Black Hole

Black Hole

Active Skill · Mastery · Wizard

  • 5 Runes
  • From level 61

Effect

Cost: 20 Arcane Power
Cooldown: 12 seconds

Conjure a Black Hole at the target location that draws enemies to it and deals 700% weapon damage as Arcane over 2 seconds to all enemies within 15 yards.

Runes

5 Runes

  • Supermassive

    from level 62 · Lightning damage · Proc coefficient 0.0213

    Increases the Black Hole radius to 20 yards and damage to 1290% weapon damage as Lightning over 2 seconds.
  • Absolute Zero

    from level 63 · Cold damage · Proc coefficient 0.0267

    Each enemy hit increases the damage of your Cold spells by 3% for 10 seconds.

    Black Hole's damage turns into Cold.
  • Event Horizon

    from level 65 · Arcane damage · Proc coefficient 0.0267

    The Black Hole also absorbs enemy projectiles and objects from Elite monster affixes within 15 yards.
  • Blazar

    from level 67 · Fire damage · Proc coefficient 0.0267

    Conjure a Black Hole at the target location that draws enemies to it and deals 700% weapon damage as Fire over 2 seconds to all enemies within 15 yards.

    After the Black Hole disappears, an explosion occurs that deals 725% weapon damage as Fire to enemies within 15 yards.
  • Spellsteal

    from level 69 · Arcane damage · Proc coefficient 0.0267

    Enemies hit by Black Hole deal 10% reduced damage for 5 seconds. Each enemy hit by Black Hole grants you 3% increased damage for 5 seconds.

The proc coefficient scales the chance of on-hit effects (e.g. legendary powers, gems, Life per Hit) for each hit of the skill. Game files, version 2.8.0.

Black Hole

Black Hole is a versatile control and damage spell: it summons a vortex at the target location that pulls enemies toward it and deals arcane damage over a short time. Its real value lies in dragging scattered enemies into a compact pack that you then reliably clear with area damage, a staple tool of many Wizard builds.

The runes extend it in different directions. Absolute Zero is popular in cold setups because each enemy caught stacks up your cold spell damage and the vortex itself converts to cold. Spellsteal blends offense and defense: caught enemies deal less damage while your own damage rises per enemy. If you want pure damage amplification, Supermassive enlarges both the radius and output. Event Horizon additionally swallows enemy projectiles and affix objects, which is strong defensively. Black Hole thus serves as a pull, an amplifier, and a shield all at once.

Cost, levels and element

Black Hole costs 20 Arcane Power, has a 12 second cooldown and only unlocks at level 61. All runes follow shortly after: Supermassive (62), Absolute Zero (63), Event Horizon (65), Blazar (67) and Spellsteal (69). Blazar switches to Fire and adds an explosion for 725% weapon damage once the hole disappears.

In practice Absolute Zero dominates, followed by Spellsteal. The latter lowers the damage of caught enemies by 10% for 5 seconds and gives you 3% more damage per enemy, so the bigger the pack, the bigger the bonus.

Watch the element: Supermassive turns it into Lightning, Absolute Zero into Cold, Blazar into Fire. With Elemental Exposure, every different damage type applies its own stack, so Black Hole can contribute an extra element.

Jang's Envelopment

The belt Jang's Envelopment slows enemies damaged by Black Hole by 60–80% for 3 seconds. Pulled-in groups stay together longer, giving your area damage more time to work.

Black Hole next to Teleport and Galvanizing Ward

Teleport gets you into position, while Magic Weapon and Storm Armor run as permanent buffs. Galvanizing Ward rewards you for going a while without taking damage, and slowed or weakened enemies help with that.