Black Hole
Sorcerer · Mage
Summon a powerful black hole at target location that aggressively pulls enemies and deals cold damage over time to enemies within its reach.
More information
Added spell damage is applied at 800% effectiveness per second. The Black Hole persists for 2.75s by default.
Those who have seen past the darkness have been driven to madness or death.
Effect
- Base damage over time
- 48 Cold (every 0.3 s)
- Added damage effectiveness
- 240 %
- Counts as
- Spell, Damage Over Time
Base values before skill tree nodes, passives and gear.
Skill tree: Black Hole
The skill tree as it appears in game. A specialized skill gains one point per level up to level 20; the number on a connection shows how many points the previous node needs.
Hover or tap a node for its description. The number on a node is its maximum points.
All nodes as a list (28)
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Tidal Force
max 4
Black Hole deals more damage (multiplicative with other modifiers), but Black Hole pulls enemies towards it slower.
- +15% Damage
- -15% Pulls Strength
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Absolute Zero
max 4
Black Hole has a chance to chill enemies within its area of effect each second.
- +25% Chill Chance
Requires 3 points in Tidal Force
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Red Giant
max 1
Black Hole’s base cold damage is converted to fire damage. Consequently this damage scales with increases to fire damage, but not increases to cold damage.
Black Hole lasts much longer, but no longer pulls enemies.- Base Damage Converted to Fire fixed
- +80% Duration fixed
- Does Not Pull fixed
Requires 3 points in Tidal Force
-
Scorching
max 5
Black Hole’s damage over time penetrates enemy fire resistance.
- +15% Fire Penetration
Requires Red Giant
-
Heat Wave
max 5
Black Hole has a chance to ignite enemies within its area of effect each second based on your uncapped fire resistance.
- +2% Ignite Chance Per Second Per 1% Uncapped Fire Res
Requires 3 points in Flaming or Binary System
This scales off of uncapped fire resistance, so gaining more fire resistance above the normal 75% cap will continue to increase its effect. For example at 100% fire resistance, one point in this node grants 200% chance to ignite per second.
-
Flaming
max 5
Black Hole deals more fire damage (multiplicative with other modifiers).
- +10% Fire Damage
Requires Red Giant
-
Infusion
max 5
Black Hole grants you ward each second.
- 18 Ward Gained Per Second
Requires 3 points in Scorching or Binary System
-
Binary System
max 1
Black Hole becomes two stars which orbit each other. One deals fire damage and the other deals cold damage.
Black Hole deals significantly more damage (multiplicative with other modifiers).- Binary System
- +100% Damage
Requires Heat Wave or Infusion
-
Umbral Core
max 5
Black Hole deals more damage (multiplicative with other modifiers).
- +10% Damage
-
Event Horizon
max 4
Black Hole deals more damage (multiplicative with other modifiers), but has reduced cast speed.
- +15% Damage
- -10% Cast Speed
Requires 3 points in Umbral Core
-
Collapse
max 1
Black Hole will Collapse at the end of its duration, an explosion which deals cold hit damage and knocks enemies back.
- Explosion At End
- Knockback
Requires 3 points in Umbral Core
-
Pulsar
max 1
Black Hole will Collapse each second while it exists, but it deals less damage over time (multiplicative with other modifiers).
- Explodes Each Second
- -30% Damage Over Time
Requires Event Horizon or Deep Space
-
Deep Space
max 5
The explosions created by the Collapse and Pulsar nodes have an increased chance to freeze enemies.
- +90% Explosion Freeze Rate Multiplier
Requires Pulsar or Collapse
-
Time Dilation
max 4
Black Hole has increased duration and a chance to blind enemies within its area of effect each second.
- +10% Duration
- +25% Blind Chance
-
Cascade Fracture
max 3
Black Hole has a chance to create another Black Hole once it expires.
- 10% Black Hole Recast Chance
Requires Umbral Core or Time Dilation
The second Black Hole cannot create another.
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Recurrence
max 4
Black Hole's cooldown is reduced and it costs less mana, but pulls enemies towards it slower and pulls enemies within a lesser area (both multiplicative with other modifiers).
- +15% Cooldown Reduction
- -10% Mana Cost
- -25% Pull Strength
- -25% Pull Area
Requires Time Dilation
Modifiers to the pull area do not affect the damage area.
-
Intensity
max 5
Black Hole pulls enemies toward it faster and from within an increased area.
- +15% Pull Strength
- +15% Pull Area
-
Drifting Singularity
max 1
Black Hole moves toward the nearest enemy that is not within its damaging area.
- Black Hole Seeks Enemies
Requires 3 points in Intensity or Absolute Zero
-
Spacial Dilation
max 5
Black Hole moves faster toward the nearest enemy.
- +10% Projectile Speed
Requires Drifting Singularity
-
Gravity's Guile
max 4
Black Hole’s center hits enemies, dealing spell physical damage.
- Black Hole Center Hits fixed
- 35 Physical Damage
Requires Spacial Dilation
-
Supermassive
max 4
Black Hole deals more damage to rare enemies and bosses (multiplicative with other modifiers), and it prioritises moving towards rare enemies and bosses.
- +25% Damage To Rares And Bosses
- Prioritises Rares And Bosses fixed
Requires Spacial Dilation
-
Density
max 3
Black Hole lasts longer.
- +20% Duration
-
Endless Maw
max 3
Black Hole has increased duration, but has additional cooldown duration.
- +30% Duration
- +2 Cooldown Duration (seconds)
Requires 2 points in Density
-
Scattered
max 1
A second Black Hole is created 10 meters away in a random direction from the first Black Hole.
- Second Black Hole
Requires 2 points in Endless Maw
-
Weakened Reality
max 3
Black Hole deals more damage to enemies within 1 meter of its center.
- +30% Damage to Enemies at Center
Requires Endless Maw
This effect is multiplicative with other modifiers and does not affect ailments applied by Black Hole.
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Singularity
max 1
Black Hole deals significantly more damage (multiplicative with other modifiers), but only 1 Black Hole can be created at a time.
- +100% Damage
- 1 Black Holes Per Cast
Requires 2 points in Weakened Reality
-
Armageddon
max 1
Black Hole casts Meteor every second, but consumes Meteor's mana cost every second.
- Black Hole Creates Meteors
Requires Singularity
Will only cast Meteor while above 0 mana.
-
Pocket Dimension
max 1
You can store an additional charge of Black Hole.
- +1 Additional Charges
Requires 4 points in Recurrence