Difference between revisions of "Duriel"

ADVERTISEMENT
From Diablo Wiki
Jump to: navigation, search
Line 1: Line 1:
 
{{Act Bosses}}[[Image:Mon-duriel.jpg|frame]]The end boss of Act Two, Duriel is a juggernaut of crunching, close range pain. Possessed of massive size, a fierce charging attack, and a rapid fire jab, Duriel can beat his way through the toughest meat shields, while protecting himself with a slowing Holy Freeze aura.  
 
{{Act Bosses}}[[Image:Mon-duriel.jpg|frame]]The end boss of Act Two, Duriel is a juggernaut of crunching, close range pain. Possessed of massive size, a fierce charging attack, and a rapid fire jab, Duriel can beat his way through the toughest meat shields, while protecting himself with a slowing Holy Freeze aura.  
  
Prior to v1.09, Duriel was one of the nastiest monsters in the game, and hardcore characters feared to fave him on any difficulty level without a nicely mixed party with minions, high hit point bonuses, and varied types of damage. In v1.09 Duriel was nerfed a bit, especially the speed with which he lauched his first attack, and the damage he did with his Charge. This took away his "kill you before the level finishes loading" capability, and as of v1.11 he's still a brute, but not an especially deadly one.
+
Prior to v1.09, Duriel was one of the nastiest monsters in the game, and hardcore characters feared to face him on any difficulty level without a nicely mixed party with minions, high hit point bonuses, and varied types of damage. In v1.09 Duriel was nerfed a bit, especially the speed with which he launched his first attack, and the damage he did with his Charge. This took away his "kill you before the level finishes loading" capability, and as of v1.11 he's still a brute, but not an especially deadly one.
  
 
Duriel possesses a Holy Freeze Aura, Jab, Smite, and Charge. The chilling effect of his Holy Freeze Aura can not be resisted or negated with "Can not be frozen" gear. It can be avoided by standing some distance away from him; v1.10 greatly reduced the radius of Holy Freeze and most other target-effecting auras, and ranged attackers can now stand clear of the cold if they back up to the corners of Duriel's pit.
 
Duriel possesses a Holy Freeze Aura, Jab, Smite, and Charge. The chilling effect of his Holy Freeze Aura can not be resisted or negated with "Can not be frozen" gear. It can be avoided by standing some distance away from him; v1.10 greatly reduced the radius of Holy Freeze and most other target-effecting auras, and ranged attackers can now stand clear of the cold if they back up to the corners of Duriel's pit.

Revision as of 19:16, 18 April 2008

|-

!
Act Bosses

|- |

  • Act One: Andariel
  • Act Two: Duriel
  • Act Three: Mephisto
  • Act Four: Diablo
  • Act Five: Baal
    Mon-duriel.jpg
    The end boss of Act Two, Duriel is a juggernaut of crunching, close range pain. Possessed of massive size, a fierce charging attack, and a rapid fire jab, Duriel can beat his way through the toughest meat shields, while protecting himself with a slowing Holy Freeze aura.

Prior to v1.09, Duriel was one of the nastiest monsters in the game, and hardcore characters feared to face him on any difficulty level without a nicely mixed party with minions, high hit point bonuses, and varied types of damage. In v1.09 Duriel was nerfed a bit, especially the speed with which he launched his first attack, and the damage he did with his Charge. This took away his "kill you before the level finishes loading" capability, and as of v1.11 he's still a brute, but not an especially deadly one.

Duriel possesses a Holy Freeze Aura, Jab, Smite, and Charge. The chilling effect of his Holy Freeze Aura can not be resisted or negated with "Can not be frozen" gear. It can be avoided by standing some distance away from him; v1.10 greatly reduced the radius of Holy Freeze and most other target-effecting auras, and ranged attackers can now stand clear of the cold if they back up to the corners of Duriel's pit.

  • Stats listed below are sorted by Normal / Nightmare / Hell difficulty levels.
Statistics Defenses
  • Level: 22 / 55 / 80
  • Experience: 6007 / 147,990 / 914,751
  • Hit Points: 3995 / 55799 / 84524
  • Damage:
    • Melee Attack #1:
      • Damage: 19-25 / 63-85 / 140-190
      • Attack Rating: 444 / 1188 / 3874
    • Melee Attack #2:
      • Damage: 19-22 / 51-74 / 115-165
      • Attack Rating: 556 / 1620 / 5283
  • Defense: 112 / 907 / 2044
  • chance to Block: 0% / 25% / 50%
  • Resistances:
    • Physical: 0% / 0% / 50%
    • Magical: 0% / 0% / 33%
    • Fire: 20% / 50% / 75%
    • Cold: 50% / 75% / 95%
    • Lightning: 20% / 50% / 75%
    • Poison: 20% / 50% / 75%
  • Immunities: None / None / None
  • Drain Effectiveness: 100 / 100 / 100
  • Chill Effectiveness: 20 / 20 / 20