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Barbarian: Warcries | Barbarian: Combat Masteries | Barbarian: Combat Skills
Skills Basics | Casting Delays | Skills Index

Combat Skills

Skill Level Chart

Bash [1], Double Swing [6], Leap [6], Double Throw [12], Stun [12], Leap Attack [18], Concentrate [18], Frenzy [24], Whirlwind [30], Berserk [30]

Bash Bash
Required Level: 1
Prerequisites: None

The immense physical strength of the Barbarian people is widely known, so it should come as no surprise that this is one of the first skills that they develop as a warrior. Summoning up their renowned brute strength a Barbarian can deliver a powerful and painful blow that staggers an enemy from its feet, knocking them back.

Effect: A powerful smashing blow that knocks the target back.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost: 2  
Damage +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19 +20
Damage +% 50 55 60 65 70 75 80 85 90 95 100 105 110 115 120 125 130 135 140 145
Attack +% 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 105 110 115

Bash Receives Bonuses From
Stun: +5% Damage Per Level
Concentrate: +5% Attack Rating Per Level

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Double Swing Double Swing
Required Level: 6
Prerequisites: Bash [1]

A Barbarian warrior learns to fight with a weapon in each hand, for after all, are not two weapons better than one? A young Barbarian learns to use both hands independently of each other, striking simultaneous blows at separate targets. As his talent grows in this skill, he attacks with increasing control and accuracy.

Effect: A quick double attack that can damage two nearby enemies.

The stats listed below for mana cost are the true values and do not represent what is shown in-game.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost 1.0 0.8 0.7 0.6 0.5 0.3 0.2 0.1 0 -0.1 -0.2 -0.3 -0.5 -0.6 -0.7 -0.8 -1.0 -1.1 -1.2 -1.3
Attack +% 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 105 110

Double Swing Receives Bonuses From
Bash: +10% Damage Per Level





Leap Leap
Required Level: 6
Prerequisites: None

Because of his great strength, a trained barbarian warrior is able to perform great leaps. These jumps are noteworthy, enabling the Barbarian to spring free of dangerous swarms of enemies, and landing with an impact that sends them reeling.

Effect: Barbarian jumps and knocks back enemies where he lands.

Leap is great for it's low cost in mana. Leap also causes Knockback on all the monsters around the area where the Barbarian lands. This is very handy for getting your body back after dying. Leap is good for getting yourself out of danger when surrounded. It's quite possible for monsters to surround you making it impossible to get away, but Leap can allow you to escape. Leap can be used to jump over other party members that get in the way in tight dungeon corridors such as the Sewers, and Maggot Lair in Act II. The only similar spells are Leap Attack (scroll down), Assassin Dragon Flight, and Sorceress Teleport, which although is somewhat superior, is much more costly in mana, and is only available at a higher level (Character Level 18). Leap is useful for leading Monsters to obstacles then jumping over them. Leap is great for crossing rivers without a bridge, and jumping whatever things are in the way to make your trip shorter. At only 2 Mana, it's quite a deal. You'll find it useful to place a few points into Leap to jump further distances but there comes a point where it's a waste to put additional points into Leap.

Hidden Knockback Radius
Leap has a hidden radius in which the knockback-effect is caused. It has a base of 2.6 (actually 2.64) yards, and gains 0.66 yards per level. For Example, a level 10 Leap will have a knockback radius of ( 1.98 + ( 10 * 0.66) ) = 8.5 yards. This is an approximation. As is obvious, high levels of Leap can cause knockback to almost an entire screen of monsters, just like a NEF rune would do to a single monster.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost: 2  
Radius (yards) 4.6 7.3 8.6 10 11.3 12 12.6 13.3 14 14 14.6 14.6 15.3 16 16 16 16.6 16.6 16.6 16.6

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Double Throw Double Throw
Required Level: 12
Prerequisites: Bash [1], Double Swing [6]

To a Barbarian, fighting with two weapons is considered a fairly simple feat. Not so simple is mastering the art of throwing two weapons simultaneously and accurately. Many young Barbarians are eager to learn this skill, for they will tell you it is concrete proof that they have risen to greatness as a warrior. In truth, they use this skill in tavern games almost as often as they do in battle, winning wagers from unsuspecting drunkards.

Effect: Throws two weapons.

Only the Barbarian can throw two weapons at once using this skill.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost: 2  
Attack +% 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200 210

Double Throw Receives Bonuses From
Double Swing: +8% Damage Per Level

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Stun Stun
Required Level: 12
Prerequisites: Bash [1]

An experienced Barbarian can learn to strike an opponent in areas that promote the maximum effect. By putting enough strength behind a well-placed blow, he can leave an opponent dazed and unable to strike back or flee.

