how much damage they deal. However, it also changes the feeling of late-game progression. 

Level Cap & Skill Points in D4 Lord of Hatred

Characters in Diablo IV continue to level up by earning XP through combat, quests, activities, and endgame progression. In Lord of Hatred the Level Cap increases to 70 for all players, giving characters more room to develop their builds. Torment difficulty was also expanded from Torment 4 to Torment 12, which makes higher-level build optimization more important than in earlier versions of the game.

The new Skill Tree is designed around a much larger number of available Skill Points than the original launch version of Diablo 4. Now there are up to 83 available Skill Points in the redesigned system, which means players are expected to invest in a combination of Skill unlocks, Skill modifiers bot Major or Minor upgardes, Bonus Skill Variants, and deeper Skill Ranks.

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Seasonal progression also matters. In Season of Reckoning, the Season Rank system includes nine ranks and over 100 objectives, with rewards including up to 12 Skill Points, up to 42 Paragon Points, Resplendent Sparks, cosmetics, crafting materials, boss keys, and caches. This means that in Lord of Hatred, Skill Point acquisition is not only a simple leveling matter; seasonal rewards can also contribute to build completion

 

How to Spend Skill Points in D4 Lord of Hatred

In Lord of Hatred, Skill Points are best understood in four layers. First, players unlock the Diablo 4 Active Skills they want to use. Second, they select the modifiers that define how each Skill functions. Third, they choose the Skill Variant that determines the Skill’s build identity. Finally, they invest additional ranks into the Skills that matter most to the build.

This means the ideal Skill Point strategy is different from the original version of Diablo IV. Previously, builds could invest several points into general Passive Skills that improved damage, resource generation, survivability, or cooldown efficiency. In Lord of Hatred, those broad stat bonuses are no longer the main focus of the tree. Instead, Skill Points are centered around choosing the Active Skills used in the build, selecting the right version of each Skill, and deciding how heavily each Skill should be ranked.

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A good early build should usually prioritize one main damage Skill, one mobility or positioning Skill, one defensive Skill, and any resource, summon, aura, crowd-control, or class-mechanic Skill required by the class. Once the core rotation is stable, extra points should be placed into the Skills that scale best with ranks, especially if their selected Skill Variants also improve with Skill Rank investment. Many Skill Variants or Major Upgrades can be improved by Skill Ranks, so putting more points into the base Skill can make those Variants stronger as well

Passive Skills in Diablo 4 Lord of Hatred

Traditional Passive Skills are no longer part of the class Skill Tree in Lord of Hatred. This is one of the defining differences between the original Diablo 4 Skill Tree and the new system. The older tree included circular Passive Skill nodes and Key Passives that often shaped builds through stat bonuses or broad conditional bonuses. The new tree removes these passive nodes and moves much of that power elsewhere.

Enhancements, Upgrades & Bonus Skill Variants

In the original Diablo 4 Skill Tree, many Skills followed a simple structure: unlock the Skill, get its Enhancement, then choose one Upgrade path. In Lord of Hatred, this has been expanded into a deeper branching system. Each Active Skill has three progressive branches, and players choose one modifier from each branch.

The first two branches generally apply broad modifiers, such as improving damage, resource behavior, cooldown interaction, range, crowd control, utility, or survivability. The third branch contains Bonus Skill Variants, which are the most important build-shaping options. These Variants can change a Skill’s identity, tag, damage type, behavior, or synergy profile

Lord of Hatred owners gain access to all three Bonus Skill Variant options for a Skill. Players without the expansion can still use the major Skill Tree rework, but only two out of three Bonus Skill Variant options are available without Lord of Hatred.  

 

Skill Rank in Diablo 4 Lord of Hatred

Skill Rank is now more important because the tree is built around Active Skills. In the original version, common Skills could generally be ranked up to Rank 5, while Passive Skills and Ultimate Skills followed separate rules. In Lord of Hatred, live coverage reports that Skills can now be ranked up to Rank 15, which gives players a way to continue strengthening the specific abilities their build actually uses.

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This creates a clearer relationship between the Skill Tree and the player’s action bar. Since Diablo IV characters still have a limited number of active Skill slots, a build is usually defined by a small set of Skills. The new Rank system lets players invest more deeply into those chosen Skills rather than spreading points across unrelated passives.

Respec Skill Points in Lord of Hatred

Respec is still an important part of making builds in Lord of Hatred. The new Skill Tree encourages players to test different Skill Variants, tags, damage types, and gear combinations.  In the original Diablo 4, players could respec directly from the Skill Tree, but it required gold. The cost increased depending on the character’s level and how many points were refunded. In Lord of Hatred, respecs are free and can be done anywhere. This makes it much easier to try new setups, especially when finding new gear, Uniques, TalismansCharms, or Legendary Aspects.

 

 

Diablo 4 Skill Trees

Barbarian Skills and Barbarian Skill Tree in Diablo 4 refer to the weapon-based combat abilities exclusive to the Diablo 4 Barbarian Class. The Barbarian class uses a broad arsenal of Skills spread across six clusters: Basic, Core, Defensive, Brawling, Weapon Mastery, and Ultimate. Each cluster supports a different combat role, from Fury generation and direct weapon attacks to shouts, mobility, control, weapon expertise, and large cooldown abilities.

The Barbarian rewards players who rotate weapon attacks, manage Fury, and choose the right tool for each combat range. Some skills build resources and apply pressure, while others spend that momentum on heavy strikes, bleeds, stuns, shouts, and burst windows. As players invest Skill Points, they can shape the Barbarian Skill Tree around sustained melee damage, weapon swapping, crowd control, survivability, or high-impact ultimate setups.

 

 

Diablo 4 Lord of Hatred Exclusive Skills

The following Skill upgrades for the Barbarian are exclusive to the Lord of Hatred DLC and can't be obtained by players that do not have it.

 

Diablo 4 Barbarian Skill Tree

The Barbarian fights through Fury, the class resource used to power Core attacks and other high-impact combat skills. Basic skills commonly generate Fury, allowing the Barbarian to establish pressure before spending that resource on stronger offensive options.

Managing Fury effectively is central to the Barbarian playstyle. Players are encouraged to combine generators, shouts, movement skills, and weapon mastery effects so their strongest attacks are available at the right moment. This creates a class rhythm built around aggression and payoff: building Fury through direct combat, then spending it on decisive weapon strikes and control effects.

 

Barbarian Skills Comparison Table
Barbarian Skills List
Barbarian Skills Cards

 

Each active skill can equip 1 Major Upgrade and 2 Minor Upgrades total. Minor Upgrades are split into two in-game pairs, and you can only choose 1 from each pair.

 

Diablo 4 Barbarian Basic Cluster

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Lunging Strike

Major Upgrades
Skewer ♦ Impaling ♦ Whirling

Minor Upgrades

Pair 1 - Choose 1 of 2
Range ♦ Fury Generation

Pair 2 - Choose 1 of 2
Berserking ♦ Healing

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Bash

Major Upgrades
Heavy Knuckles ♦ Violent Swings ♦ Atomic Blast

Minor Upgrades

Pair 1 - Choose 1 of 2
Fury Generation ♦ Overpower

Pair 2 - Choose 1 of 2
Clobbering ♦ Resolve

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Frenzy

Major Upgrades
Barrage ♦ Throwing ♦ Raging

Minor Upgrades

Pair 1 - Choose 1 of 2
Unhindered ♦ Ferocity

Pair 2 - Choose 1 of 2
Fury Generation ♦ Frenzy Stacks

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Flay

Major Upgrades
Anemia ♦ Hemorrhaging ♦ The Flayer

Minor Upgrades

Pair 1 - Choose 1 of 2
Slow ♦ Duration Bonus

Pair 2 - Choose 1 of 2
Weaken ♦ Healing

 

Diablo 4 Barbarian Core Cluster

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Hammer of the Ancients

Major Upgrades
Explosive ♦ Fissure ♦ Ancestral

Minor Upgrades

Pair 1 - Choose 1 of 2
Critical Strike ♦ Size and Damage Bonus

Pair 2 - Choose 1 of 2
Fury Generation ♦ Overpower

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Whirlwind

Major Upgrades
Tornado ♦ Bursting ♦ Winding

Minor Upgrades

Pair 1 - Choose 1 of 2
Movement Speed ♦ Cost Damage Bonus

Pair 2 - Choose 1 of 2
Channel Damage Bonus ♦ Weaken

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Rend

Major Upgrades
Flailing ♦ Blood Sworn ♦ Scorching

Minor Upgrades

Pair 1 - Choose 1 of 2
Cast Speed ♦ Healing

Pair 2 - Choose 1 of 2
Moving Damage Bonus ♦ Vulnerable Damage Bonus

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Double Swing

Major Upgrades
Flurry ♦ Twister ♦ Slice and Dice

Minor Upgrades

Pair 1 - Choose 1 of 2
Fortify ♦ Chance to Hit Twice

Pair 2 - Choose 1 of 2
Fury Cost Reduction ♦ Damage Increase

 

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Upheaval

Major Upgrades
Trailblazing ♦ Iron Burst ♦ Suppress

Minor Upgrades

Pair 1 - Choose 1 of 2
Free Cast ♦ Overpower

Pair 2 - Choose 1 of 2
Damage Increase ♦ Fury Cost Reduction

 

