Diablo 4 - The Summoner
Diablo 4 - The Summoner
Diablo 4 - The Summoner
Intro Page 3
Themes & Keywords Page 5
Skills Page 6
Summons Page 7
Rituals Page 15
Sigils Page 16
Defensive Skills Page 18
Portals Page 19
Ultimate Skills Page 20
Talents Page 21
DIABLO 4: The Summoner Class | Index
INTRO
Note: Using the male gender for grammatic convenience, but the Summoner
can be both male/female.
The Summoner differs from the Necromancer not only mechanically, but thematically as well: the
Summoner can not animate the dead, nor can he revive the fallen or communicate with spirits.
He deals with Darkness, the Occult and Cosmic Rituals, but he does not tamper with the
Life/Death cycle. The Summoner is also different from Demon Hunter and Warlock archetypes,
as he does not directly command demons and imps. The entities and artifacts he summons are
always of a cryptic, unknown nature and no scientific efforts are made to explain or describe
them.The Summoner also does not use ‘Totems’- these are shamanistic in nature and create
images of spirit-speakers, animal soothers and native ancestry- themes covered elsewhere. In
other games, a relative class would be an engineer that uses turrets for defense and zone
control- but Diablo stays away from technology, steampunk or hextech themes.
>The Summoner is about: Portals, cosmic, other worlds, energy, cryptic, incantation,
summoning, extra planars, sigil, ritual, darkness, void, entities, nether, dimensions, worlds, rifts
>He/She is NOT about: Undead, necromancy, spirits, ghosts, blood, bone, underworld, totems,
voodoo, ancestors, spiritworld, shadow, demons, imps, dragons, science, galaxy, space, turrets
Following the existing skill kit structure, let’s have a look at the Summoner’s skill set.
The Effigy is a basic option for a solo Summoner to mitigate incoming damage, as it automatically taunts and tanks
enemies. Enemies within the Effigy’s area of effect will ignore other heroes, allies and summons and focus their attacks
on the Effigy.
Visually, it’s a minimal structure, vaguely humanoid and/or bipedal; it must not have a specific look, but be more primal
and generic.
The Effigy has a moderate health pool and does not fight back,
although it unlocks additional capabilities as it ranks up:
Effigy Talents:
Primal Tenacity: Ranks 1, 2, 3, 4, 5 (5%, 10%, 15%, 20%, 25%
Increased armor/resistances)
Ancient Echoes: Ranks 1, 2, 3, 4, 5 (5%, 10%, 15%, 20%, 25%
larger area of Taunt effect)
Focus Fire: The Summoner targets a single enemy: all current Summons within range stop attacking their nearest target in favor of this
focused foe. Additionally, all benefitted summons gain a +1% on Attack values for each Rank in this skill.
Nethertap: If the Summoner needs an extra boost, he can sacrifice a small portion of his life to gain surplus Nether. This ratio becomes
better with higher Ranks in this skill.
Recall Summons: Maybe the most important Ritual, Recall allows for mobility and instant transportation of the last summons (higher
ranks allow for more summons to be recalled). With Recall, the Summoner does not have to manually resummon individually
everything in each combat encounter, but can wrap-in his whole army with the push of a button.
Blood Pact: As long as the Summoner, Allies and their Summons are on the Sigil, they gain a 5%
lifesteal buff. This effect scales with higher ranks of the Sigil. At Rank 5, the Sigil additionally
bestows a +5% Life Regen buff. At Rank 15, the Sigil additionally grants a +10% on HP pools.
Psychopomp: As long as the Summoner, Allies and their Summons are on the Sigil, they gain a
+10% bonus on their resource regeneration. This effect scales with higher ranks of the Sigil. At
Rank 5, the Sigil additionally bestows a +5% Life Regen buff. At Rank 15, the Sigil additionally
grants a +10% on Cooldown Reduction.
Anathema: As long as the Summoner’s enemies are on the Sigil, they suffer a -10% penalty on
movement rate. This effect scales with higher ranks of the Sigil. At Rank 5, the Sigil additionally
enforces a -20% on enemy Attack values. At Rank 15, the Sigil additionally enforces a -20% on
enemy Armor values.
The Summoner is a spell caster and prefers to stay away from combat, letting
his summons and portals damage enemies and his Effigy to tank damage. He
has, however, some defensive tricks for damage prevention and mobility.
Ion Stones: The Summoner brings forth magical stones that rotate around his
head, granting improved resistances. The orbiting Ion Stones move with the
Summoner and improve their stats at higher ranks.
Nether Portal: The Summoner brings forth a one-way portal, connecting the area in front of him
to a Netherstorm. The caster must remain stationary while channeling the portal. This is an
indirectly offensive spell that gives the summoner the option to damage enemies without use of
Summons. At Rank 15, the spell does not require channeling and the portal will remain active if
the caster moves.
Vortex Trap: An entrance portal whirlwind appears on the floor, sucking monsters in. An exit portal
appears at the ‘ceiling’, dropping sucked mobs on the ground who are damaged and stunned. At
Rank 15, the two portals align and create an eternal looping duoportal that keeps mobs trapped.
Disorientation Field: A portal wall appears which is a two-way portal: mobs entering from left to
right, come out moving right to left.
DIABLO 4: The Summoner Class | Skills, Portal
ULTIMATE POWERS
These are the Summoner’s most impressive skills, requiring large amounts of
Nether to fuel and a lot of time to cooldown. All of them are locked and available
only at higher character levels.
Hell Rift- Summons a huge circular portal to Hell, flat on the floor, effectively
turning the ground into scalding lava for massive damage.
Sigil Talents:
Enhance Effectiveness: Ranks 1, 2, 3 (5%, 10%, 15% stronger effects)
Enhance Radius: Ranks 1, 2, 3, 4, 5 (5%, 10%, 15%, 20%, 25% larger
radius)
Enhance Duration: Ranks 1, 2, 3, 4, 5 (5%, 10%, 15%, 20%, 25% longer
duration)
Reduce Cost: Ranks, 1, 2, 3 (10%, 15%, 15% cheaper)
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