Diablo 4 Taunt

D4 Taunt

Enemies that receive a Taunt target the caster for a period of time.

CLASS SKILL
Barbarian Challenging Shout

Challenging Shout

Challenging Shout is a Defensive skill used by Barbarian in Diablo IV, combining the elements of Taunt, Provoke and Ignore Pain.

  • Cooldown: 25 seconds
  • Fortify the Barbarian for specified amount of Life and Taunt nearby enemies for 8 seconds. While the effect lasts, being hit generates 5 additional Fury.
  • Fortified characters take 30% decreased damage until all of their fortified Life is removed.
  • Damage Type: Physical
  • Other Stats: Shout skill; Warlord skill

This skill does not bestow any extra Absorption on the Barbarian, but instead reduces damage taken until specified amount of Life is lost from attacks: that is, until the fortified Life is depleted (or until the timer runs out), any incoming damage will be reduced by 30%. Does not affect allies.

Diablo 4 Gold, Items, Boosting

  • Diablo 4 Items for Sale (6% off coupon: vhpg). Fast and Safe Diablo IV Items. 5-star service, nice discount, instant delivery.
  • Buy Diablo 4 Gold (5% off coupon: VHPGMULE). Cheap Diablo 4 Gold. Payment: PayPal, Skrill, Cryptocurrencies.

Diablo IV Taunt

Taunt is a form of Crowd Control in Diablo II, III and Diablo IV, used by Barbarians, Crusaders and Kormac. The general idea is forcing the enemy to attack the designated target, usually the caster, for a short time.

While this effect may seem unimportant and even useless (if not suicidal), it is actually vital for crowd control in groups of two or more players. Barbarians and Crusaders are generally much tougher than other classes, and can easily take several hits without much risk, while giving their glass-cannon allies time to safely attack from distance, without distractions and interruptions. In addition, Taunt also forces the target to remain in melee combat, effectively preventing the enemy from escaping.

Taunt is especially effective against ranged attackers, for they are forced to engage in melee combat too.

Obviously, this effect does not work on players. In Diablo II, Elite Monsters are immune to Taunt. In Diablo III, however, Taunt affects Elites normally. In both games, bosses are immune to Taunt.

In single player game, Taunt can be used to get the enemy attention away from hirelings and followers (or, on the contrary, away from the player and towards Kormac the Templar), while preventing fast enemies from retreating.

A Taunted enemy will immediately stop all current actions, reset its targeting priorities and attack the designated target as it can. While the effect lasts, the enemy may not switch to another target, unless the Taunt effect is overridden by another Taunt. The enemy will try to approach the target in melee range, if possible (and if they have any melee weapons at all). However, Taunt does not prevent the enemy from using special abilities and ranged attacks, though these will always be directed at the target if possible.

There is also a Lure effect of similar functionality, as it forces the enemy to move to targeted location, ignoring other priorities. This is considered Taunt as well, although it is mostly used to force the enemy to move into the area of effect damage location, or a trap.

Crowd Control resistance reduces the duration of subsequent Taunts and Lures.


Control Impaired Duration Reduction:

  • Reduces the duration of incoming Control Impairing Effects, excluding Knockback.
  • These effects include Slow, Immobilize, Stun, Knockdown, Taunt, Fear, Tether, Daze, Chill, and Freeze.

Bonus Critical Strike Damage vs Crowd Controlled Enemies:

  • Extra damage granted to Skills when they Critically Strike Crowd Controlled enemies.
  • This includes those affected by Slow, Immobilize, Stun, Knockback, Knockdown, Taunt, Fear, Tether, Daze, Chill, or Freeze.
  • After fully Staggering a Boss, they are considered affected by all Crowd Control types for the Staggered duration.
  • Stacks with your normal Critical Strike Damage Bonus.

Crowd Control Duration Bonus:

  • Increases the duration of your outgoing Crowd Control effects, excluding Knockback.
  • These effects include Slow, Immobilize, Stun, Knockdown, Taunt, Fear, Tether, Daze, Chill, and Freeze.

Bonus Damage vs Crowd Controlled Enemies:

  • Increases damage dealt to Crowd Controlled enemies.
  • This includes those affected by Slow, Immobilize, Stun, Knockback, Knockdown, Taunt, Fear, Tether, Daze, Chill, or Freeze.
  • After fully Staggering a Boss, they are considered affected by all Crowd Control types for the Staggered duration.
  • You have +{#} of this stat from items and Paragon.

D4 Guides & Tips