Diablo 4 Barbarian Defensive Cluster

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Ground Stomp

Major Upgrades
Stomping Grounds ♦ Seismic ♦ Breach

Minor Upgrades

Pair 1 - Choose 1 of 2
Additional Charges ♦ Fury Generation

Pair 2 - Choose 1 of 2
Damage Bonus ♦ Size Bonus

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Rallying Cry

Major Upgrades
Booming ♦ Madawc ♦ The World

Minor Upgrades

Pair 1 - Choose 1 of 2
Fortify ♦ Duration Bonus

Pair 2 - Choose 1 of 2
Fury Gain ♦ Potency

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Iron Skin

Major Upgrades
Juggernaut ♦ Endure ♦ Retaliation

Minor Upgrades

Pair 1 - Choose 1 of 2
Movement Speed ♦ Weaken

Pair 2 - Choose 1 of 2
Resolve ♦ Maximum Life

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Challenging Shout

Major Upgrades
Bawl ♦ Talic ♦ Raging

Minor Upgrades

Pair 1 - Choose 1 of 2
Weaken ♦ Duration Bonus

Pair 2 - Choose 1 of 2
Damage Bonus ♦ Fury Generation

 

Diablo 4 Barbarian Brawling Cluster

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Kick

Major Upgrades
Power ♦ Crimson ♦ Madness

Minor Upgrades

Pair 1 - Choose 1 of 2
Increase Damage ♦ Vulnerable

Pair 2 - Choose 1 of 2
Cooldown Reduction ♦ Collide

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Leap

Major Upgrades
Death From Above ♦ Earthshatter ♦ Mosh

Minor Upgrades

Pair 1 - Choose 1 of 2
Arsenal Bonus ♦ Fury Generation

Pair 2 - Choose 1 of 2
Damage Bonus and Crowd Control ♦ Pull

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Charge

Major Upgrades
Merciless Assault ♦ Phalanx ♦ Battering Ram

Minor Upgrades

Pair 1 - Choose 1 of 2
Unstoppable ♦ Distance Damage Bonus

Pair 2 - Choose 1 of 2
Enemy Damage Bonus ♦ Cooldown Reduction

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War Cry

Major Upgrades
Mighty Roar ♦ Korlic ♦ The Scream

Minor Upgrades

Pair 1 - Choose 1 of 2
Slow ♦ Ferocity

Pair 2 - Choose 1 of 2
Vulnerable ♦ Duration Increase

 

Diablo 4 Barbarian Weapon Mastery Cluster

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Mighty Throw

Major Upgrades
Spares ♦ Rapid ♦ Mightiest

Minor Upgrades

Pair 1 - Choose 1 of 2
Barrier ♦ Size Bonus

Pair 2 - Choose 1 of 2
Ferocity ♦ Overpower

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Rupture

Major Upgrades
Gore ♦ Blood Pool ♦ All For One

Minor Upgrades

Pair 1 - Choose 1 of 2
Size Bonus ♦ Damage Bonus

Pair 2 - Choose 1 of 2
Cooldown Reduction ♦ Healing

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Steel Grasp

Major Upgrades
Chain Whip ♦ Devil's Chain ♦ Solo Chain

Minor Upgrades

Pair 1 - Choose 1 of 2
Extra Charges ♦ Berserking

Pair 2 - Choose 1 of 2
Vulnerable ♦ Weaken

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Death Blow

Major Upgrades
Consecutive ♦ Sonic Boom ♦ Blast

Minor Upgrades

Pair 1 - Choose 1 of 2
Overpower ♦ Execute

Pair 2 - Choose 1 of 2
Charges ♦ Fury Generation

 

Diablo 4 Barbarian Ultimate Cluster

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Wrath of the Berserker

Major Upgrades
Maximum Carnage ♦ Deep Impact ♦ Full Throttle

Minor Upgrades

Pair 1 - Choose 1 of 2
Fury Generation ♦ Berserking

Pair 2 - Choose 1 of 2
Duration Bonus ♦ Overpower

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Iron Maelstrom

Major Upgrades
Armageddon ♦ Hidden Technique ♦ Mastered Weapon

Minor Upgrades

Pair 1 - Choose 1 of 2
Cooldown Reduction ♦ Global Cooldown Reduction

Pair 2 - Choose 1 of 2
Weaken ♦ Additional Effect

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Call of the Ancients

Major Upgrades
Empowered ♦ The Chosen ♦ Highlander

Minor Upgrades

Pair 1 - Choose 1 of 2
Attack Speed and Damage Bonus ♦ Ancient Attack Speed

Pair 2 - Choose 1 of 2
Damage Reduction ♦ Damage Bonus

 

All Diablo 4 Barbarian Skills Comparison Table

You can search by Name, Type, Tags or Effect. Just type into the search box what you are looking for.

Quick Search of All D4 Barbarian Skills 

Skill Effect
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Lunging Strike
Generate Fury: 12
Lucky Hit Chance: 50%
Lunge forward and strike an enemy, dealing 0 [90%] damage.
physical damage icon diablo iv wiki Deals Physical Damage
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Skewer
Lunging Strike deals 75%[x] increased damage and an additional 5%[x] increased damage for each target you lunge through, up to 100%[x].
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Impaling
Lunging Strike has increased range, damages all enemies in its path, and can lunge without a target.

Lunging Strike now has a 2 second Cooldown.
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Whirling
Lunging Strike forms a Dust Devil that deals 0 [22%] damage.
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Range
Lunging Strike's range is increased by 2.
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Fury Generation
Lunging Strike generates 1 Fury for each enemy you lunge through.
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Berserking
Lunging Strike grants Berserking for 3 seconds when it Critically Strikes.

Lunging Strike gains 5%[+] increased Critical Strike Chance.
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Healing
Lunging Strike heals you for 2% of your Maximum Life the first time it hits an enemy.
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Bash
Generate Fury: 15
Lucky Hit Chance: 50%
Bash the enemy with your weapon, dealing 0 [90%] damage.

Every 4th Bash will clobber, Stunning enemies for 1.5 seconds.
physical damage icon diablo iv wiki Deals Physical Damage
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Heavy Knuckles
Clobbering an enemy with Bash has a 100% chance to Critical Strike, and Clobbered enemies become Vulnerable for 4 seconds.
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Violent Swings
Each Bash has a separate 25% chance to clobber.
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Atomic Blast
Clobbering an enemy with Bash causes a fiery explosion that deals 0 [113%] Fire damage.
fire damage icon diablo 4 wiki guide Deals Fire Damage
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Fury Generation
Clobbering with Bash generates an additional 10 Fury.
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Overpower
Clobbering with Bash grants 1 stack of Overpower.

Overpower increases your Damage by 15%[+] per stack. This effect stacks up to 4 times and each lasts for 4 seconds.
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Clobbering
Reduces Bash's Clobber threshold by 2.
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Resolve
Clobbering with Bash grants 1 stack of Resolve.

Resolve increases your Armor by 25%[+] while active. Taking direct damage consumes a stack. You can hold up to 8 stacks.
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Frenzy
Generate Fury: 7
Lucky Hit Chance: 30%
Unleash a rapid flurry of blows, dealing 70% damage with each pair of hits.

If Frenzy hits an enemy, its Cast Speed is increased by 10%[+] for 3 seconds, up to 50%[+].
physical damage icon diablo iv wiki Deals Physical Damage
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Barrage
Frenzy stacks up an additional 5 times and you gain Berserking for 5 seconds while at maximum stacks.
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Throwing
Frenzy becomes a ranged attack that pierces enemies, dealing 0 [123%] damage.

Frenzy has a 30% chance while at maximum Frenzy stacks to ricochet Iron Shrapnel, dealing 0 [60%] damage and inflicting 0 [35%] Bleeding damage over 5 seconds.
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Raging
Frenzy now deals Fire damage.

Lucky Hit: Frenzy has up to a 50% chance when attacking at maximum Frenzy stacks to cause a fiery explosion, dealing 0 [175%] Burning damage over 5 seconds.
fire damage icon diablo 4 wiki guide Deals Fire Damage
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Unhindered
While at maximum Frenzy stacks, you are Unhindered.
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Ferocity
Each stack of Frenzy gained also grants a stack of Ferocity.

Ferocity increases your Attack Speed by 5% [+] per stack. This effect stacks up to 4 times and each lasts for 4 seconds.
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Fury Generation
Frenzy generates 2 additional Fury.
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Frenzy Stacks
Frenzy stacks an additional 2 times.
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Flay
Generate Fury: 15
Lucky Hit Chance: 50%
Flay the enemy, dealing 0 [5%] damage and inflicting 0 [115%] Bleeding damage over 5 seconds.
physical damage icon diablo iv wiki Deals Physical Damage
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Anemia
Flay's Bleeding duration is reduced by 2 seconds and it makes enemies Vulnerable.
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Hemorrhaging
Flay's Bleeding is extended by 2 seconds whenever the enemy moves too far from you.
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The Flayer
If Flay hits a Bleeding enemy it causes a blood explosion that inflicts 0 [29%] Bleeding damage over 5 seconds.
Bleeding
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Slow
Flay Slows enemies by 20%.
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Duration Bonus
Flay's Bleeding duration is increased by 5 seconds.
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Weaken
Flay Weakens enemies.
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Healing
Each Nearby enemy Bleeding from Flay Heals you for 1% of your Maximum Life (1.14) per second, up to 5%.
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Hammer of the Ancients
Fury Cost: 30
Lucky Hit Chance: 50%
Slam your hammer down with the fury of the Ancients, dealing 0 [175%] damage to a concentrated area.
physical damage icon diablo iv wiki Deals Physical Damage
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Explosive
Hammer of the Ancients quakes outward and deals 0 [280%] damage.
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Fissure
Hammer of the Ancients forms a seismic line that deals 0 [280%] and Slows enemies hit by 80% for 4 seconds.
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Ancestral
Hammer of the Ancients now deals Fire damage.

