
To be honest, this article is a great starting point for all players wanting to play up this voodoo class. But if you were expecting more advanced content and skills/builds and equipment, here’s a guide I highly recommend, the Diablo 3 Witch Doctor Guide.
Were you expecting more advanced content to refer to? Take a look at this witch doctor guide which comes highly recommended.
Poison Dart. Now, these are under the Physical Realm. 10 Mana, shoot a deadly Poison Dart that deals 100% as Poison Damage and an additional 40% weapon damange as Poison over two seconds. So this is a basic, you’re out of range, you’re able to hit targets with this, deal quite a bit of Single Target Damage. Pretty straightforward.
Plague of Toads. Release a handful of Toads that deal 130% weapon damage as poison to Enemies they come in contact with. I love this ability. Fire Bats is a little better, but this is still pretty cool. So, these will just run. They are random. They’re like attack spell in Diablo 3 Wizard Guide, Shock Purse, that unleash with 3 lightening bolts. They’re fantastic, especially when you are somewhat close to combat. You’re relatively well assured that they are going to hit their target. Also when the toads explode, they actually heal the user. Apart from Diablo 3 Monk leveling, Diablo 3 Witch Doctor has healing skill too.

Fire Bats, call forth a swarm of fiert bats to burn enemies in front of you for 150% weapon damage as fire. I absolutely love this ability. Basically, you are a flame thrower. It makes it a little difficult if there’s a ton of Enemies around, you’ve got to make sure that you are getting close to combat, so you don’t want to have your Poison Dart, you’d accidentally be stomping yourself with the Poison Dart or something. Overall, if you can get in close and you’ve got a lot of Enemies, I’ve got a number of new records for number of Enemies killed in one blow while channeling this. So it’s a lot of fun.
Zombie Charger. Now, its about a bit more amount of Damage to Plage of Toads, 205% weapon damage as Poison to all enemies in its path before decomposing. Zombie Charger is straightforward. Unlike the Toads, they’re not going to jump around. It goes in a straight line. Now, this is assured, but the downside of this is Mana. It costs a lot more than the Plague of Toads do.
Corpse Spiders. Corpse Spiders are also a little bit fun. They are basically spider grenades, and nothing is better than spider grenades, right?. But they are temporary. They die very, very quickly after they’re out.
Fire Bomb is the next one. Lob an explosive skull that deals 85% weapon damage as Fire Damage to all Enemies within 8 yards. I’m assuming that’s a little bit like the spider grenade, but a fire grenade that’s a skull. But the spider grenade is being a spider bomb. It’s pretty cool.
Locust Swarm. Summon a plague of Locusts to assault Enemies, dealing 320% weapon damage as Poison Damage over 8 seconds. Summon a plague of Locusts, take it for what it is. The Locusts will jump to additional nearby targets.
Acid Cloud. Acid falls down, dealing an initial 100% weapon damage as poison, followed by 75% weapon as poison damage per second for 3 seconds to enemies who remain in the area.
Wall of Zombies. A line of Zombies emerge from the ground, attacking nearby Enemies for 80% weapon damage as physical for 5 seconds. A Wall of Zombies is very useful for Diablo Barbarian Leveling. The Barbarian lead hordes of monsters to the Wall of Zombie and then kill every of them by AOE powerful skills from 2 classes.
Let’s go ahead and move on to the next Witch Doctor Skills.
Haunt. Haunt an Enemy with a Spirit dealing 575% weapon damage as Arcane Damage over 15 seconds. If the target dies, the Spirit will automatically haunt another nearby Enemy. You may have up to 3 Haunt effects active at once. It’s not terribly exciting to me, but I’m sure some players will love this.
Horrify. Don a Spectral Mask that horrifies all Enemies within 12 yards, causing them to run in fear for 5 seconds. Again, straightforward ability here.

Go ahead and Spirit Walk. 49 Mana. Cool down 15 seconds. Enter the Spirit Realm for 2 seconds. While in the
Spirit Realm, you movement is unhindered. Your link to the Spirit Realm will end if you cast any Spell while your physical body sustains 50% of your maximum Health in Damage. So, Spirit Walk is, I don’t know if this was in the original Diablo 2, I really don’t, so I’m not going to even attempt to speak on what this ability does, for fear of somebody telling me what it does, and they’ll be totally right, and I’ll sound like a moron. I’ve done enough of that.
Soul Harvest. Feed on the Life Force of up to 5 nearby Enemies within 16 yards. Gain 130 intelligence for each affected Enemy. This effect lasts 30 seconds. Again, gain 130 intelligence for each affected Enemy, a flat amount. That is one of your base attributes.
Spirit Barrage. Bombard a target with a spirit bolt that deals 190% weapon damage as Physical Damage. Again, not available in Beta. I don’t know exactly how this works, whether you pick the target, whether it can go over other targets, whether it will pass through other targets. I just don’t know anything about it.
Mass Confusion. Incite paranoia in Enemy, causing some to fight for you for 12 seconds. Could be useful. Could be a cool down. Could be something you don’t want as part of your normal kit. It’s all up to you.
