Critical Strike Damage deal extra bonus damage. The base Critical Strike Damage Bonus is 50.0%. Each hit has a random chance to be a Critical Strike. This chance is equal to your Critical Strike Chance (CSC) stat, which can be increased in many different ways.
Only direct damage can Critically Strike, Damage over Time cannot. Direct damage includes all damage dealt to enemies that is not from damage over time effects.
You can increase both of these Critical Strike Chance and Critical Strike Damage numbers with skills and gear.
When you see a yellow damage number, it means that you just got a Critical Strike.
For example, Critical Strike Damage Bonus is 50.0%.
Damage Over Time effects do not have random damage variance and cannot Critically Strike.
Name | Description |
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Critical Strike Chance vs Injured Enemies |
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Critical Strike Damage vs Crowd Controlled Enemies |
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Critical Strike Damage with Bone Skills |
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Cold Critical Strike Damage |
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Critical Strike Damage with Core Skills |
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Critical Strike Damage with Earth Skills |
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Fire Critical Strike Damage |
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Critical Strike Damage with Imbued Skills |
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Lightning Critical Strike Damage |
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Poison Critical Strike Damage |
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Shadow Critical Strike Damage |
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Critical Strike Damage with Werewolf Skills |
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Name | Requires | Description |
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Weak Precision Elixir | Level 30 | Increases Critical Strike Chance by 4%, Critical Strike Damage by 25%, and Experience by 5% for 30 minutes. |
Precision Elixir | Level 60 | Increases Critical Strike Chance by 6%, Critical Strike Damage by 25%, and Experience by 5% for 30 minutes. |
Strong Precision Elixir | Level 70 | Increases Critical Strike Chance by 8%, Critical Strike Damage by 25%, and Experience by 5% for 30 minutes. |
Potent Precision Elixir | Level 80 | Increases Critical Strike Chance by 10%, Critical Strike Damage by 25%, and Experience by 5% for 30 minutes. |
Heady Precision Elixir | Level 95 | Increases Critical Strike Chance by 12%, Critical Strike Damage by 25%, and Experience by 5% for 30 minutes. |
Elixir of Cruelty | Level 36 | Increases critical strike chance by 15% and Experience gained by 5% for 30 minutes. |
Elixir of Savagery | Level 36 | Increases critical strike damage by 25% and Experience gained by 5% for 30 minutes. |
You may only have one Elixir active at a time.
Name | Requires | Description |
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Chorus of War | Level 100 | Use: Increases all stats by 40 and crit and overpower damage by 5% for every nearby player. Lasts 20 minutes. This is a type III incense. Only one Incense of a type may be active at a time. |
The Creatures of Night | Level 30 | Use: Increase the damage of Hit Effects by 100% for every nearby player. Lasts 20 minutes. This is a type III incense. Only one Incense of a type may be active at a time. |
Name | Weapon | Requires Level |
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Crude Sapphire |
| 15 |
Chipped Sapphire |
| 20 |
Sapphire |
| 40 |
Flawless Sapphire |
| 50 |
Royal Sapphire |
| 60 |
Name | Description | Tags | Power Name | Rewards |
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Heavy Handed | While using Two-Handed weapons you deal x{5 skill_rankup_desc: Critical Strike Damage Bonus x{5 | Tags: Critical Strikes, Damage, Two-Handed | Barbarian Talent Berserker T2 N4 |
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Gushing Wounds | When causing an enemy to Bleed, you have a chance equal to your Critical Strike Chance to increase the Bleed amount by 100% of your Critical Strike Damage bonus. | Tags: Bleed, Critical Strikes, Overpower, Damage | Barbarian Talent Berserker T5 N1 |
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No Mercy | You have +{3 skill_rankup_desc: Critical Strike chance bonus: +{3 | Tags: Critical Strikes, Crowd Control | Barbarian Talent Warlord T4 N2 |
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Toxic Claws | Critical Strikes with Werewolf Skills deal {7.5 skill_rankup_desc: Poisoning Damage {7.5 | Tags: Critical Strikes, Werewolf, Poison, Damage, Shapeshifting | Druid Talent Shapeshifting T4 N3 |
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Safeguard | Critical Strikes with Earth Skills Fortify you for {2.2 skill_rankup_desc: Fortify {2.2 | Tags: Fortify, Critical Strikes, Earth, Nature Magic | Druid Talent 02 |
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Lupine Ferocity | Every 6th Werewolf Skill hit Critically Strikes and deals x60% increased damage. | Tags: Critical Strikes, Damage, Werewolf, Shapeshifting | Druid Talent Shapeshifting T5 N2 |
