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Sorcerer Skill Tree

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(Redirected from Sorcerer Skills)

The Sorcerer has access to six groups of skills and one set of Masteries (Key Passives):

  • Basic - Elemental damage skills that don't cost mana so always available to use. No Cooldowns.
  • Core - Elemental damage at the cost of mana. No Cooldowns.
  • Defensive - These mitigate damage received and increase survivability. They don't cost mana but do have Cooldowns.
  • Conjuration - Summon elemental entities. They don't cost mana.
  • Mastery - Heavy-duty damage. Cost mana but don't have Cooldowns.
  • Ultimate - Offensive and defensive. They don't cost mana but have long Cooldowns.
    • Key Passives - Drive vital synergies through unique interactions.


The tables below show the Sorcerer's skill and passives as they appear in the game's skill tree and in the correct order.

The tables are read from left to right with the upgrades listed to the right of the main skill. All Passives are at the end of each skill Tree.

Basic

Required Points: 0

frost bolt

Frost Bolt

Throw a bolt of frost at an enemy, dealing 38% damage and Chilling (CC) them for 15%.

Enchantement Slot Effect

Direct Damage from skills applies up to 15% Chill.

Damage: Cold

Lucky Hit Chance: 40%

Tags: Basic, Frost

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Enhanced Frost Bolt

Frost Bolt has a 15% chance to explode on Chilled targets hitting surrounding enemies. Chance increased to 100% against Frozen targets.

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Glinting Frost Bolt

Frost Bolt generates 4 Mana when hitting Chilled or Frozen enemies.

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Flickering Frost Bolt

Frost Bolt makes Frozen enemies  Vulnerable for 3 seconds.

* Chilled enemies have reduced Movement Speed. Repeatedly Chilling and enemy will Freeze it.
* Frozen enemies cannot move or attack. Enemies can be Frozen by repeatedly Chilling them.
* Vulnerable enemies take 20% increased damage.


fire bolt

Fire Bolt

Hurl a flaming bolt, dealing 18% damage and Burning (DoT) for 7% over 6 seconds.

Enchantment Slot Effect

Direct Damage from your skills applies up to an additional 23% Burning damage (DoT) over 8 seconds.

Damage: Fire

Lucky Hit Chance: 35%

Tags: Basic, Pyromancy

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Enhanced Fire Bolt

Fire Bolt pierces through Burning enemies.

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Glinting Fire Bolt

Fire Bolt increases the Burning damage (DoT) you deal to the enemy by x 25% for 3 seconds.

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Flickering Fire Bolt

Fire Bolt generates 2 Mana when hitting an enemy.


spark

Spark

Launch a bolt of lightning that shocks an enemy 4 times, dealing 10% damage on each hit.

Enchantment Slot Effect

Killing an enemy has a 10% chance to form a Crackling Energy.

Damage: Lightning

Lucky Hit Chance: 9%

Tags: Basic, Shock

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Enhanced Spark

Each time Spark hits its primary target, it has 40% chance to hit to 3 additional enemies dealing 6% damage. If there are no other enemies to hit, Spark instead deals x 20% increased damage to its primary target.

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Glinting Spark

Spark grants + 2% increased Critical Strike Chance per cast for 5 seconds, up to + 8%.

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Flickering Spark

Each time Spark hits an enemy it has a 4% chance to spawn a Crackling Energy.

* Crackling Energy periodically damages surrounding enemies when picked up.


arc lash

Arc Lash

Unleash arcing lightning that deals 42% damage to enemies in front of you. Every 10 times Arc Lash swipes, it Stuns (CC) all enemies hit for 2 seconds.

Enchantment Slot Effect

When you use a Cooldown, enemies around you are Stunned (CC) for 0.5 seconds.

Damage: Lightning

Lucky Hit Chance: 14%

Tags: Basic, Shock

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Enhanced Arc Lash

If Arc Lash's initial swipe Critically Strikes, it swipes an additional time.

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Glinting Arc Lash

Hitting a Stunned enemy with Arc Lash reduces your Cooldowns by 0.15 seconds.

