All Vampiric Powers in Diablo 4’s Season of Blood
With Season 2’s arrival, we’ve compiled all Diablo 4 Vampiric Powers that you can use be able to use.
Our list includes all effects along with recommended Vampiric Powers builds.
There may be some that don’t have recommended builds yet, but check back soon!
In the meantime, those ones have impressions from our experts who curate our builds site.
To learn more about what other changes are coming to D4’s Season 2, check out our all-in-one breakdown.
How Diablo 4 Vampiric Powers Work
Here’s a quick TLDR of how Vampiric Powers work in Season of Blood.
First off, after slaying enemies, you’ll collect Potent Blood.
Potent Blood is then used to unlock a power or upgrade.
Once a Vampiric Power is learned, you can level it up by spending Potent Blood up to a maximum three levels. In total, your character can equip five powers at a time.
Each Vampiric Power has an associated cost, indicated by its Pact Armor type (Ferocity, Divinity, or Eternity). Throughout the Season, you’ll get loot armor pieces that include the various Pacts.
So overall, you’ll need Pacts that match the costs of the Vampiric Power. In the list below, you’ll see each Vampiric Power along with their cost for easy reference.
Minor Vampiric Powers (1–3 Pacts Required)
Anticipation (1 Divinity)
- Your Ultimate Skills gain 20% Cooldown Reduction. Your Ultimate Skills gain 12% increased damage for each nearby enemy affected by your Damage Over Time effects.
Anticipation Builds
- Raikiri – Bulwark StormClaw – Druid
- Pulverize – Cocaine Bear – Druid
- Overpower Bloodlance – Necromancer
- Infinimist – Necromancer
- Arc Lash – Lashing Currents – Sorcerer
- TB – Death Trap Poison Tank – Rogue
- Flurry RF – Stealth Bomber – Rogue
Coven’s Fangs (2 Divinity)
- Your Conjuration, Companion, Minion, and Bat Familiar attacks deal 52% increased damage to Crowd Controlled enemies. Lucky Hit: Your Conjuration, Companion, Minion, and Bat Familiar have up to a 30% chance to inflict Vampiric Curse when hitting enemies.
Coven’s Fangs Build
Domination (1 Ferocity)
- You deal 24% increased damage to enemies who are Stunned, Immobilized, Frozen, or Feared. If they’re also Injured and not an Elite, they’re instantly killed.
Domination Builds
Feed the Coven (1 Eternity)
- Lucky Hit: Conjuration, Companion, Minion and Bat Familiar attacks have up to a 60% chance to restore 10 Primary Resource to you and increase your Damage by 10% for 4 seconds.
Builds
Hectic (3 Divinity)
- For every 5 Basic Skills you cast, one of your active Cooldowns is reduced by 2 seconds.
Hectic Builds
Hemomancy (3 Eternity)
- Your attacks deal 80% of your Maximum Life as Physical damage to nearby enemies. This can only occur once every 4 seconds. You heal for 1% of your Maximum Life for each enemy damaged this way.
Impressions
- Sanctum: This seems weak at first glance.
- Blyndside: Honestly doesn’t sound too great, especially on a Sorcerer.
- Ruse: 4 second CD…. RIP. It’s okay for Barb but not great.
- Ace: Might be used for leveling?
Infection (1 Ferocity)
Hitting enemies with direct damage infects them with Pox. Inflicting Pox 8 times on an enemy expunges their infection, dealing 70% Poison damage.
Impressions
- Sanctum: Another one that seems seems weak at first glance.
- Blyndside: Hard to know without knowing the numbers on this one. It doesn’t seem strong, especially as a farming power, as you’ll not be hitting anything “8 times”, but it may have some boss application if the numbers are high.
- Ruse: Seems pretty weak but also might have weird mechanics going on that you don’t know about. Could it enable Druid/Rogue to drop some poison stuff? Not sure.
- Ace: Really weak, the number is just too low and not often enough.
Jagged Spikes (1 Ferocity, 1 Divinity)
- Thorns have a 10% chance to deal 300% increased damage and Chill enemies for 8%.
Impressions
- Sanctum: Don’t know where to even begin to judge this one.
- Ace: Good for Barbs in a Thorn build.
- Blyndside: Thorn Sorcerer! Jokes aside, hard to judge this from my perspective.
- Ruse: Probably going to be required in thorns builds! It’s a 30% damage multiplier. Why does it Chill? No one knows.
Prey on the Weak (2 Ferocity)
- You deal 16% increased damage to Vulnerable enemies. Enemies are Vulnerable while affected by a Vampiric Curse from your other Vampiric Powers.
Prey on the Weak Builds
- Tibault’s ZOO – Companion Boss Killer – Druid
- Blizzard-Hailstorm – Sorcerer
- Pulverize – Cocaine Bear – Druid
- Overpower Bloodlance – Necromancer
- Infinimist – Necromancer
- BleedZerker Whirlwind – Barbarian
- TB – Death Trap Poison Tank – Rogue
- Flurry RF – Stealth Bomber – Rogue
Rampart (1 Divinity, 1 Eternity)
- After not moving for 3 seconds, you gain a Barrier for 40% of your Maximum Life for 6 seconds. This effect can occur once every 20 seconds.
Impressions
- Sanctum: Very weak for obvious reasons. You almost never want to stay still and the cooldown is too long to abuse in stationary builds.
- Blyndside: Doesn’t sound great, especially as it only occurs every 20 seconds. The game currently is too fast-paced to want to sit around waiting for a barrier when you can get durability elsewhere.
