Difference between revisions of "Zombie Charger"

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The following is a very quick summary. See the [[Zombie Charger rune effects]] page for a more thorough description of rune effects, or any of the individual rune pages for numbers, screenshots, blue quotes, and much more.  
 
The following is a very quick summary. See the [[Zombie Charger rune effects]] page for a more thorough description of rune effects, or any of the individual rune pages for numbers, screenshots, blue quotes, and much more.  
 
   
 
   
<skill class="WitchDoctor">Zombie Charger</skill>
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{{skill description header}}
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<skill subcat="Physical realm spell" class="WitchDoctor">Zombie Charger</skill>
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<skill class="WitchDoctor" rune="Leperous Zombie">Zombie Charger</skill>
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<skill class="WitchDoctor" rune="Undeath">Zombie Charger</skill>
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<skill class="WitchDoctor" rune="Wave of Zombies">Zombie Charger</skill>
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<skill class="WitchDoctor" rune="Explosive Beast">Zombie Charger</skill>
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<skill class="WitchDoctor" rune="Zombie Bears">Zombie Charger</skill>
  
  
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==Synergies==
 
==Synergies==
The following [[Witch Doctor passives]] provide a benefit to Zombie Charger:
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The following [[Witch Doctor passives]] provide a benefit to Zombie Charger, runed or not:
{{Passive skills header}}
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{{skill description header}}
{{Witch Doctor Passive Bad Medicine}}
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<skill class="WitchDoctor">Bad Medicine</skill>
{{Witch Doctor Passive Pierce the Veil}}
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<skill class="WitchDoctor">Pierce the Veil</skill>
{{Witch Doctor Passive Fetish Sycophants}}
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<skill class="WitchDoctor">Fetish Sycophants</skill>
  
  
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{{Skill navbox Diablo III|WD}}
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{{Skill navbox Diablo III|WD|decay}}
  
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[[category:Active skills]]
 
[[category:Witch Doctor skills]]
 
[[category:Witch Doctor skills]]
[[category:Active skills]]
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[[category:Witch Doctor active skills]]

Revision as of 05:17, 20 May 2012

IconZombieCharger.png
Zombies charge in a zoomed in Beta view.

Zombie Charger is a Decay Witch Doctor skill unlocked at level 14. It summons a zombie that charges forward, disintegrating rapidly into a poison cloud; it deals considerable poison damage, but the range is quite short.




Background

The base version of this skill essentially functions as a poison cloud that spreads disease to everything in a short path in front of the Witch Doctor.


Skill Rune Effects

The following is a very quick summary. See the Zombie Charger rune effects page for a more thorough description of rune effects, or any of the individual rune pages for numbers, screenshots, blue quotes, and much more.

Name Level Description

<skill subcat="Physical realm spell" class="WitchDoctor">Zombie Charger</skill> <skill class="WitchDoctor" rune="Leperous Zombie">Zombie Charger</skill> <skill class="WitchDoctor" rune="Undeath">Zombie Charger</skill> <skill class="WitchDoctor" rune="Wave of Zombies">Zombie Charger</skill> <skill class="WitchDoctor" rune="Explosive Beast">Zombie Charger</skill> <skill class="WitchDoctor" rune="Zombie Bears">Zombie Charger</skill>


Skill Design

The zombie is humanoid, but it disintegrates so quickly into a green acid that it's hard to get a good look at it.


Synergies

The following Witch Doctor passives provide a benefit to Zombie Charger, runed or not:

Name Level Description

<skill class="WitchDoctor">Bad Medicine</skill> <skill class="WitchDoctor">Pierce the Veil</skill> <skill class="WitchDoctor">Fetish Sycophants</skill>


Development

Zombie Charger in action.

Zombie Charger first appeared at BlizzCon 2009 at Tier II in the Zombie Skill Tree, but wasn't implemented yet. At BlizzCon 2010, it was one of the Witch Doctor's starting skills, but was nearly useless unruned. Flux explained:[1]

It’s hard to use, since it has so little range; it’s hardly more than melee distance, and doesn’t work at the usual range a player assumes, a few paces behind the front line where the Mongrels are tanking. You have to learn to stand closer, almost at melee range to get any real effect from the skill. It’s not like a poison bolt, where as long as it gets to the enemy the full damage is done. The zombie doesn’t actually hit anything; it’s not a projectile. It’s just passes through them, trailing poison. So enemies it passes over and through take a lot of damage. Enemies it just barely gets to only receive a little splash of damage that hardly registers.

Beta

Skill tiers were removed shortly before the beta started in September 2011, and Zombie Charger became a level 5 skill. Flux tried it out again, and found it essentially unchanged:[2]

Zombie Charger is mildly useful in the beta, but only when aimed carefully and in certain situations. The skill creates a zombie that walks forward in a straight line, disintegrating into a cloud of green, poisonous smoke as it moves. The damage isn’t huge, but it can pass through multiple enemies if they’re very tightly bunched, and will deal the full damage to all of them.

The skill system was once again overhauled for the Beta Patch 13 in February 2012, and Zombie Charger was classified as a Decay skill and moved to level 14, out of the reach of beta players. Despite being nerfed in Beta Patch 14, it does the same damage in Beta Patch 15 as it did in Patch 13, albeit at a higher mana cost.


Media

Zombie Charger can be seen in action on video here:

You can find pictures in the Diablo III screenshot and picture gallery:



References