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Flickering Arc Lash

Gain +6% Movement Speed for 5 seconds per enemy hit with Arc Lash, up to +18%.


Core

Required Points: 2

Fireball

Fireball

Hurl an exploding ball of fire, dealing 60% damage to surrounding enemies.

Mana Cost: 35

Enchantment Slot Effect

When you kill and enemy, they explode in a Fireball for 50% of its damage.

Damage: Fire

Lucky Hit Chance: 33%

Tags: Core, Pyromancy

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Enhanced Fireball

Fireball radius is increased based on distance travelled, up to 50%.

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Greater Fireball

Fireball deals 10% Burning damage (DoT) you've applied to enemies as additional direct damage.

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Destructive Fireball

Fireball's Critical Strike Damage is increased by + 20%, increased to + 30%, when hitting at least 3 enemies.


incinerate

Incinerate

Channel a beam of fire, Burning enemies (DoT) for 76% damage per second. Damage per second increases over 2 seconds, up to 102%.

Mana Cost: 12 per second

Enchantment Slot Effect

Every 14 seconds a serpent spawns and Incinerates enemies for 8 seconds.

Damage: Fire

Lucky Hit Chance: 8.3% (per use)

Tags: Core, Pyromancy, Channeled

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Enhanced Incinerate

While Channeling Incinerate, you Burn (DoT) enemies around you for 50% of the damage per second.

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Greater Incinerate

Every 3 seconds an enemy has been hit by Incinerate, they are Immobilized (CC) for 1.5 seconds.

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Destructive Incinerate

Enemies deal 30% less damage while Burning from Incinerate.


frozen orb

Frozen Orb

Unleash an orb that Chills (CC) for 34% and expels piercing shards dealing a total of 36% damage. Upon expiration, Frozen Orb explodes, dealing 34% damage and Chilling enemies for 9%.

Mana Cost: 40

Enchantment Slot Effect

Whenever you cast a non-Basic Skill, you have a 20% chance to launch a Frozen Orb at a nearby enemy.

Damage: Cold

Lucky Hit Chance: 4%

Tags: Core, Frost

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Enhanced Frozen Orb

When cast above 40 Mana, Frozen Orb's explosion damage is increased by x 45% against Elites and x 30% against all other enemies.

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Greater Frozen Orb

Frozen Orb's explosion has a 30% chance to make all enemies hit Vulnerable for 2 seconds. Frozen Orb always makes Frozen enemies Vulnerable.

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Destructive Frozen Orb

Frozen Orb's explosion restores 5 Mana when hitting a Frozen enemy.

* Chilled enemies have reduced Movement Speed. Repeatedly Chilling and enemy will Freeze it.
* Frozen enemies cannot move or attack. Enemies can be Frozen by repeatedly Chilling them.
* Vulnerable enemies take 20% increased damage.


ice shards

Ice Shards

Launch 5 shards that deal 25% damage each. Deals x 25% increased damage to Frozen enemies.

Mana Cost: 30

Enchantment Slot Effect

Ice Shards automatically conjure and fly towards Frozen enemies.

Damage: Cold

Lucky Hit Chance: 16%

Tags: Core, Frost

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Enhanced Ice Shards

Ice Shards have a 40% chance to ricochet to another enemy. Ice Shards always ricochet off of Frozen enemies.

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Greater Ice Shards

While you have a Barrier active, Ice Shards always receives its bonuses against Frozen enemies.

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Destructive Ice Shards

Hitting an enemy with 5 Ice Shards in a single cast makes them Vulnerable for 2 seconds.

* Barriers absorb damage from all sources up to a specified amount.
* Frozen enemies cannot move or attack. Enemies can be Frozen by repeatedly Chilling them.
* Vulnerable enemies take 20% increased damage.


chain lightning

Chain Lightning

Unleash a stream of lightning that deals 36% damage and chains between Nearby enemies and you up to 5 times, prioritizing enemies.

Mana Cost: 35

Enchantment Slot Effect

Chain Lightning forms automatically after spending 100 Mana.