Casting Hammer of the Ancients Summons 2 Ancients to hammer the same area for 0 [66%] damage each. If Burning enemies are struck Hammer of the Ancients explodes, dealing 0 [17%] damage.
fire damage icon diablo 4 wiki guide Deals Fire Damage
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Critical Strike
Hammer of the Ancients gains 2%[+] increased Critical Strike Chance for every 20 Maximum Fury you have, up to 20%[+] Critical Strike Chance at 200 Maximum Fury.

Current bonus: 10%[+] increased Critical Strike Chance.
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Size and Damage Bonus
Hammer of the Ancients gains 25%[+] increased Size and 20%[x] increased damage.
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Fury Generation
Gain 3%[+] increased Fury Generation for 5 seconds for each enemy damaged by Hammer of the Ancients, up to 30%[+].
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Overpower
Hammer of the Ancients deals 20%[x] increased damage if you have Overpower.
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Whirlwind
Fury Cost: 15 per second
Lucky Hit Chance: 20%
Rapidly attack surrounding enemies for 0 [71%] damage.
physical damage icon diablo iv wiki Deals Physical Damage
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Tornado
Whirlwind also creates 2 Dust Devils that each deal 0 [62%] damage.
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Bursting
Whirlwind also explodes, dealing 0 [18%] Fire damage and inflicting 0 [50%] Burning damage over 5 seconds.

Whirlwind now deals Fire damage.
fire damage icon diablo 4 wiki guide Deals Fire Damage
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Winding
Attacking with another Skill grants 4 stacks of charge up to 20 that decays over time.

Your Whirlwind deals 1%[x] increased damage and gains 1%[x] Movement Speed per stack. While Whirlwind has charges it launches Iron Shrapnel at Nearby enemies, each dealing 0 [17%] damage and inflicting 0 [14%] Bleeding damage over 5 seconds. You may only select one upgrade.
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Movement Speed
Gain 12%[x] increased Movement Speed during Whirlwind.
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Cost Damage Bonus
Whirlwind deals 40%[x] increased damage and costs 10 additional Fury.
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Channel Damage Bonus
Channeling Whirlwind causes it to deal 1% [x] increased damage each time it hits an enemy, stacking up to 25 times.
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Weaken
Critical Strikes from Whirlwind Weaken enemies for 4 seconds.

Weakened enemies deal reduced damage: 20% for Normal enemies, 15% for Elites, and 10% for Bosses.
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Rend
Fury Cost: 30
Lucky Hit Chance: 33%
Cleave enemies in front of you, dealing 0 [25%] damage and inflicting 0 [135%] Bleeding damage over 5 seconds.
physical damage icon diablo iv wiki Deals Physical Damage
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Flailing
Rend gains 40%[+] increased Size and 40%[x] increased damage.

Consecutive swings of Rend further increases its Size by 20%[+], up to 60%[+], until you stop swinging.
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Blood Sworn
Enemies that die while Bleeding from Rend spread 50% their remaining Bleed onto a random Close enemy.
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Scorching
Rend now deals Fire damage.

Each slash creates a wave of fire, dealing 0 [44%] damage and an additional 0 [189%] Burning damage over 5 seconds.
fire damage icon diablo 4 wiki guide Deals Fire Damage
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Cast Speed
Rend gains 20%[+] increased Cast Speed.
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Healing
Heal for 1% of your Maximum Life per second for each enemy Bleeding from Rend.
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Moving Damage Bonus
Rend deals 25%[x] increased damage to enemies that are moving.
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Vulnerable Damage Bonus
Rend deals 20%[x] increased damage to Vulnerable enemies.
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Double Swing
Fury Cost: 20
Lucky Hit Chance: 30%
Sweep your weapons from opposite directions, dealing 0 [75%] damage with each weapon.

Enemies caught in the center are damaged by both.
physical damage icon diablo iv wiki Deals Physical Damage
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Flurry
Each sweep also hits 1 additional time dealing 0 [38%], and an extra 2 additional times while Berserking.
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Twister
The initial sweep also creates 1 Dust Devil that deals 0 [38%] damage, the subsequent sweep creates 2.
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Slice and Dice
Sweep Size increased by 200% but Cast Speed is slowed by 40%.

Enemies caught at the outer edge of your sweeps and are hit an additional time for 0 [90%] damage. These additional hits grant this Skill 5% increased Cast Speed for 4 seconds, stacking up to 8 times.
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Fortify
Fortifies you for 1% of your Maximum Life for each enemy hit with both weapons.
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Chance to Hit Twice
Gains 20% chance to hit twice.
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Fury Cost Reduction
Decreases the Fury Cost of your next Double Swing per hit by 2 once per weapon.
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Damage Increase
Increases this Skill's damage by 2%[x] per enemy hit for 2 seconds, all stacks expire simultaneously and the duration cannot be refreshed.
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Upheaval
Fury Cost: 35
Lucky Hit Chance: 30%
Tear into the ground with your weapon and fling debris forward, dealing 0 [200%] damage.
physical damage icon diablo iv wiki Deals Physical Damage
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Trailblazing
Upheaval ignites the ground Burning enemies for an additional 0 [150%] damage over 4 seconds.

Upheaval now deals Fire damage.
fire damage icon diablo 4 wiki guide Deals Fire Damage
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Iron Burst
Upheaval flings Iron Shrapnel dealing 0 [38%] damage, and inflicting 0 [150%] Bleeding damage over 5 seconds.
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Suppress
Upheaval gains deals 75%[x] increased damage.

Depending on the cast range, this area increases but the damage bonus decreases.
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Free Cast
Every 100 Fury spent makes your next Upheaval free to cast.

This stacks up to 300 total Fury.
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Overpower
Upheaval consumes 1 Overpower stack to increase Upheaval's Size by 20%[+] and damage by 20%[×].
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Damage Increase
Upheaval deals 30%[x] increased damage to the first 5 enemies hit.
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Fury Cost Reduction
Upheaval's Fury cost is reduced to 28 Fury.
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Ground Stomp
Generate Fury: 20
Cooldown: 16 seconds
Lucky Hit Chance: 33%
Smash the ground, dealing 0 [50%] damage and Stunning surrounding enemies for 3 seconds.
physical damage icon diablo iv wiki Deals Physical Damage
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Stomping Grounds
Casting Ground Stomp also causes your steps to echo additional Ground Stomps dealing 0 [13%] damage as you travel for 3 seconds
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Seismic
Ground Stomp no longer Stuns and instead creates an Earthquake that deals 0 [150%] damage and Slows enemies by 75%.
physical damage icon diablo iv wiki Deals Physical Damage
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Breach
Ground Stomp becomes a Brawling Skill that deals Fire damage.

Ground Stomp no longer Stuns and smashes the surrounding ground. Instead, it fissures the ground in front of you, dealing 0 [150%] damage. Burning enemies take 20%[x] increased damage.
fire damage icon diablo 4 wiki guide Deals Fire Damage
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Additional Charges
Ground Stomp gains 2 additional Charges.
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Fury Generation
Increases the Fury generated by Ground Stomp to 30.
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Damage Bonus
Ground Stomp deals 20%[x] increased damage.
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Size Bonus
Ground Stomp gains 20%[+] increased Size.
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Rallying Cry
Fury Cost: 35
Bellow a rallying cry, increasing your Movement Speed by 20%[x] for 4.0 seconds.

Nearby allies gain half of Rallying Cry's effects.
physical damage icon diablo iv wiki Deals Physical Damage
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Booming
Rallying Cry increases your Resource Generation by 40%[x] and your Movement Speed by an additional 10%[x].
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Madawc
Rallying Cry's Fury Cost is reduced by 10 and it now Summons Madawc who upheaves the ground, dealing 0 [200%] damage.
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The World
Rallying Cry Dazes and Slows all enemies and their projectiles by 61% for 4 seconds.

Rallying Cry also grants Attack Speed instead of Movement Speed and its Fury Cost is replaced with a 25 second Cooldown.
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Fortify
Rallying Cry Fortifies you for 15% of your Maximum Life when cast.
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Duration Bonus
Rallying Cry's duration is increased to 7 seconds.
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Fury Gain
For every 3 meter traveled while Rallying Cry is active, restore 2 primary resource to yourself and half to nearby allies.
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Potency
Rallying Cry's effectiveness is increased by 20% plus an additional 5% for each ally affected, up to 20%.
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Iron Skin
Cooldown: 14 seconds
Steel yourself for 3 seconds, increasing your Maximum Life by 10% and gaining a Barrier that absorbs 60.0% of your Maximum Life (68) in damage.
physical damage icon diablo iv wiki Deals Physical Damage
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Juggernaut
Iron Skin also grants Unstoppable and enemies that hit you are Knocked back.
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Endure
Iron Skin no longer grants a Barrier, but your Life cannot be reduced below 1 for the duration and you are healed to 15.0% Life when Iron Skin expires.
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Retaliation
Iron Skin no longer grants a Barrier.

Instead you reflect Iron Shrapnel when attacked, dealing 0 [5%] damage and inflicting 0 [50%] Bleeding damage over 5 seconds. Iron Skin's duration is tripled.
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Movement Speed
Iron Skin increases your Movement Speed by 15%[x].
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Weaken
Enemies attacking you while Iron Skin is active become Weakened for 3 seconds.
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Resolve
Iron Skin grants 2 stacks of Resolve when cast.
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Maximum Life
Increase the Maximum Life granted from Iron Skin to 15%.
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Challenging Shout
Cooldown: 25 seconds
Taunt Nearby enemies and gain 20.0% Damage Reduction for 8.0 seconds.
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Bawl
Challenging Shout grants an additional 20% Damage Reduction that decays over its duration.
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Talic
Challenging Shout Summons Talic, who spins in a whirlwind rapidly attacking enemies for 0 [80%] damage.
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Raging
Challenging Shout causes enemies to burn with rage, dealing 0 [600%] Burning damage over 8 seconds.