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Earthen Might | Lucky Hit: Damaging enemies with Earth Skills has up to a 5% chance to: | Tags: Critical Strikes, Damage, Spirit, Lucky Hit, Earth, Crowd Control, Nature Magic | Druid Talent NatureMagic T5 N1 |
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Predatory Instinct | Critical Strike Chance against Close enemies is increased by +{2 skill_rankup_desc: Critical Strike Chance +{2 | Tags: Critical Strikes | Druid Talent Shapeshifting T1 N2 |
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Supreme Petrify | Killing an enemy affected by Petrify grants 25 Spirit. | Tags: Ultimate, Nature Magic, Earth, Crowd Control, Cooldown, Critical Strikes | Druid Petrify |
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Prime Petrify | Petrify's effect durations are increased by 1 second. | Tags: Ultimate, Nature Magic, Earth, Crowd Control, Cooldown, Critical Strikes | Druid Petrify |
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Petrify | Cooldown: 50 seconds | Tags: Ultimate, Nature Magic, Earth, Crowd Control, Cooldown, Critical Strikes | Druid Petrify |
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Envenom | Poisoned enemies take x{10 skill_rankup_desc: Critical Strike Damage x{10 | Tags: Poison, Critical Strikes, Damage | Druid Talent 15 |
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Compound Fracture | After Critically Striking 10 times with Bone Skills, your Bone Skills deal x{5 skill_rankup_desc: Damage Bonus x{5 | Tags: Critical Strikes, Damage, Bone | Necromancer Talent Caster T3 N2 |
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Serration | Your Bone Skills have a +{0.3 skill_rankup_desc: Critical Strike Chance Bonus +{0.3 | Tags: Critical Strikes, Essence, Bone | Necromancer Talent Caster T4 N3 |
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Evulsion | Your Bone Skills deal x{6 skill_rankup_desc: Critical Strike Damage Bonus x{6 | Tags: Vulnerable, Critical Strikes, Damage, Bone | Necromancer Talent Summoning T1 N2 |
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Heartseeker | Generate Combo Point: 1 skill_rankup_desc: Damage {22 | Tags: Basic, Marksman, Critical Strikes, Damage, Physical | Rogue Heartseeker |
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Fundamental Heartseeker | Heartseeker also increases the Critical Strike Damage the enemy takes from you by +5% for 4 seconds, up to +25%. | Tags: Basic, Marksman, Critical Strikes, Damage, Physical | Rogue Heartseeker |
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Puncture | Generate Combo Point: 1 skill_rankup_desc: Damage {21 | Tags: Basic, Marksman, Crowd Control, Critical Strikes, Damage, Physical | Rogue Puncture |
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Primary Puncture | Every 3rd cast of Puncture will also ricochet up to 2 times. Critical Strikes will always ricochet. | Tags: Basic, Marksman, Crowd Control, Critical Strikes, Damage, Physical | Rogue Puncture |
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Weapon Mastery | Gain a bonus when attacking based on weapon type: skill_rankup_desc: Daggers Bonus x{5 | Tags: Vulnerable, Healthy, Critical Strikes, Damage | Rogue Talent Discipline T2 N1 |
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Trap Mastery | When Poison Trap or Death Trap activates, you gain +{4 skill_rankup_desc: Critical Strike Chance +{4 | Tags: Vulnerable, Crowd Control, Critical Strikes, Trap | Rogue Talent 01 |
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Siphoning Strikes | Heal for {1 skill_rankup_desc: Heal Amount {1 | Tags: Critical Strikes, Healing | Rogue Talent Discipline T2 N3 |
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Concussive | After Knocking Back or Knocking Down an enemy, you gain +{4 skill_rankup_desc: Critical Strike Chance +{4 | Tags: Crowd Control, Critical Strikes | Rogue Talent Discipline T3 N4 |
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Fundamental Puncture | Puncture now throws 3 blades in a spread, each dealing 35% of its Base damage. Hitting an enemy with at least 2 blades at once makes them Vulnerable for 2 seconds. | Tags: Basic, Marksman, Crowd Control, Critical Strikes, Damage, Physical | Rogue Puncture |
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Primary Heartseeker | Heartseeker ricochets to an additional enemy, dealing 30% of the original damage. | Tags: Basic, Marksman, Critical Strikes, Damage, Physical | Rogue Heartseeker |
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Trick Attacks | When you Critically Strike a Dazed enemy they are Knocked Down for {0.5 skill_rankup_desc: Knock Down Duration {0.5 | Tags: Daze, Crowd Control, Critical Strikes | Rogue Talent 04 |
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Precision Imbuement | Imbued Skills gain +{3 skill_rankup_desc: Critical Strike Chance +{3 | Tags: Critical Strikes, Imbuement | Rogue Talent Cunning T4 N3 |
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Stutter Step | Critically Striking an enemy grants +{5 skill_rankup_desc: Movement Speed +{5 | Tags: Critical Strikes, Movement | Rogue Talent Discipline T1 N1 |
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Enhanced Puncture | Gain 2 Energy when Puncture damages a Crowd Controlled enemy. | Tags: Basic, Marksman, Crowd Control, Critical Strikes, Damage, Physical | Rogue Puncture |