Damage: Lightning

Lucky Hit Chance: 25%

Tags: Core, Shock

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Enhanced Chain Lightning

Chain Lightning gains +3% increased Critical Strike Chance per bounce.

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Greater Chain Lightning

Each time Chain Lightning bounces, it deals x 5% increased damage for its duration.

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Destructive Chain Lightning

When Chain Lightning Critically Strikes, it has a 30% chance to spawn a Crackling Energy.

* Crackling Energy periodically damages surrounding enemies when picked up.


charged bolts

Charged Bolts

Release 5 bolts of lightning that course along the ground in an erratic pattern, dealing 30% damage each.

Mana Cost: 30

Enchantment Slot Effect

When you Stun an enemy, there is a 40% chance to release 3 Charged Bolts from them.

Damage: Lightning

Lucky Hit Chance: 20%

Tags: Core, Shock

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Enhanced Charged Bolts

The 3rd time an enemy is hit by a single cast of Charged Bolts, that bolt surges upon impact, dealing its damage in an area.

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Greater Charged Bolts

Charged Bolts deals x 25% increased damage to Stunned (CC) enemies.

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Destructive Charged Bolts

Hitting an enemy with Charged Bolts reduces their damage dealt by 25% for 3 seconds.


Passives

Potent Warding

Potent Warding

After casting a Non-Basic skill, you gain + 3/ 6/ 9% Resistance to All Elements and + 1 / 2 / 3% Maximum Resistance to that Skill's element for 9 seconds.

Devastation

Devastation

Your Maximum Mana is increased by 3/6/9.

Elemental Dominance
Elemental Dominance

Your Core and Mastery skills deal x 3 /6 / 9% increased damage when cast above 50 Mana.

Point required in Devastation.


Defensive

Required Points: 6

flame shield

Flame Shield

Engulf yourself in flames for 2 seconds, Burning surrounding enemies for 40% damage per second.

While Flame Shield is active, you are Immune.

Cooldown: 20 seconds

Enchantment Slot Effect

Flame Shield automatically activates when you take fatal damage. Can only happen once every 120 seconds.

Damage: Fire

Lucky Hit Chance: 35%

Tags: Defensive, Pyromancy

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Enhanced Flame Shield

Flame Shield grants + 25% Movement Speed while active.

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Mystical Flame Shield

You gain 25% Mana Cost Reduction while Flame Shield is active.

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Shimmering Flame Shield

Flame Shield Heals you for 50% of your missing Life.

* Immune cannot be damaged and are Unstoppable with all Control Impairing Effects removed and prevented.
* Barriers absorb damage from all sources up to a specified amount.


frost nova

Frost Nova

Unleash a torrent of frost, Freezing (CC) enemies around you for 3 seconds.

Cooldown: 24 seconds.

Enchantment Slot Effect

Lucky Hit: Your Conjuration Skills have up to a 30% chance to unleash a Frost Nova when hitting enemies.

Tags: Defensive, Frost

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Enhanced Frost Nova

Killing enemies Frozen by Frost Nova reduces its Cooldown by 1 second, up to 4 seconds per cast.

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Mystical Frost Nova

Frost Nova makes enemies Vulnerable for 4 seconds, increased to 6 seconds against Bosses.

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Shimmering Frost Nova

Frost Nova generates 4 Mana per enemy hit.

* Frozen enemies cannot move or attack. Enemies can be Frozen by repeatedly Chilling them.
* Vulnerable enemies take 20% increased damage.


ice armor

Ice Armor

A Barrier of ice forms around you for 6 seconds, absorbing 30% of your Base Life in damage. While Ice Armor is active, 5% of your damage dealt is added to Barrier.

Cooldown: 20 seconds.

Enchantment Slot Effect

Upon getting hit, you have a 5% chance to apply Ice Armor.

Tags: Defensive, Frost

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Enhanced Ice Armor

While Ice Armor is active, your Mana Regeneration is increased by x25%.

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Mystical Ice Armor

Damage against Vulnerable enemies contributes 50% more to Ice Armor's Barrier.