You no longer gain Damage Reduction from Challenging Shout but instead gain 20%[x] increased damage against Burning enemies. You may only select one upgrade.
Burning
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Weaken
Challenging Shout Weakens enemies.
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Duration Bonus
Challenging Shout's duration is increased by 2 seconds.
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Damage Bonus
The first 5 enemies Taunted by Challenging Shout take 20%[x] increased damage from you.
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Fury Generation
Taking damage while Challenging Shout is active will generate 3 Fury.
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Kick
Charges: 2
Charge Cooldown: 9 seconds
Lucky Hit Chance: 40%
Throw a powerful kick that deals 0 [100%] damage and Knocks Back enemies in front of you.

Enemies who are Knocked Back into terrain take an additional 0 [50%] damage and are Stunned for 3 seconds.
physical damage icon diablo iv wiki Deals Physical Damage
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Power
costs 30 Fury
Instead of Knocking Back enemies, Kick becomes a Core Skill which costs 30 Fury and deals 0 [100%] damage, increased by 0.5%[x] per Maximum Fury you have, up to 150 Fury.
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Crimson
Kick now deals 0 [25%] Fire damage and inflicts 0 [25%] Burning damage over 4 seconds.

Burning enemies will explode on Death or if they hit a wall for 0 [75%] damage.
fire damage icon diablo 4 wiki guide Deals Fire Damage
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Madness
You dash towards your enemy and deliver a powerful kick that deals 0 (175%) and Knocks Down enemies for 4 seconds.

Kick is additionally a Mobility Skill.
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Increase Damage
Moving increases Kick's damage by up to 20%[x].
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Vulnerable
Kick makes enemies Vulnerable for 4 seconds.
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Cooldown Reduction
Kicking an enemy reduces the Cooldowns of your Mobility Skills by 2 seconds.
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Collide
Kicked enemies deal 0 [20%] damage to enemies they collide with.

Additionally, Kick destroys certain objects from Elite monster affixes.
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Leap
Generate Fury: 15
Cooldown: 17 seconds
Lucky Hit Chance: 66%
Leap forward and then slam down, dealing 0 [55%] damage and Slowing enemies by 70% for 3 seconds.
physical damage icon diablo iv wiki Deals Physical Damage
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Death From Above
Leap's Size and damage are increased the further you Leap, up to 30% increased Size and 0 [96%] damage.
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Earthshatter
Leap now deals 0 [19%] damage and can be Cast again within 2 seconds before the Cooldown begins.

Landing creates an Earthquake that deals 0 [77%] Physical damage over 4 seconds.
physical damage icon diablo iv wiki Deals Physical Damage
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Mosh
Leap Summons 3 Ancients that Leap at a random enemy and deal 0 [14%] damage.
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Arsenal Bonus
Leap grants a bonus based on its Arsenal Selection:
  • Dual Wield: 2 seconds of Berserking
  • Bludgeoning: 1 stack of Overpower
  • Slashing: 1 stack of Ferocity
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Fury Generation
Leap now generates 20 Fury.
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Damage Bonus and Crowd Control
Leap deals 20%[x] increased damage and Knocks Down enemies for 1 second.
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Pull
Leap now Pulls In enemies upon landing.
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Charge
Generate Fury: 5 per enemy hit
Cooldown: 17 seconds
Lucky Hit Chance: 100%
Rush forward and push enemies before swinging your weapon, dealing 0 [180%] damage and Knocking Back enemies.
physical damage icon diablo iv wiki Deals Physical Damage
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Merciless Assault
Charge gains 3 Charges, and all of its Charges are refreshed on Cooldown.
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Phalanx
Charge Summons 2 Ancients to Charge with you and swing for 0 [67%] damage.
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Battering Ram
Charge now deals Fire damage.

Instead of swinging your weapon, colliding with enemies deals 0 [63%] Fire damage and Stuns them for 3 seconds. Additionally, you leave a burning trail that inflicts 0 [252%] Burning damage over 3 seconds. You may only select one upgrade.
fire damage icon diablo 4 wiki guide Deals Fire Damage
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Unstoppable
You are Unstoppable during Charge.
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Distance Damage Bonus
Charge deals up to 22%[x] increased damage based on distance traveled.
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Enemy Damage Bonus
Charge deals 5%[x] increased damage per enemy pushed, up to 20%[x].
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Cooldown Reduction
Charge's Cooldown is reduced by 1 second for each enemy it hit, up to 3.
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War Cry
Cooldown: 25 seconds
Bellow a mighty war cry, increasing your damage dealt by 7.5%[x] for 4.0 seconds.

Nearby allies gain half of War Cry's effects.
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Mighty Roar
War Cry's damage bonus is increased by 10% and allies now receive its full effect.

You also gain Berserking for 4 seconds.
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Korlic
War Cry Summons Korlic who leaps at enemies, dealing 0 [110%] damage
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The Scream
War Cry terrifies your enemies, causing them to cower in Fear.

You gain 0.300%[x] increased damage for each enemy Feared, up to 3.00%[x].
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Slow
War Cry Slows nearby enemies by 20% for 4 seconds.
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Ferocity
War Cry grants 2 stacks of Ferocity.

Ferocity increases your Attack Speed by 5% [+] per stack. This effect stacks up to 4 times and each lasts for 4 seconds.
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Vulnerable
War Cry makes nearby enemies Vulnerable for 4 seconds.
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Duration Increase
War Cry's duration is increased to 6 seconds.
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Mighty Throw
Cooldown: 12 seconds
Lucky Hit Chance: 15%
Hurl your weapon, dealing 0 [210%] damage upon impact and sticking in the ground.

While in the ground, your weapon pulses and deals 0 [100%] damage every second for 4 seconds.
physical damage icon diablo iv wiki Deals Physical Damage
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Spares
Mighty Throw hurls another 2 weapons, dealing 0 [137%] damage upon impact, and pulses for 0 [65%] damage.
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Rapid
Swapping weapons near any of Mighty Throw's thrown weapons creates an additional pulse for 0 [50%] damage.
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Mightiest
Mighty Throw is now an Ultimate Skill that drops a massive weapon for 0 [542%] damage with a 6 second cooldown.

This cooldown cannot be reduced by Cooldown Reduction.
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Barrier
Mighty Throw generates up to 15% of your Maximum Life (17) as a Barrier for 6 seconds.
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Size Bonus
Increase Mighty Throw's damage radius by 20%.
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Ferocity
Grants 3 stacks of Ferocity each time you use Mighty Throw.
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Overpower
Mighty Throw now consumes one of your Overpower stacks to deal 20%[x] increased damage.
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Rupture
Cooldown: 10 seconds
Lucky Hit Chance: 50%
Skewer enemies in front of you, dealing 0 [20%] damage, then rip your weapon out, inflicting 0 [180%] Bleeding damage over 5 seconds.
physical damage icon diablo iv wiki Deals Physical Damage
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Gore
Rupture now causes an explosion when you rip your weapon out, dealing 0 [50%] Bleeding damage over 5 seconds.
Bleeding
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Blood Pool
Rupture now creates a blood pool when you rip your weapon out, inflicting 0 [50%] Bleeding damage over 5 seconds.

You and your Allies gain 15% increased Attack Speed while standing in the blood pool.
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All For One
Casting Rupture Summons 2 Ancients that skewer your target for 0 [20%] damage and then performing a rip attack that deals 0 [140%] as direct damage instead of Bleeding.
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Size Bonus
Rupture's Size is increased by 25%.
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Damage Bonus
Rupture deals 25%[x] increased damage.

Each subsequent enemy Hit reduces this bonus by 5%.
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Cooldown Reduction
Ripping your weapon out of enemies reduces Rupture's Cooldown by 1 second.
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Healing
Heal for 22% of your Maximum Life on Hit.
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Steel Grasp
Charges: 2
Charge Cooldown: 11 seconds
Lucky Hit Chance: 25%
Throw out a trio of chains that deal 0 [100%] damage and Pull in enemies.
physical damage icon diablo iv wiki Deals Physical Damage
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Chain Whip
Steel Grasp is also a Brawling Skill that launches 2 additional chains for 0 [65%] damage.
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Devil's Chain
Steel Grasp gains 2 additional Charges and forms 3 Dust Devils dealing 0 [25%] damage.
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Solo Chain
Steel Grasp becomes a Basic Skill that has no Cooldown, generates up to 15 Fury based on Charges, but only throws a single chain.
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Extra Charges
Steel Grasp gains 2 Charges.
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Berserking
Steel Grasp grants Berserking for 2 seconds on Hit.
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Vulnerable
Steel Grasp makes enemies Vulnerable for 4 seconds.
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Weaken
Steel Grasp Weakens enemies for 4 seconds.
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Death Blow
Cooldown: 15 seconds
Lucky Hit Chance: 50%
Attempt a killing strike, dealing 0 [300%] damage to enemies in front of you.

If this kills an enemy, its Cooldown is reset.
physical damage icon diablo iv wiki Deals Physical Damage
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Consecutive
Death Blow's cooldown is reduced to 3 seconds.

Hitting enemies with Death Blow increases the damage of subsequent casts by 25%[x] per hit enemy, up to 75%[x]. Kills reset this bonus.
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Sonic Boom
Death Blow creates a shockwave that deals 0 [525%] damage.
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Blast
Death Blow now deals Fire damage and deals an additional 0 [225%] Burning damage over 5 seconds.