- Ruse: The main use is not moving between pulls to get a shield. Super lame and boring, hopefully, it sucks.
- Ace: Not worth the points.
Ravenous (3 Ferocity)
- Lucky Hit: Up to a 20% chance to increase your Attack Speed by 40% of your Total Movement Speed for 6 seconds.
Ravenous Builds
- Tibault’s ZOO – Companion Boss Killer – Druid
- Blizzard-Hailstorm – Sorcerer
- Raikiri – Bulwark StormClaw – Druid
- Pulverize – Cocaine Bear – Druid
- Trample Slide – Druid
- Arc Lash – Lashing Currents – Sorcerer
- TB – Combo Poison Tank – Rogue
- TB – Death Trap Poison Tank – Rogue
- Flurry RF – Stealth Bomber – Rogue
Resilience (2 Eternity)
- You gain 1% Damage Reduction for each 2% Life you are missing.
Resilience Builds
Sanguine Brace (1 Divinity, 1 Eternity)
- When you kill an enemy, Fortify for 6% of your Base Life. While you have more Fortify than half of your Maximum Life, you gain 8% Critical Strike Chance.
Sanguine Brace Builds
- Trample Slide – Druid
- Overpower Bloodlance – Necromancer
- Infinimist – Necromancer
- BleedZerker Whirlwind – Barbarian
- Arc Lash – Lashing Currents – Sorcerer
Terror (1 Ferocity, 1 Divinity, 1 Eternity)
- When struck, you have a 14% chance to Fear nearby enemies and Slow them by 80% for 2 seconds. You are guaranteed to Critically Strike enemies who are Feared.
Impressions
- Sanctum: You generally don’t want to fear monsters away from you, and this is no exception. I don’t think the effect is powerful enough to want to do that.
- Blyndside: I don’t see this getting used honestly. 14% seems low, and generally, you don’t want to be getting into situations where you are stuck anyway, so you’re already avoiding this power when possible.
- Ruse: Guaranteed crits against staggered bosses? That’s kinda hot. Otherwise, bad.
- Ace: Can be played in combo with Butcher’s cleaver, seems really strong.
Undying (1 Eternity)
- Casting Skills heals you for 3% Life. Double this bonus while below 50% Life.
Undying Builds
Major Vampiric Powers (6 Pacts Required)
Accursed Touch (6 Divinity)
- Lucky Hit: Up to a 44% chance to inflict Vampiric Curse on enemies. Enemies with the Vampiric Curse have a 15% chance to spread it to other surrounding enemies. Accursed Souls deal 200% increased damage.
Accursed Touch Builds
- Blizzard-Hailstorm – Sorcerer
- BleedZerker Whirlwind – Barbarian
- TB – Combo Poison Tank – Rogue
- Flurry RF – Stealth Bomber – Rogue
Bathe in Blood (3 Divinity, 3 Eternity)
- While Channeling a Skill, you form a pool of blood beneath you. While channeling a skill in a pool, your Channeled Skills deal 40% increased damage and you gain 30% Damage Reduction. A pool can only form once every 8 seconds.
Impressions
- Ruse: This is an attempt to make spells like incinerate more viable in high level content. It’s actually quite powerful and could be enough to keep you alive and dealing damage while being stationary
- Ace: The cost is absurd, I think that’s enough to make it not viable.
Blood Boil (6 Eternity)
- When your Core Skills Overpower an enemy, you spawn 3 Volatile Blood Drops. Collecting a Volatile Blood Drop causes it to explode, dealing 60% Physical damage around you. Every 20 seconds, your next Skill is guaranteed to Overpower.
Blood Boil Builds
Call Familiar (3 Ferocity, 3 Divinity)
- Casting a Mastery, Weapon Mastery, Macabre, Wrath, or Imbuement Skill calls a bat ally to attack nearby enemies, dealing 80% Physical damage with a 30% chance to Stun.
Call Familiar Builds
Flowing Veins (2 Ferocity, 2 Divinity, 2 Eternity)
- You deal 60% increased Damage Over Time to enemies that are moving or affected by a Vampiric Curse.
Flowing Veins Builds
- Tibault’s ZOO – Companion Boss Killer – Druid
- Infinimist – Necromancer
- BleedZerker Whirlwind – Barbarian
- TB – Combo Poison Tank – Rogue
- TB – Death Trap Poison Tank – Rogue
Metamorphosis (2 Ferocity, 2 Divinity, 2 Eternity)
- When you Evade you turn into a cloud of bats, becoming Unstoppable for 4 seconds. Enemies along your path take 160% Physical damage and are inflicted with Vampiric Curse.
Metamorphosis Builds
- Tibault’s ZOO – Companion Boss Killer – Druid
- Blizzard-Hailstorm – Sorcerer
- Pulverize – Cocaine Bear – Druid
- Overpower Bloodlance – Necromancer
- TB – Combo Poison Tank – Rogue
- TB – Death Trap Poison Tank – Rogue
- Flurry RF – Stealth Bomber – Rogue
Moonrise (6 Ferocity)
- Hitting an enemy with a Basic Skill grants you 4% Attack Speed for 10 seconds, stacking up to 5 times. Upon reaching maximum stacks, you enter a Vampiric Bloodrage, gaining 160% Basic Skill damage and 15% Movement Speed for 10 seconds.
Moonrise Builds
- Raikiri – Bulwark StormClaw – Druid
- Trample Slide – Druid
- Arc Lash – Lashing Currents – Sorcerer
- TB – Combo Poison Tank – Rogue
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