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Shimmering Ice Armor

Enemies that hit you while Ice Armor is active have a 15% chance to be Frozen (CC) for 3 seconds.

* Barriers absorb damage from all sources up to a specified amount.
* Frozen enemies cannot move or attack. Enemies can be Frozen by repeatedly Chilling them.
* Vulnerable enemies take 20% increased damage.


teleport

Teleport

Transform into lightning becoming Unstoppable and surging to the target location dealing 25% damage around you upon arrival.

Cooldown: 11 seconds.

Enchantment Slot Effect

Evade is replaced with a short-range Teleport on a 17 second cooldown.

Damage: Lightning

Lucky Hit Chance: 65%

Tags: Defensive, Shock

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Enhanced Teleport

Teleport Cooldown is decreased by 0.5 seconds per enemy hit, up to 3 seconds.

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Mystical Teleport

For 4 seconds after Teleporting, Crackling Energy hits 2 additional enemies.

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Shimmering Teleport

After Teleporting, you gain 30% damage reduction for 3 seconds.

* Unstoppable have all Control Impairing Effects removed and prevented.
* Crackling Energy periodically damages surrounding enemies when picked up.


Passives

Elemental Attunement

Elemental Attunement

Lucky Hit: Critical Strikes have up to a 5% / 10% / 15% chance to reset the Cooldown of one of your Defensive Skills. Can only happen once every 10 seconds.



Glass Cannon

Glass Cannon

You deal x 6% / 12% / 18% increased damage, but take x 3% / 6% / 9% more damage.


Conjuration

Required Points: 6

hydra

Hydra

Summon a 3-headed Hydra for 10 seconds. Each head spits fire at enemies, dealing 14% damage. Maximum 1 active Hydra at a time.

Mana Cost: 20

Enchantment Slot Effect

After spending 300 Mana, a 5-headed Hydra spawns for 5 seconds.

Damage: Fire

Lucky Hit Chance: 53%

Tags: Conjuration, Pyromancy

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Enhanced Hydra

While Healthy, your casts of Hydra gain 1 additional head.

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Summoned Hydra

Hydra also Burns (DoT) enemies for an additional 60% of its base damage dealt over 6 seconds.

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Invoked Hydra

After you Critically Strike, your Hydras gain +30% Critical Strike Chance for 3 seconds.

* Healthy is a Status Effect that means above 80% of their Life.


lightning spear

Lightning Spear

Conjure a spear of lightning that seeks out enemies for 6 seconds, dealing 15% damage per hit. Critical Strikes apply Vulnerable for 3 seconds.

Mana Cost: 20 seconds.

Enchantment Slot Effect

Absorbing Crackling Energy has a 10% chance to conjure a Lightning Spear.

Damage: Lightning

Lucky Hit Chance: 5%

Tags: Conjuration, Shock

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Enhanced Lightning Spear

After Critically Striking, Lightning Spear gains a + 5% increased stacking Critical Strike Chance for its duration.

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Summoned Lightning Spear

Collecting Crackling Energy increases the damage of your next Lightning Spear cast by x 20%, up to x 160%.

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Invoked Lightning Spear

Lightning Spear Stuns (CC) enemies for 2 seconds when Critically Striking.

* Crackling Energy periodically damages surrounding enemies when picked up.


ice blades

Ice Blades

Conjure a pair of ice blades for 6.0 seconds that rapidly slashes enemies for 22% damage and have a 40% chance to make them Vulnerable for 2 seconds.

Cooldown: 16 seconds.

Enchantment Slot Effect

For every 40 seconds in Cooldowns you spend, you spawn an Ice Blades on a random enemy.

Damage: Cold

Lucky Hit Chance: 15%

Tags: Conjuration, Frost

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Enhanced Ice Blades

Ice Blades' Cooldown is reduced by 0.5 seconds each time it hits a Vulnerable enemy.

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Summoned Ice Blades

20% of Enhanced Ice Blades' Cooldown reduction is applied to your other skills.

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Invoked Ice Blades

Your Ice Blades gain 10% increased Attack Speed per active Ice Blades.