Enemies that die to Death Blow while Burning or to Death Blow's burn trigger a fiery explosion for 0 [30%] damage to surrounding enemies.
fire damage icon diablo 4 wiki guide Deals Fire Damage
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Overpower
Death Blow grants 1 stack of Overpower when it kills an enemy.
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Execute
Enemies you hit with Death Blow can be Executed by any of your attacks for the next 2 seconds, resetting Death Blow's cooldown on a successful Execution.
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Charges
Death Blow has 2 charges.
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Fury Generation
Killing an enemy with Death Blow restores 100% of your Fury.
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Wrath of the Berserker
Cooldown: 90 seconds
Explode into rage, Knocking Back surrounding enemies while gaining Berserking and Unstoppable for 10.0 seconds.
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Maximum Carnage
While Wrath of the Berserker is active, every 200 Fury spent increases its duration by 1 second, up to 5.
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Deep Impact
While Wrath of the Berserker is active, all attacks cause a fiery explosion for 0 [75%] damage.
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Full Throttle
While Wrath of the Berserker is active, you gain a Fire aura that deals 0 [100%] damage and Burns for 0 [10%] damage over 5 seconds.

You gain 50%[+] All Resistance.
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Fury Generation
While Wrath of the Berserker is active, gain 20%[+] Attack Speed and increase Fury Generation by 30%[x].
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Berserking
While Wrath of the Berserker is active, your Berserking damage bonus is increased by 100%[x].
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Duration Bonus
The duration of Wrath of the Berserker is increased to 12.0 seconds.
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Overpower
Wrath of the Berserker grants 1 stack of Overpower per second.

Overpower increases your Damage by 15%[+] per stack. This effect stacks up to 4 times and each lasts for 4 seconds.
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Iron Maelstrom
Cooldown: 30 seconds
Lucky Hit Chance: 24%
Activate three times to attach chains to each of your weapons and perform an attack: First, your Two-Handed Bludgeoning weapon slams into the ground, dealing 0 [180%] damage and Stunning enemies for 2 seconds.

Next, your Two-Handed Slashing weapon swipes in front of you, dealing 0 [48%] damage and inflicting 0 [288%] Bleeding damage over 5 seconds. Finally, your Dual Wield weapons swing around you, dealing 0 [103%] damage per hit.
physical damage icon diablo iv wiki Deals Physical Damage
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Armageddon
Each attack gains an additional effect:
  • Two Handed Bludgeoning creates a Earthquake that deals 0 [135%] Physical damage over 4 seconds,
  • Two-Handed Slashing shoots Iron Shrapnel dealing 0 [4%] damage inflicting 0 [216%] Bleeding damage over 5 seconds
  • Dual Wield forms Dust Devils that each deal 0 [13%] damage.

physical damage icon diablo iv wiki Deals Physical Damage
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Hidden Technique
Iron Maelstrom now has 3 Charges and it always uses the same attack that matches your last used weapon at 75%[x] increased damage.
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Mastered Weapon
Depending on your last used weapon, Iron Maelstrom is now also a single Weapon Mastery Skill, and its Cooldown is reduced to 11 seconds.
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Cooldown Reduction
Weapon swaps reduce the Cooldown of Iron Maelstrom by 2 second.
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Global Cooldown Reduction
Activating Iron Maelstrom reduces all other active Cooldowns by 2 seconds.
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Weaken
Enemies damaged by Iron Maelstrom are Weakened for 4 seconds.
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Additional Effect
Each attack gains an additional effect:
  • Two Handed Bludgeoning deals 25%[x] increased Critical Strike Damage
  • Two Handed Slashing deals 20%[x] increased damage to Vulnerable enemies.
  • Dual Wield gains 20%[+] Cast Speed.
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Call of the Ancients
Cooldown: 50 seconds
Summon 3 Ancients to aid you in battle for 10 seconds.
  • Korlic leaps at enemies, dealing 0 [132%] damage and swings his weapons in a frenzy, dealing 0 [48%] damage per hit.
  • Talic spins in a whirlwind rapidly attacking enemies for 0 [96%] damage.
  • Madawc upheaves the ground, dealing 0 [240%] damage.

physical damage icon diablo iv wiki Deals Physical Damage
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Empowered
Your Ancients are empowered:
  • Korlic creates an Earthquake that deals 0 [99%] Physical damage over 4 seconds when he leaps.
  • Talic leaves behind Dust Devils that deal 0 [72%] damage while he whirlwinds.
  • Madawc ignites the earth, Burning enemies for an additional 0 [45%] damage over 4 seconds when he upheaves the ground.

physical damage icon diablo iv wiki Deals Physical Damage
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The Chosen
Depending on your last used weapon, you summon 1 very strong Ancient for twice as long.

Your Ancient gains an additional power: Korlic: You gain 10 Fury each time Korlic damages an enemy with his Frenzy. Talic: Enemies are Slowed by 50% for 1 second when damaged by his Whirlwind. Madawc: 30% chance to Stun enemies for 3 seconds when using his Upheaval.
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Highlander
Summon a single, permanent Ancient.

Using this skill again replaces it with the next Ancient.
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Attack Speed and Damage Bonus
When you Cast Call of the Ancients, gain 15%[+] Attack Speed and 20%[x] increased damage for 6 seconds.
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Ancient Attack Speed
Your Ancients attack 25%[+] faster.
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Damage Reduction
When you Cast Call of the Ancients, gain 5% Damage Reduction for each Ancient summoned while they are active.
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Damage Bonus
You and each of your Ancients summoned from this Skill increase each other's damage by 7%[x].

 

1 Major Upgrade total, plus 2 Minor Upgrades total by choosing 1 from each in-game Minor Upgrade pair.

 

Basic Cluster

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Lunging Strike

Tags: Basic MartialMobility

Generate Fury: 12
Lucky Hit Chance: 50%
Lunge forward and strike an enemy, dealing 0 [ 90%] damage.
Major Upgrades

Choose 1 total

Skewer: Lunging Strike deals 75%[x] increased damage and an additional 5%[x] increased damage for each target you lunge through, up to 100%[x].

Impaling: Lunging Strike has increased range, damages all enemies in its path, and can lunge without a target.

Lunging Strike now has a 2 second Cooldown.

Whirling: Lunging Strike forms a Dust Devil that deals 0 [22%] damage.

Minor Upgrades Pair 1

Choose 1 of 2 Minor Upgrades

Range: Lunging Strike's range is increased by 2.

Fury Generation: Lunging Strike generates 1 Fury for each enemy you lunge through.

Minor Upgrades Pair 2

Choose 1 of 2 Minor Upgrades

Berserking: Lunging Strike grants Berserking for 3 seconds when it Critically Strikes.

Lunging Strike gains 5%[+] increased Critical Strike Chance.

Healing: Lunging Strike heals you for 2% of your Maximum Life the first time it hits an enemy.

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Bash

Tags: Basic MartialBludgeoning

Generate Fury: 15
Lucky Hit Chance: 50%
Bash the enemy with your weapon, dealing 0 [ 90%] damage.

Every 4th Bash will clobber, Stunning enemies for 1.5 seconds.
Major Upgrades

Choose 1 total

Heavy Knuckles: Clobbering an enemy with Bash has a 100% chance to Critical Strike, and Clobbered enemies become Vulnerable for 4 seconds.

Violent Swings: Each Bash has a separate 25% chance to clobber.

Atomic Blast: Clobbering an enemy with Bash causes a fiery explosion that deals 0 [113%] Fire damage.

Minor Upgrades Pair 1

Choose 1 of 2 Minor Upgrades

Fury Generation: Clobbering with Bash generates an additional 10 Fury.

Overpower: Clobbering with Bash grants 1 stack of Overpower.

Overpower increases your Damage by 15%[+] per stack. This effect stacks up to 4 times and each lasts for 4 seconds.

Minor Upgrades Pair 2

Choose 1 of 2 Minor Upgrades

Clobbering: Reduces Bash's Clobber threshold by 2.

Resolve: Clobbering with Bash grants 1 stack of Resolve.

Resolve increases your Armor by 25%[+] while active. Taking direct damage consumes a stack. You can hold up to 8 stacks.

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Frenzy

Tags: Basic MartialDual Wield

Generate Fury: 7
Lucky Hit Chance: 30%
Unleash a rapid flurry of blows, dealing 70% damage with each pair of hits.

If Frenzy hits an enemy, its Cast Speed is increased by 10%[+] for 3 seconds, up to 50%[+].
Major Upgrades

Choose 1 total

Barrage: Frenzy stacks up an additional 5 times and you gain Berserking for 5 seconds while at maximum stacks.

Throwing: Frenzy becomes a ranged attack that pierces enemies, dealing 0 [123%] damage.

Frenzy has a 30% chance while at maximum Frenzy stacks to ricochet Iron Shrapnel, dealing 0 [60%] damage and inflicting 0 [35%] Bleeding damage over 5 seconds.

Raging: Frenzy now deals Fire damage.

Lucky Hit: Frenzy has up to a 50% chance when attacking at maximum Frenzy stacks to cause a fiery explosion, dealing 0 [175%] Burning damage over 5 seconds.

Minor Upgrades Pair 1

Choose 1 of 2 Minor Upgrades

Unhindered: While at maximum Frenzy stacks, you are Unhindered.

Ferocity: Each stack of Frenzy gained also grants a stack of Ferocity.

Ferocity increases your Attack Speed by 5% [+] per stack. This effect stacks up to 4 times and each lasts for 4 seconds.

Minor Upgrades Pair 2

Choose 1 of 2 Minor Upgrades

Fury Generation: Frenzy generates 2 additional Fury.

Frenzy Stacks: Frenzy stacks an additional 2 times.

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Flay

Tags: Basic MartialSlashing

Generate Fury: 15
Lucky Hit Chance: 50%
Flay the enemy, dealing 0 [ 5%] damage and inflicting 0 [ 115%] Bleeding damage over 5 seconds.
Major Upgrades

Choose 1 total

Anemia: Flay's Bleeding duration is reduced by 2 seconds and it makes enemies Vulnerable.