Effect: A successful attack briefly stuns the enemy.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost: 2  
Attack +% 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 105 110
Duration (seconds) 1.2 1.4 1.6 1.8 2.0 2.2 2.4 2.6 2.8 3.0 3.2 3.4 3.6 3.8 4.0 4.2 4.2 4.3 4.4 4.5

Stun Receives Bonuses From
Bash: +8% Damage Per Level
Concentrate: +5% Attack Rating Per Level
War Cry: +5% Duration Per Level

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Leap Attack Leap Attack
Required Level: 18
Prerequisites: Leap [6]

A young treasure hunter once sought his fortune in a raid for Barbarian gold on Mount Arreat. Hearing tales of the Barbarian people's expertise in close combat, he hired a phalanx of mercenary spearmen to accompany him, thinking their long spears would force the Barbarian warriors to fight from a distance. He soon learned his mistake as a single Barbarian warrior was enough to slaughter his entire party. Ambushing the raiding party from a patch of scrub grass, the Barbarian leapt over them, slaying one whilst airborne, and skewering two more as he landed. Before the would-be thief could draw a single breath, all of his hired lancers had been dispatched. It was a long walk home.

Effect: Leaps onto a target and attacks when landing.

Leap Attack is a great skill for picking off targets one by one. It's particularly useful against those pesky Sand Leapers and unique bosses with the ability to Teleport. For those targets, just highlight your target and hold down the mouse button that Leap Attack is assigned to.

Once you get Leap Attack, you will no longer need to use the regular Leap skill. Also, Leap Attack has an extremely long range from the very first point that you put into it so by using it, you're able to get out of sticky situations just as well, if not better, than with the normal Leap skill.

Leap Attack combined with Whirlwind can be an extremely deadly combination for your foes. Leap Attack can be used to get you into a good starting position for Whirlwind and it can also be used to help you escape quickly if Whirlwind is interrupted or if you run out of mana.

Hidden Knockback Radius
Leap and Leap Attack both have a hidden knockback radius associated with them. With leap, it has a base of 2.6 (actually 2.64) yards, and gains 0.66 yards per level. Example, a level 10 leap will have a knockback radius of ( 1.98 + ( 10 * 0.66) ) = 8.5 yards. This is an approximation. With Leap Attack, the base knockback is 2.6 yards, and gains 1.32 yards per level. Example, a level 15 Leap Attack will have a knockback radius of (1.28 + ( 15 * 1.32 ) ) = 21.08 yards. Leapattack causes knockback to a monster, just like a NEF rune would do.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost: 9  
Attack +% 50 65 80 95 110 125 140 155 170 185 200 215 230 245 260 275 290 305 320 335
Damage +% 100 130 160 190 220 250 280 310 340 370 400 430 460 490 520 550 580 610 640 670
Leap Attack Receives Bonuses From:
Leap: +10% Damage Per Level

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Concentrate Concentrate
Required Level: 18
Prerequisites: Bash [1], Stun [12]

Sometimes a series of blows is not nearly as effective as a single, concentrated strike. A Barbarian trained in this skill learns how to focus his strength into a single blow that cuts through the guard of an enemy and slices through their armor. This technique also puts the warrior in a superior defensive position.

Effect: An uninterruptible attack that also temporarily improves your defense.

The main benefit of this attack is that you can swing uninterrupted, giving you the best chance to get your attack off, even in a crowd or against a faster foe. This one is actually a good deal at a cost of 2 Mana, especially if you have a good weapon.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost: 2  
Defense +% 100 110 120 130 140 150 160 170 180 190 200 210 220 230 240 250 260 270 280 290
Attack +% 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200 210 220 230 240 250
Damage +% 70 75 80 85 90 95 100 105 110 115 120 125 130 135 140 145 150 155 160 165

Concentrate Receives Bonuses From
Bash: +5% Damage Per Level
Battle Orders: +10% Damage Per Level
Berserk: +1% Magic Damage Per Level





Frenzy Frenzy
Required Level: 24
Prerequisites: Bash [1], Double Swing [6], Double Throw [12]

Although a Barbarian is capable of calculated blows and tactical fighting techniques, it is his fierce passion for battle that distinguishes him in battle. While using this skill, a Barbarian drives more and more force into each successive blow as his anger and bloodlust mounts.

Effect: Every successful hit increases your velocity and attack speed.