* Vulnerable enemies take 20% increased damage.


Passives

Align the Elements

Align the Elements

You gain 3 / 6 / 9% Damage Reduction against Elites for each second you haven't taken damage from one, up to 40%. This bonus persists for 2 seconds after taking damage. 

Mana Shield
Mana Shield

Every time you spend 100 Mana, you gain 7 / 14 / 21% Damage Reduction for 5 seconds.

Requires a point in Align the Elements.

Protection
Protection

Using a cooldown grants 10 / 20 / 30% of your Maximum Life as a Barrier for 3 seconds.

Requires a point in Align the Elements.


Conjuration Mastery

Conjuration Mastery

You deal x 1% / 2% / 3% increased damage for each active Conjuration.


Precision Magic

Precision Magic

Your Lucky Hit Effect Chance is increased by up to +5%/+10%/+15%.


Mastery

Required Points: 16

blizzard

Blizzard

Summon a frigid blizzard that deals 130% damage and continually Chills (CC) enemies for 18% over 8 seconds.

Mana Cost: 40

Enchantment Slot Effect

Every 15 seconds, a Blizzard forms over you and follows you for 6 seconds.

Damage: Cold

Lucky Hit Chance: 33%

Tags: Mastery, Frost

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Enhanced Blizzard

Blizzard deals x 25% increased damage to Frozen (CC) enemies.

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Mage's Blizzard

Blizzard's duration is increased by 4 seconds.

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Wizard's Blizzard

While you have an active Blizzard, your Core Skills cost 20% less Mana.

* Chilled enemies have reduced Movement Speed. Repeatedly Chilling and enemy will Freeze it.
* Frozen enemies cannot move or attack. Enemies can be Frozen by repeatedly Chilling them.


ball lightning

Ball Lightning

Discharge a ball of lightning that slowly moves forward, continually zapping enemies for 19% damage.

Mana Cost: 50

Enchantment Slot Effect

Lucky Hit: Critical Strikes have up to a 25% chance to spawn a static Ball Lightning.

Damage: Lightning

Lucky Hit Chance: 5%

Tags: Mastery, Shock

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Enhanced Ball Lightning

Ball Lightning's damage rate is increased by your Attack Speed Bonus, Up to 25%.

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Mage's Ball Lightning

After hitting Close enemies 50 times with Ball Lightning, your next cast of it Stuns (CC) enemies for 1 second.

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Wizard's Ball Lightning

If an enemy is hit at least 4 times by a cast of Ball Lightning, a Crackling Energy is formed. Can only happen 2 times per cast.

* Crackling Energy periodically damages surrounding enemies when picked up.


firewall

Firewall

Create a wall of flames that Burns enemies for 20% damage over 8 seconds.

Mana Cost: 30

Enchantment Slot Effect

Each time an enemy takes Burning damage, there is a 5% chance to spawn 2 Firewalls underneath them for 3 seconds.

Damage: Fire

Lucky Hit Chance: 30%

Tags: Mastery, Pyromancy

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Enhanced Firewall

Enemies take x 25% increased Burning damage from you while standing in Firewall.

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Mage's Firewall

Enemies continue Burning for 3 seconds after leaving a Firewall.

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Wizard's Firewall

You gain x 5% increased Mana Regeneration per active Firewall, up to x 35%.


meteor

Meteor

Summon a meteor that strikes the target location, dealing 80% damage and Burning the ground for 35% damage over 3 seconds.

Mana Cost: 40

Enchantment Slot Effect

Lucky Hit: Up to an 8% chance for a Meteor to fall on enemies.

Damage: Fire

Lucky Hit Chance: 40%

Tags: Mastery, Pyromancy

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Enhanced Meteor

If a cast of Meteor hits 3 or more enemies, there is a 30% chance an additional Meteor falls on the same location.

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Mage's Meteor

Meteor falls 30% faster.

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Wizard's Meteor

Meteor’s impact Immobilizes (CC) enemies for 2 seconds.


Passives

Icy Veil

Icy Veil

Your Barriers have a +8% increased duration.