Hemorrhaging: Flay's Bleeding is extended by 2 seconds whenever the enemy moves too far from you.

The Flayer: If Flay hits a Bleeding enemy it causes a blood explosion that inflicts 0 [29%] Bleeding damage over 5 seconds.

Minor Upgrades Pair 1

Choose 1 of 2 Minor Upgrades

Slow: Flay Slows enemies by 20%.

Duration Bonus: Flay's Bleeding duration is increased by 5 seconds.

Minor Upgrades Pair 2

Choose 1 of 2 Minor Upgrades

Weaken: Flay Weakens enemies.

Healing: Each Nearby enemy Bleeding from Flay Heals you for 1% of your Maximum Life (1.14) per second, up to 5%.

 

Core Cluster

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Hammer of the Ancients

Tags: Core MartialBludgeoning

Fury Cost: 30
Lucky Hit Chance: 50%
Slam your hammer down with the fury of the Ancients, dealing 0 [ 175%] damage to a concentrated area.
Major Upgrades

Choose 1 total

Explosive: Hammer of the Ancients quakes outward and deals 0 [280%] damage.

Fissure: Hammer of the Ancients forms a seismic line that deals 0 [280%] and Slows enemies hit by 80% for 4 seconds.

Ancestral: Hammer of the Ancients now deals Fire damage.

Casting Hammer of the Ancients Summons 2 Ancients to hammer the same area for 0 [66%] damage each. If Burning enemies are struck Hammer of the Ancients explodes, dealing 0 [17%] damage.

Minor Upgrades Pair 1

Choose 1 of 2 Minor Upgrades

Critical Strike: Hammer of the Ancients gains 2%[+] increased Critical Strike Chance for every 20 Maximum Fury you have, up to 20%[+] Critical Strike Chance at 200 Maximum Fury.

Current bonus: 10%[+] increased Critical Strike Chance.

Size and Damage Bonus: Hammer of the Ancients gains 25%[+] increased Size and 20%[x] increased damage.

Minor Upgrades Pair 2

Choose 1 of 2 Minor Upgrades

Fury Generation: Gain 3%[+] increased Fury Generation for 5 seconds for each enemy damaged by Hammer of the Ancients, up to 30%[+].

Overpower: Hammer of the Ancients deals 20%[x] increased damage if you have Overpower.

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Whirlwind

Tags: Core MartialChanneled

Fury Cost: 15 per second
Lucky Hit Chance: 20%
Rapidly attack surrounding enemies for 0 [ 71%] damage.
Major Upgrades

Choose 1 total

Tornado: Whirlwind also creates 2 Dust Devils that each deal 0 [62%] damage.

Bursting: Whirlwind also explodes, dealing 0 [18%] Fire damage and inflicting 0 [50%] Burning damage over 5 seconds.

Whirlwind now deals Fire damage.

Winding: Attacking with another Skill grants 4 stacks of charge up to 20 that decays over time.

Your Whirlwind deals 1%[x] increased damage and gains 1%[x] Movement Speed per stack. While Whirlwind has charges it launches Iron Shrapnel at Nearby enemies, each dealing 0 [17%] damage and inflicting 0 [14%] Bleeding damage over 5 seconds. You may only select one upgrade.

Minor Upgrades Pair 1

Choose 1 of 2 Minor Upgrades

Movement Speed: Gain 12%[x] increased Movement Speed during Whirlwind.

Cost Damage Bonus: Whirlwind deals 40%[x] increased damage and costs 10 additional Fury.

Minor Upgrades Pair 2

Choose 1 of 2 Minor Upgrades

Channel Damage Bonus: Channeling Whirlwind causes it to deal 1% [x] increased damage each time it hits an enemy, stacking up to 25 times.

Weaken: Critical Strikes from Whirlwind Weaken enemies for 4 seconds.

Weakened enemies deal reduced damage: 20% for Normal enemies, 15% for Elites, and 10% for Bosses.

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Rend

Tags: Core MartialSlashing

Fury Cost: 30
Lucky Hit Chance: 33%
Cleave enemies in front of you, dealing 0 [ 25%] damage and inflicting 0 [ 135%] Bleeding damage over 5 seconds.
Major Upgrades

Choose 1 total

Flailing: Rend gains 40%[+] increased Size and 40%[x] increased damage.

Consecutive swings of Rend further increases its Size by 20%[+], up to 60%[+], until you stop swinging.

Blood Sworn: Enemies that die while Bleeding from Rend spread 50% their remaining Bleed onto a random Close enemy.

Scorching: Rend now deals Fire damage.

Each slash creates a wave of fire, dealing 0 [44%] damage and an additional 0 [189%] Burning damage over 5 seconds.

Minor Upgrades Pair 1

Choose 1 of 2 Minor Upgrades

Cast Speed: Rend gains 20%[+] increased Cast Speed.

Healing: Heal for 1% of your Maximum Life per second for each enemy Bleeding from Rend.

Minor Upgrades Pair 2

Choose 1 of 2 Minor Upgrades

Moving Damage Bonus: Rend deals 25%[x] increased damage to enemies that are moving.

Vulnerable Damage Bonus: Rend deals 20%[x] increased damage to Vulnerable enemies.

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Double Swing

Tags: Core MartialDual Wield

Fury Cost: 20
Lucky Hit Chance: 30%
Sweep your weapons from opposite directions, dealing 0 [ 75%] damage with each weapon.

Enemies caught in the center are damaged by both.
Major Upgrades

Choose 1 total

Flurry: Each sweep also hits 1 additional time dealing 0 [38%], and an extra 2 additional times while Berserking.

Twister: The initial sweep also creates 1 Dust Devil that deals 0 [38%] damage, the subsequent sweep creates 2.

Slice and Dice: Sweep Size increased by 200% but Cast Speed is slowed by 40%.

Enemies caught at the outer edge of your sweeps and are hit an additional time for 0 [90%] damage. These additional hits grant this Skill 5% increased Cast Speed for 4 seconds, stacking up to 8 times.

Minor Upgrades Pair 1

Choose 1 of 2 Minor Upgrades

Fortify: Fortifies you for 1% of your Maximum Life for each enemy hit with both weapons.

Chance to Hit Twice: Gains 20% chance to hit twice.

Minor Upgrades Pair 2

Choose 1 of 2 Minor Upgrades

Fury Cost Reduction: Decreases the Fury Cost of your next Double Swing per hit by 2 once per weapon.

Damage Increase: Increases this Skill's damage by 2%[x] per enemy hit for 2 seconds, all stacks expire simultaneously and the duration cannot be refreshed.

 

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Upheaval

Tags: Core Martial

Fury Cost: 35
Lucky Hit Chance: 30%
Tear into the ground with your weapon and fling debris forward, dealing 0 [ 200%] damage.
Major Upgrades

Choose 1 total

Trailblazing: Upheaval ignites the ground Burning enemies for an additional 0 [150%] damage over 4 seconds.

Upheaval now deals Fire damage.

Iron Burst: Upheaval flings Iron Shrapnel dealing 0 [38%] damage, and inflicting 0 [150%] Bleeding damage over 5 seconds.

Suppress: Upheaval gains deals 75%[x] increased damage.

Depending on the cast range, this area increases but the damage bonus decreases.

Minor Upgrades Pair 1

Choose 1 of 2 Minor Upgrades

Free Cast: Every 100 Fury spent makes your next Upheaval free to cast.

This stacks up to 300 total Fury.

Overpower: Upheaval consumes 1 Overpower stack to increase Upheaval's Size by 20%[+] and damage by 20%[×].

Minor Upgrades Pair 2

Choose 1 of 2 Minor Upgrades

Damage Increase: Upheaval deals 30%[x] increased damage to the first 5 enemies hit.

Fury Cost Reduction: Upheaval's Fury cost is reduced to 28 Fury.

 

Defensive Cluster

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Ground Stomp

Tags: Defensive Combat

Generate Fury: 20
Cooldown: 16 seconds
Lucky Hit Chance: 33%
Smash the ground, dealing 0 [ 50%] damage and Stunning surrounding enemies for 3 seconds.
Major Upgrades

Choose 1 total

Stomping Grounds: Casting Ground Stomp also causes your steps to echo additional Ground Stomps dealing 0 [13%] damage as you travel for 3 seconds

Seismic: Ground Stomp no longer Stuns and instead creates an Earthquake that deals 0 [150%] damage and Slows enemies by 75%.

Breach: Ground Stomp becomes a Brawling Skill that deals Fire damage.

Ground Stomp no longer Stuns and smashes the surrounding ground. Instead, it fissures the ground in front of you, dealing 0 [150%] damage. Burning enemies take 20%[x] increased damage.

Minor Upgrades Pair 1

Choose 1 of 2 Minor Upgrades

Additional Charges: Ground Stomp gains 2 additional Charges.

Fury Generation: Increases the Fury generated by Ground Stomp to 30.

Minor Upgrades Pair 2

Choose 1 of 2 Minor Upgrades

Damage Bonus: Ground Stomp deals 20%[x] increased damage.

Size Bonus: Ground Stomp gains 20%[+] increased Size.

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Rallying Cry

Tags: Defensive ShoutCombat

Fury Cost: 35
Bellow a rallying cry, increasing your Movement Speed by 20%[x] for 4.0 seconds.

Nearby allies gain half of Rallying Cry's effects.
Major Upgrades

Choose 1 total

Booming: Rallying Cry increases your Resource Generation by 40%[x] and your Movement Speed by an additional 10%[x].

Madawc: Rallying Cry's Fury Cost is reduced by 10 and it now Summons Madawc who upheaves the ground, dealing 0 [200%] damage.