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Enhanced Heartseeker | When Heartseeker Critically Strikes, gain +8% Attack Speed for 4 seconds. Double this amount if the enemy is Vulnerable. | Tags: Basic, Marksman, Critical Strikes, Damage, Physical | Rogue Heartseeker |
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Precision | Critical Strikes with Marksman Skills grant you Precision. You gain x4% increased Critical Strike Damage per stack of Precision, up to a maximum of x20%. | Tags: Marksman, Critical Strikes, Damage | Rogue Talent Buildaround 01 |
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Elemental Attunement | Lucky Hit: Critical Strikes have up to a {5 skill_rankup_desc: Lucky Hit Chance {5 | Tags: Defensive, Lucky Hit, Critical Strikes, Cooldown | Sorcerer Talent Elemental T2 N2 |
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Esu's Ferocity | Your Fire Critical Strike Damage is increased by x25% against enemies above 50% Life. Your Fire Critical Strike Chance is increased by +5% against enemies below 50% Life. | Tags: Damage, Critical Strikes, Life, Fire | Sorcerer Talent Fire T3 N2 |
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Coursing Currents | Hitting enemies with Shock Skills increases your Critical Strike Chance by +{1 skill_rankup_desc: Critical Strike Chance +{1 | Tags: Critical Strikes, Shock | Sorcerer Talent Lightning T1 N1 |
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Conduction | Critical Strikes with Shock Skills increase your Movement Speed by +{3 skill_rankup_desc: Movement Speed +{3 | Tags: Shock, Critical Strikes, Movement | Sorcerer Talent 10 |
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Static Discharge | Lucky Hit: Critical Strikes with Shock Skills have up to a {5 skill_rankup_desc: Chance {5 | Tags: Crackling Energy, Shock, Lucky Hit, Critical Strikes | Sorcerer Talent Lightning T1 N2 |
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Vyr's Mastery | Close enemies take x10% increased damage from your Shock Skills and deal 20% less damage to you. Critical Strikes increase these bonuses by 25% for 3 seconds. | Tags: Shock, Damage, Damage Reduction, Critical Strikes | Sorcerer Talent Lightning T3 N2 |
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Electrocution | Enemies deal {5 skill_rankup_desc: Damage Dealt {5 | Tags: Critical Strikes, Damage Reduction, Shock | Sorcerer Talent Lightning T2 N3 |
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Devouring Blaze | You deal x{10 skill_rankup_desc: Critical Strike Damage x{10 | Tags: Damage, Burn, Critical Strikes, Crowd Control | Sorcerer Talent Fire T2 N3 |
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Critical Hit is a game mechanic in Diablo IV, and one of the major sources of increasing damage.
A critical hit has a certain chance of happening, default 5%, for each enemy hit by an attack. When it occurs, the attack causes additional damage (default +50%) and, if it kills the target, destroys its corpse. The animation of the latter effect depends on the type of damage dealt. For example, Holy damage may cause the target to be vaporized, while Physical damage can tear the victim limb from limb, and Cold damage can freeze the enemy solid, then shatter it, etc.
Whatever the case may be, its corpse cannot be revived by other monsters (like Fallen Shamans). Corpses that normally cause any on-death damage (Accursed noxious vapors, Molten explosion etc.) will not be destroyed, and the monster’s post-mortem revenge will not be prevented.
These effects only destroy corpses that monsters can use: secondary resource of Necromancers, the corpses only visible to them, remain intact. This includes the Necromancers’ own attacks, so they don’t leave themselves without fresh bodies with their own critical blows.
Monsters cannot deliver critical hits: only the players can.
There are two stats that can enhance one’s critical hits:
For players who do wish to know each class’s legitimate cap of Critical Hit Chance from items and skills (in addition to 5% innate chance), the list below sorts them out:
In addition to those bonuses, Paragon levels can add up to +5% more critical hit chance and +50% critical hit damage. Shi Mizu’s Haori and Broken Promises make all hits guaranteed Critical Hits on certain conditions.
Obviously, Critical Hit Chance is capped at 100% (achievable by legitimate means). Critical Hit Damage has no cap other than what is already allowed by skills, class, and equipment/Paragon levels.
In fact, critical hit mechanics replace (and partially incorporate) many passive weapon effects from Diablo II: slain monsters rest in peace, Deadly Strike, Crushing Blow etc.
An attack that delivered a critical hit is identified by damage numbers turning yellow and with larger font. Note that some Damage Over Time attacks may not roll Critical Hits. Instead, they receive a bonus to all damage dealt, the exact power of said bonus being a hero’s Critical Hit Damage multiplied by his/her Critical Hit Chance. These same attacks may not trigger effects that require a critical hit to happen.
Some classes and skills also have special effects that only trigger on a critical strike, such as Arcane Power regained for Wizards.
Originally, each Critical Hit was supposed to cause a certain Crowd Control effect in addition to increased damage, such as Freeze for Cold attacks, or Silence for Arcane.
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