Snap Freeze
Snap Freeze

Lucky Hit: Frost Skills have up to a 5% chance to instantly Freeze.

Requires a point in Icy Veil.

Cold Front
Cold Front

While you have a Barrier active, you apply x 8% / 16% / 24% more Chill.

Requires point in Icy Veil.

* Barriers absorb damage from all sources up to a specified amount.
* Chilled enemies have reduced Movement Speed. Repeatedly Chilling and enemy will Freeze it.
* Frozen enemies cannot move or attack. Enemies can be Frozen by repeatedly Chilling them.


Static Discharge

Static Discharge

Lucky Hit: Critical Strikes with Shock Skills have up to 5%/10%/15% chance to form a Crackling Energy.

Shocking Impact
Shocking Impact

Every time you Stun (CC) an enemy you deal 20% Lightning Damage to them.

Requires a point in Static Discharge.

Invigorating Conduit
Invigorating Conduit

Upon absorbing Crackling Energy, you gain 4/8/12 Mana.

Requires a point in Static Discharge.

* Crackling Energy periodically damages surrounding enemies when picked up.


Inner Flames

Inner Flames

Your Pyromancy Skills deal x 3%/x6%/x9% increased damage while you are Healthy.

Devouring Blaze
Devouring Blaze

You deal x 7 / 14 / 21% increased Critical Strike Damage against Burning enemies. If they are also Immobilized, this bonus is increased to x 10 20 30%

Requires a point in Inner Flames.

Crippling Flames
Crippling Flames

Lucky Hit: Your Pyromancy Skills have up to a 5%/10%/15% chance to Immobilize enemies for 2 seconds. This chance is doubled while you are Healthy.

Requires a point in Inner Flames.

* Healthy is a Status Effect that means above 80% of their Life.


Ultimate

Required Points: 23 - You can have only one Ultimate active at a time.

deep freeze

Deep Freeze

Encase yourself in ice, becoming Immune for 4 seconds, continually dealing 25% damage, and Chilling (CC) enemies for 14%. When Deep Freeze expires, it deals an additional 100% damage. Casting Deep Freeze again ends the effect early.

Cooldown: 60 seconds.

Damage: Cold

Lucky Hit Chance: 2%

Tags: Ultimate, Frost

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Prime Deep Freeze

When Deep Freeze ends, gain 10% of your Base Life as a Barrier for 6 seconds for each enemy you Froze while it was active.

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Supreme Deep Freeze

When Deep Freeze ends, your non-Ultimate Cooldowns are reduced by 100%.

* Barriers absorb damage from all sources up to a specified amount.
* Chilled enemies have reduced Movement Speed. Repeatedly Chilling and enemy will Freeze it.
* Frozen enemies cannot move or attack. Enemies can be Frozen by repeatedly Chilling them.
* Immune cannot be damaged and are Unstoppable with all Control Impairing Effects removed and prevented.


inferno

Inferno

Summon a fiery serpent that continually constricts the target area, Burning (DoT)enemies for 295% damage over 8 seconds.

Cooldown: 45 seconds.

Damage: Fire

Lucky Hit Chance: 10%

Tags: Ultimate, Pyromancy

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Prime Inferno

Inferno repeatedly Pulls (CC) enemies to its center.

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Supreme Inferno

While Inferno is active, your Pyromancy Skills cost no Mana.


unstable currents

Unstable Currents

Lightning surges within you for 10 seconds. Whenever you cast a Shock Skill, a random Core, Conjuration, or Mastery Shock Skill is also cast.

Cooldown: 70 seconds.

Damage: Lightning

Tags: Ultimate, Shock

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Prime Unstable Currents

Unstable Currents increases your Attack Speed by +25% while active.

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Supreme Unstable Currents

While Unstable Currents is active, Crackling Energy pulses 25% faster and costs no charges.

* Crackling Energy periodically damages surrounding enemies when picked up.


Passives

Permafrost

Permafrost

Frost Skills deal x 5% / 10% / 15% increased damage to Elites.