The World: Rallying Cry Dazes and Slows all enemies and their projectiles by 61% for 4 seconds.

Rallying Cry also grants Attack Speed instead of Movement Speed and its Fury Cost is replaced with a 25 second Cooldown.

Minor Upgrades Pair 1

Choose 1 of 2 Minor Upgrades

Fortify: Rallying Cry Fortifies you for 15% of your Maximum Life when cast.

Duration Bonus: Rallying Cry's duration is increased to 7 seconds.

Minor Upgrades Pair 2

Choose 1 of 2 Minor Upgrades

Fury Gain: For every 3 meter traveled while Rallying Cry is active, restore 2 primary resource to yourself and half to nearby allies.

Potency: Rallying Cry's effectiveness is increased by 20% plus an additional 5% for each ally affected, up to 20%.

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Iron Skin

Tags: Defensive Combat

Cooldown: 14 seconds
Steel yourself for 3 seconds, increasing your Maximum Life by 10% and gaining a Barrier that absorbs 60.0% of your Maximum Life ( 68) in damage.
Major Upgrades

Choose 1 total

Juggernaut: Iron Skin also grants Unstoppable and enemies that hit you are Knocked back.

Endure: Iron Skin no longer grants a Barrier, but your Life cannot be reduced below 1 for the duration and you are healed to 15.0% Life when Iron Skin expires.

Retaliation: Iron Skin no longer grants a Barrier.

Instead you reflect Iron Shrapnel when attacked, dealing 0 [5%] damage and inflicting 0 [50%] Bleeding damage over 5 seconds. Iron Skin's duration is tripled.

Minor Upgrades Pair 1

Choose 1 of 2 Minor Upgrades

Movement Speed: Iron Skin increases your Movement Speed by 15%[x].

Weaken: Enemies attacking you while Iron Skin is active become Weakened for 3 seconds.

Minor Upgrades Pair 2

Choose 1 of 2 Minor Upgrades

Resolve: Iron Skin grants 2 stacks of Resolve when cast.

Maximum Life: Increase the Maximum Life granted from Iron Skin to 15%.

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Challenging Shout

Tags: Defensive ShoutCombat

Cooldown: 25 seconds
Taunt Nearby enemies and gain 20.0% Damage Reduction for 8.0 seconds.
Major Upgrades

Choose 1 total

Bawl: Challenging Shout grants an additional 20% Damage Reduction that decays over its duration.

Talic: Challenging Shout Summons Talic, who spins in a whirlwind rapidly attacking enemies for 0 [80%] damage.

Raging: Challenging Shout causes enemies to burn with rage, dealing 0 [600%] Burning damage over 8 seconds.

You no longer gain Damage Reduction from Challenging Shout but instead gain 20%[x] increased damage against Burning enemies. You may only select one upgrade.

Minor Upgrades Pair 1

Choose 1 of 2 Minor Upgrades

Weaken: Challenging Shout Weakens enemies.

Duration Bonus: Challenging Shout's duration is increased by 2 seconds.

Minor Upgrades Pair 2

Choose 1 of 2 Minor Upgrades

Damage Bonus: The first 5 enemies Taunted by Challenging Shout take 20%[x] increased damage from you.

Fury Generation: Taking damage while Challenging Shout is active will generate 3 Fury.

 

Brawling Cluster

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Kick

Tags: Brawling Combat

Charges: 2
Charge Cooldown: 9 seconds
Lucky Hit Chance: 40%
Throw a powerful kick that deals 0 [ 100%] damage and Knocks Back enemies in front of you.

Enemies who are Knocked Back into terrain take an additional 0 [ 50%] damage and are Stunned for 3 seconds.
Major Upgrades

Choose 1 total

Power: Instead of Knocking Back enemies, Kick becomes a Core Skill which costs 30 Fury and deals 0 [100%] damage, increased by 0.5%[x] per Maximum Fury you have, up to 150 Fury.

Crimson: Kick now deals 0 [25%] Fire damage and inflicts 0 [25%] Burning damage over 4 seconds.

Burning enemies will explode on Death or if they hit a wall for 0 [75%] damage.

Madness: You dash towards your enemy and deliver a powerful kick that deals 0 (175%) and Knocks Down enemies for 4 seconds.

Kick is additionally a Mobility Skill.

Minor Upgrades Pair 1

Choose 1 of 2 Minor Upgrades

Increase Damage: Moving increases Kick's damage by up to 20%[x].

Vulnerable: Kick makes enemies Vulnerable for 4 seconds.

Minor Upgrades Pair 2

Choose 1 of 2 Minor Upgrades

Cooldown Reduction: Kicking an enemy reduces the Cooldowns of your Mobility Skills by 2 seconds.

Collide: Kicked enemies deal 0 [20%] damage to enemies they collide with.

Additionally, Kick destroys certain objects from Elite monster affixes.

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Leap

Tags: Brawling MartialMobility

Generate Fury: 15
Cooldown: 17 seconds
Lucky Hit Chance: 66%
Leap forward and then slam down, dealing 0 [ 55%] damage and Slowing enemies by 70% for 3 seconds.
Major Upgrades

Choose 1 total

Death From Above: Leap's Size and damage are increased the further you Leap, up to 30% increased Size and 0 [96%] damage.

Earthshatter: Leap now deals 0 [19%] damage and can be Cast again within 2 seconds before the Cooldown begins.

Landing creates an Earthquake that deals 0 [77%] Physical damage over 4 seconds.

Mosh: Leap Summons 3 Ancients that Leap at a random enemy and deal 0 [14%] damage.

Minor Upgrades Pair 1

Choose 1 of 2 Minor Upgrades

Arsenal Bonus: Leap grants a bonus based on its Arsenal Selection:

  • Dual Wield: 2 seconds of Berserking
  • Bludgeoning: 1 stack of Overpower
  • Slashing: 1 stack of Ferocity

Fury Generation: Leap now generates 20 Fury.

Minor Upgrades Pair 2

Choose 1 of 2 Minor Upgrades

Damage Bonus and Crowd Control: Leap deals 20%[x] increased damage and Knocks Down enemies for 1 second.

Pull: Leap now Pulls In enemies upon landing.

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Charge

Tags: Brawling MartialMobility

Generate Fury: 5 per enemy hit
Cooldown: 17 seconds
Lucky Hit Chance: 100%
Rush forward and push enemies before swinging your weapon, dealing 0 [ 180%] damage and Knocking Back enemies.
Major Upgrades

Choose 1 total

Merciless Assault: Charge gains 3 Charges, and all of its Charges are refreshed on Cooldown.

Phalanx: Charge Summons 2 Ancients to Charge with you and swing for 0 [67%] damage.

Battering Ram: Charge now deals Fire damage.

Instead of swinging your weapon, colliding with enemies deals 0 [63%] Fire damage and Stuns them for 3 seconds. Additionally, you leave a burning trail that inflicts 0 [252%] Burning damage over 3 seconds. You may only select one upgrade.

Minor Upgrades Pair 1

Choose 1 of 2 Minor Upgrades

Unstoppable: You are Unstoppable during Charge.

Distance Damage Bonus: Charge deals up to 22%[x] increased damage based on distance traveled.

Minor Upgrades Pair 2

Choose 1 of 2 Minor Upgrades

Enemy Damage Bonus: Charge deals 5%[x] increased damage per enemy pushed, up to 20%[x].

Cooldown Reduction: Charge's Cooldown is reduced by 1 second for each enemy it hit, up to 3.

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War Cry

Tags: Brawling Shout

Cooldown: 25 seconds
Bellow a mighty war cry, increasing your damage dealt by 7.5%[x] for 4.0 seconds.

Nearby allies gain half of War Cry's effects.
Major Upgrades

Choose 1 total

Mighty Roar: War Cry's damage bonus is increased by 10% and allies now receive its full effect.

You also gain Berserking for 4 seconds.

Korlic: War Cry Summons Korlic who leaps at enemies, dealing 0 [110%] damage

The Scream: War Cry terrifies your enemies, causing them to cower in Fear.

You gain 0.300%[x] increased damage for each enemy Feared, up to 3.00%[x].

Minor Upgrades Pair 1

Choose 1 of 2 Minor Upgrades

Slow: War Cry Slows nearby enemies by 20% for 4 seconds.

Ferocity: War Cry grants 2 stacks of Ferocity.

Ferocity increases your Attack Speed by 5% [+] per stack. This effect stacks up to 4 times and each lasts for 4 seconds.

Minor Upgrades Pair 2

Choose 1 of 2 Minor Upgrades

Vulnerable: War Cry makes nearby enemies Vulnerable for 4 seconds.

Duration Increase: War Cry's duration is increased to 6 seconds.

 

Weapon Mastery Cluster

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Mighty Throw

Tags: Weapon Mastery Martial

Cooldown: 12 seconds
Lucky Hit Chance: 15%
Hurl your weapon, dealing 0 [ 210%] damage upon impact and sticking in the ground.

While in the ground, your weapon pulses and deals 0 [ 100%] damage every second for 4 seconds.
Major Upgrades

Choose 1 total

Spares: Mighty Throw hurls another 2 weapons, dealing 0 [137%] damage upon impact, and pulses for 0 [65%] damage.

Rapid: Swapping weapons near any of Mighty Throw's thrown weapons creates an additional pulse for 0 [50%] damage.

Mightiest: Mighty Throw is now an Ultimate Skill that drops a massive weapon for 0 [542%] damage with a 6 second cooldown.

This cooldown cannot be reduced by Cooldown Reduction.

Minor Upgrades Pair 1

Choose 1 of 2 Minor Upgrades

Barrier: Mighty Throw generates up to 15% of your Maximum Life (17) as a Barrier for 6 seconds.