Select Frenzy, equip two weapons and hit the enemy. When the Barbarian makes a successful hit on the enemy, he will go into a Frenzy. The Barbarian can now in his Frenzy state, move much quicker and swing much faster. You can even combine this skill with other skills, after going into a Frenzy, quickly change to another skill and use it in combination with Frenzy.

Frenzy increases in attack speed as more monsters are hit.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost: 3  
Damage +% 90 95 100 105 110 115 120 125 130 135 140 145 150 155 160 165 170 175 180 185
Attack +% 100 107 114 121 128 135 142 149 156 163 170 177 184 191 198 205 212 219 226 233
Attack Speed +% 7 7-13 7-18 7-22 7-25 7-27 7-29 7-31 7-33 7-34 7-35 7-36 7-37 7-38 7-39 7-40 7-40 7-41 7-41 7-42
Walk/Run Speed +% 47 47-68 47-84 47-99 47-110 47-119 47-126 47-131 47-138 47-142 47-147 47-151 47-155 47-158 47-160 47-164 47-165 47-167 47-169 47-171
Duration: 6 sec.  

Frenzy Receives Bonuses From
Double Swing: +8% Damage Per Level
Taunt: +8% Damage Per Level
Berserk: +1% Magic Damage Per Level

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Whirlwind Whirlwind
Required Level: 30
Prerequisites: Bash [1], Leap [6], Stun [12], Concentrate [18], Leap Attack [18]

Of the Barbarian people, the Tribe of Thunder was the first to draw upon the primal forces of the weather. Tornadoes would ravage their plains as summer turned to the harvest season. The shaman of the tribe would interpret the tornadoes as an omen of evil during times of peace, and as a harbinger of great victory during wartime. Observing the strength of the whirlwind, these Barbarians learned to emulate the swirling melange of the cyclone in their attacks. As time went on and the tribes intermingled, the ability to attack in the manner of the whirlwind was passed down to all of the Barbarian people.

Effect: A fierce spinning attack.

  • Many high level Barbarians choose Whirlwind as their main skill.
  • To best use Whirlwind, lead a group of monsters into a tight pack, then click past to the other side of the monsters. The Barbarian will fly through them damaging and destroying them very quickly.
  • Long Weapons such as Spears, and Polearms make Whirlwind even more effective as it will hit monsters in a wider radius.
  • Whirlwind consumes a lot of mana and puts you in close contact with monsters, so mana and life stealing weapons or items are necessary to use Whirlwind constantly, especially in Nightmare and Hell difficulties.
  • You cannot use potions or any inventory items while using Whirlwind.
  • Whirlwind does not work with: "On Attack", "On Striking", or "When You Kill an Enemy" item properties.
  • In Diablo II: Lord of Destruction, Whirlwind is affected by weapon speed as follows. After you click to start your Whirlwind attack, the game checks for a hit on a target in range at the 4th and 8th animation frames (recall that the game runs at 25 frames per second). After the first two "free" hit-checks, the frames elapsed in-between subsequent hit-checks will depend on your weapon speed. Note: increased attack speed from items outside your weapon DOES NOT affect whirlwind - only the speed of the weapon itself counts. The dependence on weapon speed is obtained by subtracting your weapon's increased attack speed (IAS) to its base weapon speed (the number between square brackets listed in the weapons section of the Arreat Summit) and checking where the number you obtain fits in the following table:

    One-handed weapons
    Breakpoints: 15, 10, -10, -34.
    Number of frames in-between hit-checks after frame 8: 12, 10, 8, 6, 4

    Two-handed weapons
    Breakpoints: 15, 0, -10, -30, -60.
    Number of frames in-between hit-checks after frame 8: 14, 12, 10, 8, 6, 4

    Examples:

    #1 War pike of quickness (two-handed weapon)
    Base weapon speed: 20
    Weapon increased attack speed: 40
    Whirlwind speed: 20 - 40 = -20
    Breakpoint reached: -10
    Number of frames in-between checks: 8
    Hit-checks at frames 4, 8, 16, 24, 32, etc.

    #2 Falchion (one-handed weapon)
    Base weapon speed: 20
    Weapon increased attack speed: 0
    Whirlwind speed: 20 - 0 = 20
    Breakpoint reached: none
    Number of frames in-between checks: 12
    Hit-checks at frames: 4, 8, 20, 32, 44, etc.

    #3 Grandfather colossus blade with 'Shael' (one-handed weapon)
    Base weapon speed: 5
    Weapon increased attack speed: 20
    Whirlwind speed: 5 - 20 = -15
    Breakpoint reached: -10
    Number of frames in-between checks: 6
    Hit-checks at frames: 4, 8, 14, 20, 26, etc.