Hoarfrost
Hoarfrost

You deal x 3% / 6% / 9% increased damage to Chilled (CC) enemies, and x 6% / 12% / 18% increased damage to Frozen (CC) enemies.

Requires a point in Permafrost.

Frigid Breeze
Frigid Breeze

Lucky Hit: Cold Damage against Vulnerable enemies has up to a 20%/40%/60% chance to generate 5 Mana.

Requires a point in Hoarfrost or Icy Touch.

Icy Touch
Icy Touch

You deal x4%/x8%/x12% increased Cold Damage to Vulnerable enemies.

Requires a point in Permafrost.

* Chilled enemies have reduced Movement Speed. Repeatedly Chilling and enemy will Freeze it.
* Frozen enemies cannot move or attack. Enemies can be Frozen by repeatedly Chilling them.
* Vulnerable enemies take 20% increased damage.


Fiery Surge

Fiery Surge

Killing a Burning (DoT) enemy increases your Mana Regeneration by + 15 / 30 / 45% for 3 seconds.

Soulfire
Soulfire

Your Pyromancy Skills cost 4% less Mana and deal 2% increased damage. Double these bonuses after standing still for 2 seconds.

Requires a point in Fiery Surge.

Warmth
Warmth

Every 1 second, you Heal for 0.3% / 0.6% / 0.9% of your Maximum Life for each nearby Burning enemy. Healing increased to 0.6% / 1.2% / 1.8% from Bosses.

Requires a point in Soulfire or Endless Pyre.

Endless Pyre
Endless Pyre

You deal increased Burning (DoT) damage to enemies for each second they remain Burning up to x 5% / 10% / 15% after 5 seconds.

Requires a point in Fiery Surge.


Coursing Currents

Coursing Currents

Hitting enemies with Shock Skills increases your Critical Strike Chance by +1% / 2% / 3%.. Resets upon getting Critical Strike.

Conduction
Conduction

Critical Strikes with Shock Skills increase your Movement Speed by + 3% / 6%/ 9% for 3 seconds.

Requires point in Coursing Currents.

Convulsions
Convulsions

Lucky Hit: Shock Skills have up to a 3% / 6% / 9% chance to Stun (CC) enemies for 3 seconds.

Requires a point in Conduction or Electrocution.

Electrocution
Electrocution

Enemies deal + 5% / 10% / 15% less damage for 5 seconds after being Critically Struck by your Shock skills.

Requires a point in Coursing Currents.


Key Passives

Required Points: 33 - You can have points in only one of these.

Avalanche

Avalanche

Lucky Hit: Your Frost Skills have up to a 10% chance to make your next cast of Ice Shards, Frozen Orb, or Blizzard consume no Mana and deal x 45% increased damage. Chance is doubled against Vulnerable enemies.

* Vulnerable enemies take 20% increased damage.


Combustion

Combustion

Your Burning (DoT) effects deal x 20% increased damage, plus an additional x 2% increased damage per unique source of Burning you have applied to the enemy.


Esu's Ferocity

Esu's Ferocity

Your Fire Critical Strike Damage is increased by x 25% against enemies above 50% Life. Your Fire Critical Strike Chance is increased by +5% against enemies below 50% Life. Critical Strikes that kill enemies or hit a Boss grant both bonuses against all enemies for 3 seconds.


Overflowing Energy

Overflowing Energy

Crackling Energy hits 1 additional enemy. Each time Crackling Energy hits an enemy, your Shock Skill Cooldowns are reduced by 0.1 seconds, increased to 0.25 seconds against Elites.

* Crackling Energy periodically damages surrounding enemies when picked up.


Shatter

Shatter

After Freeze expires, enemies explode for 25% of the damage you dealt to them while Frozen.

* Frozen enemies cannot move or attack. Enemies can be Frozen by repeatedly Chilling them.


Vyr's Mastery

Vyr's Mastery

Close enemies take x 15% increased damage from your Shock Skills and deal 20% less damage to you. Critical Strikes increase these bonuses by 25% for 3 seconds.


Barbarian Druid Necromancer Rogue Sorcerer