Size Bonus: Increase Mighty Throw's damage radius by 20%.

Minor Upgrades Pair 2

Choose 1 of 2 Minor Upgrades

Ferocity: Grants 3 stacks of Ferocity each time you use Mighty Throw.

Overpower: Mighty Throw now consumes one of your Overpower stacks to deal 20%[x] increased damage.

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Rupture

Tags: Weapon Mastery MartialSlashing

Cooldown: 10 seconds
Lucky Hit Chance: 50%
Skewer enemies in front of you, dealing 0 [ 20%] damage, then rip your weapon out, inflicting 0 [ 180%] Bleeding damage over 5 seconds.
Major Upgrades

Choose 1 total

Gore: Rupture now causes an explosion when you rip your weapon out, dealing 0 [50%] Bleeding damage over 5 seconds.

Blood Pool: Rupture now creates a blood pool when you rip your weapon out, inflicting 0 [50%] Bleeding damage over 5 seconds.

You and your Allies gain 15% increased Attack Speed while standing in the blood pool.

All For One: Casting Rupture Summons 2 Ancients that skewer your target for 0 [20%] damage and then performing a rip attack that deals 0 [140%] as direct damage instead of Bleeding.

Minor Upgrades Pair 1

Choose 1 of 2 Minor Upgrades

Size Bonus: Rupture's Size is increased by 25%.

Damage Bonus: Rupture deals 25%[x] increased damage.

Each subsequent enemy Hit reduces this bonus by 5%.

Minor Upgrades Pair 2

Choose 1 of 2 Minor Upgrades

Cooldown Reduction: Ripping your weapon out of enemies reduces Rupture's Cooldown by 1 second.

Healing: Heal for 22% of your Maximum Life on Hit.

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Steel Grasp

Tags: Weapon Mastery Martial

Charges: 2
Charge Cooldown: 11 seconds
Lucky Hit Chance: 25%
Throw out a trio of chains that deal 0 [ 100%] damage and Pull in enemies.
Major Upgrades

Choose 1 total

Chain Whip: Steel Grasp is also a Brawling Skill that launches 2 additional chains for 0 [65%] damage.

Devil's Chain: Steel Grasp gains 2 additional Charges and forms 3 Dust Devils dealing 0 [25%] damage.

Solo Chain: Steel Grasp becomes a Basic Skill that has no Cooldown, generates up to 15 Fury based on Charges, but only throws a single chain.

Minor Upgrades Pair 1

Choose 1 of 2 Minor Upgrades

Extra Charges: Steel Grasp gains 2 Charges.

Berserking: Steel Grasp grants Berserking for 2 seconds on Hit.

Minor Upgrades Pair 2

Choose 1 of 2 Minor Upgrades

Vulnerable: Steel Grasp makes enemies Vulnerable for 4 seconds.

Weaken: Steel Grasp Weakens enemies for 4 seconds.

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Death Blow

Tags: Weapon Mastery Martial

Cooldown: 15 seconds
Lucky Hit Chance: 50%
Attempt a killing strike, dealing 0 [ 300%] damage to enemies in front of you.

If this kills an enemy, its Cooldown is reset.
Major Upgrades

Choose 1 total

Consecutive: Death Blow's cooldown is reduced to 3 seconds.

Hitting enemies with Death Blow increases the damage of subsequent casts by 25%[x] per hit enemy, up to 75%[x]. Kills reset this bonus.

Sonic Boom: Death Blow creates a shockwave that deals 0 [525%] damage.

Blast: Death Blow now deals Fire damage and deals an additional 0 [225%] Burning damage over 5 seconds.

Enemies that die to Death Blow while Burning or to Death Blow's burn trigger a fiery explosion for 0 [30%] damage to surrounding enemies.

Minor Upgrades Pair 1

Choose 1 of 2 Minor Upgrades

Overpower: Death Blow grants 1 stack of Overpower when it kills an enemy.

Execute: Enemies you hit with Death Blow can be Executed by any of your attacks for the next 2 seconds, resetting Death Blow's cooldown on a successful Execution.

Minor Upgrades Pair 2

Choose 1 of 2 Minor Upgrades

Charges: Death Blow has 2 charges.

Fury Generation: Killing an enemy with Death Blow restores 100% of your Fury.

 

Ultimate Cluster

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Wrath of the Berserker

Tags: Ultimate Combat

Cooldown: 90 seconds
Explode into rage, Knocking Back surrounding enemies while gaining Berserking and Unstoppable for 10.0 seconds.
Major Upgrades

Choose 1 total

Maximum Carnage: While Wrath of the Berserker is active, every 200 Fury spent increases its duration by 1 second, up to 5.

Deep Impact: While Wrath of the Berserker is active, all attacks cause a fiery explosion for 0 [75%] damage.

Full Throttle: While Wrath of the Berserker is active, you gain a Fire aura that deals 0 [100%] damage and Burns for 0 [10%] damage over 5 seconds.

You gain 50%[+] All Resistance.

Minor Upgrades Pair 1

Choose 1 of 2 Minor Upgrades

Fury Generation: While Wrath of the Berserker is active, gain 20%[+] Attack Speed and increase Fury Generation by 30%[x].

Berserking: While Wrath of the Berserker is active, your Berserking damage bonus is increased by 100%[x].

Minor Upgrades Pair 2

Choose 1 of 2 Minor Upgrades

Duration Bonus: The duration of Wrath of the Berserker is increased to 12.0 seconds.

Overpower: Wrath of the Berserker grants 1 stack of Overpower per second.

Overpower increases your Damage by 15%[+] per stack. This effect stacks up to 4 times and each lasts for 4 seconds.

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Iron Maelstrom

Tags: Ultimate Martial

Cooldown: 30 seconds
Lucky Hit Chance: 24%
Activate three times to attach chains to each of your weapons and perform an attack: First, your Two-Handed Bludgeoning weapon slams into the ground, dealing 0 [ 180%] damage and Stunning enemies for 2 seconds.

Next, your Two-Handed Slashing weapon swipes in front of you, dealing 0 [ 48%] damage and inflicting 0 [ 288%] Bleeding damage over 5 seconds. Finally, your Dual Wield weapons swing around you, dealing 0 [ 103%] damage per hit.
Major Upgrades

Choose 1 total

Armageddon: Each attack gains an additional effect:

  • Two Handed Bludgeoning creates a Earthquake that deals 0 [135%] Physical damage over 4 seconds,
  • Two-Handed Slashing shoots Iron Shrapnel dealing 0 [4%] damage inflicting 0 [216%] Bleeding damage over 5 seconds
  • Dual Wield forms Dust Devils that each deal 0 [13%] damage.

Hidden Technique: Iron Maelstrom now has 3 Charges and it always uses the same attack that matches your last used weapon at 75%[x] increased damage.

Mastered Weapon: Depending on your last used weapon, Iron Maelstrom is now also a single Weapon Mastery Skill, and its Cooldown is reduced to 11 seconds.

Minor Upgrades Pair 1

Choose 1 of 2 Minor Upgrades

Cooldown Reduction: Weapon swaps reduce the Cooldown of Iron Maelstrom by 2 second.

Global Cooldown Reduction: Activating Iron Maelstrom reduces all other active Cooldowns by 2 seconds.

Minor Upgrades Pair 2

Choose 1 of 2 Minor Upgrades

Weaken: Enemies damaged by Iron Maelstrom are Weakened for 4 seconds.

Additional Effect: Each attack gains an additional effect:

  • Two Handed Bludgeoning deals 25%[x] increased Critical Strike Damage
  • Two Handed Slashing deals 20%[x] increased damage to Vulnerable enemies.
  • Dual Wield gains 20%[+] Cast Speed.
call of the ancients barbarian skills diablo 4 wiki guide 100px

Call of the Ancients

Tags: Ultimate CombatAncientSummon

Cooldown: 50 seconds
Summon 3 Ancients to aid you in battle for 10 seconds.
  • Korlic leaps at enemies, dealing 0 [132%] damage and swings his weapons in a frenzy, dealing 0 [48%] damage per hit.
  • Talic spins in a whirlwind rapidly attacking enemies for 0 [96%] damage.
  • Madawc upheaves the ground, dealing 0 [240%] damage.
Major Upgrades

Choose 1 total

Empowered: Your Ancients are empowered:

  • Korlic creates an Earthquake that deals 0 [99%] Physical damage over 4 seconds when he leaps.
  • Talic leaves behind Dust Devils that deal 0 [72%] damage while he whirlwinds.
  • Madawc ignites the earth, Burning enemies for an additional 0 [45%] damage over 4 seconds when he upheaves the ground.

The Chosen: Depending on your last used weapon, you summon 1 very strong Ancient for twice as long.

Your Ancient gains an additional power: Korlic: You gain 10 Fury each time Korlic damages an enemy with his Frenzy. Talic: Enemies are Slowed by 50% for 1 second when damaged by his Whirlwind. Madawc: 30% chance to Stun enemies for 3 seconds when using his Upheaval.

Highlander: Summon a single, permanent Ancient.

Using this skill again replaces it with the next Ancient.

Minor Upgrades Pair 1

Choose 1 of 2 Minor Upgrades

Attack Speed and Damage Bonus: When you Cast Call of the Ancients, gain 15%[+] Attack Speed and 20%[x] increased damage for 6 seconds.

Ancient Attack Speed: Your Ancients attack 25%[+] faster.

Minor Upgrades Pair 2

Choose 1 of 2 Minor Upgrades

Damage Reduction: When you Cast Call of the Ancients, gain 5% Damage Reduction for each Ancient summoned while they are active.

Damage Bonus: You and each of your Ancients summoned from this Skill increase each other's damage by 7%[x].

 

 




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