    Note: two-handed swords are treated as one-handed weapons for Whirlwind purposes, regardless of the sword being held in one-handed or two-handed mode. The above calculation for Grandfather therefore holds for any way the sword is held.

  • Barbarians wielding weapons with slow Whirlwind speeds should try and keep their whirls very short, so as to take full advantage of the 4th and 8th frame "free" hits. Hold down the Whirlwind button and hover the cursor just right after the place where the Whirlwind starts. The free hits are taken and almost immediately after it, the Whirlwind stops. Then, since the Whirlwind button is still being pressed, a new Whirlwind starts and we get back the free hits of frames 4 and 8. Keep doing this in a triangular pattern. By using this technique you minimize the time under which your weapon slows down whirlwinds. This tactic is used by many Barbarians online and is nicknamed "The Dance of Death". This is because you keep spinning close to the target, not zig-zagging in long lines back-and-forth.
  • When dual-wielding, both weapons try to score a hit against the target. In other words, the game does a hit-check for each weapon. Since both weapons are given the chance to score a hit, the damage done over time is roughly the sum of the damage of both weapons, which is comparable to the damage done whirling with a two-handed weapon. The effect of weapon speed in dual-wielding Whirlwind is as follows. While a target is in range, one of the weapons' speed is constantly used to calculate the next hit-check frame. If there's no target in range, the game will alternate between weapon speeds to calculate the next hit-check frame. The best way to make sure you have maximum Whirlwind speed when dual-wielding is to use weapons that both reach the final breakpoint, like for instance a Lightsabre phase blade and a colossus blade with 40% IAS.
  • Whirlwind will not stop until you reached your destination (ground or a monster). If you clicked on a monster that flees, Whirlwind will not stop until you reached the monster, or the path becomes blocked by obstacles. It is possible to become stuck in Whirlwind over many screens. This is an issue, especially in hell difficulty, because it can lead you to unexplored areas with monsters. So try clicking on the ground but not on the monsters. Again, Whirlwind will not stop even in occasions that normally stop you. Stun attacks will have no effect, and knockback will not knock you back, even if your weapon breaks, it will be broken after Whirlwind ends. Whirlwind will not stop even if you take damage enough to kill you. You WILL die after the Whirlwind state ends. So it is possible to avoid death by a quick save and exit.

    Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
    Mana Cost 12.5 13 13.5 14 14.5 15 15.5 16 16.5 17 17.5 18 18.5 19 19.5 20 20.5 21 21.5 22
    Damage % -50 -42 -34 -26 -18 -10 -2 +6 +14 +22 +30 +38 +46 +54 +62 +70 +78 +86 +94 +102
    Attack +% 0 +5 +10 +15 +20 +25 +30 +35 +40 +45 +50 +55 +60 +65 +70 +75 +80 +85 +90 +95

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    Berserk Berserk
    Required Level: 30
    Prerequisites: Bash [1], Stun [12], Concentrate [18]

    There is a fine line between passion and rage, something the Barbarian warrior knows well. A Barbarian must learn to tread this line while separating one from the other and drawing strength from both. One of the most powerful combat skills a Barbarian can learn is to cross that line into rage, expending the sum of his energy and slaying everything without regard for consequences. When you have slain all of your enemies, what is left to fear?

    Effect: A powerful attack that leaves the Barbarian more vulnerable.

    • Berserk completely converts damage to magic damage so you cannot steal life/mana with Berserk, even with life tap.
    • You don't take damage from Iron Maiden and Thorns if you just go "Berserk". Because they only reflect physical damage, not magical.
    • For the stated duration afterwards your defense is zero. You also do not receive the Iron Skin or Dexterity bonus. You can still block as if you are using a shield, however. A defense of 0 will let you block all the time, thus quite often hinder you from doing anything else. Consider not wearing a shield.
    Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
    Mana Cost: 4  
    Attack Rating +% 100 115 130 145 160 175 190 205 220 235 250 265 280 295 310 325 340 355 370 385
    Magic Damage +% 150 165 180 195 210 225 240 255 270 285 300 315 330 345 360 375 390 405 420 435
    Duration (seconds) 2.7 2.4 2.2 2.1 2.0 1.9 1.8 1.7 1.6 1.6 1.6 1.5 1.5 1.4 1.4 1.4 1.4 1.3 1.3 1.3

    Berserk Receives Bonuses From
    Howl: +10% Magic Damage Per Level
    Shout: +10% Magic Damage Per Level

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