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Diablo IV
Shift the veil between Sanctuary and Hell in the all-new, chaos-fueled Infernal Hordes and their relentless Chaos Waves. Unleash deadly Chaos Perks and hunt do…
You want one Warlock setup that carries you through Season of Infernal Chaos endgame, and the answer is Apocalypse. It builds toward a single screen-clearing detonation, then turns the season’s new power systems into multipliers on top of that hit. The catch is that Apocalypse only feels like its reputation once your stack generation and survivability are online — undergeared, it is one of the most disappointing builds in the class.
Season of Infernal Chaos is a power-creep season by design. The whole loop hands you damage multipliers that sit on top of your existing build instead of replacing it, and Apocalypse — a build that already pays out everything on one charged cast — benefits more from that than almost any steady-damage setup.
Three seasonal systems do the lifting:
Read those three together and the plan is obvious: use Chaos Rifts to fund the Perks that sharpen Apocalypse, and use Chaos Armor to slot the build’s enabling Uniques at full power.
This is the non-negotiable core. With Annihilation, you stop playing a normal ultimate cycle — wait, press once, return to filler — and start playing a stack engine that detonates off what you have built. That single change is what gives the build its ceiling.

The skill expression is in when you spend. In trash content, firing early is fine; Apocalypse is just a tempo tool there. In serious content, cashing out the moment you are able is a damage leak. Build as high as the fight safely allows — on elite packs, dense waves, and boss vulnerability windows — then detonate into the pressure point. The build gets dramatically stronger the moment you stop treating every charge as “good enough.”
Every strong version of Apocalypse has the same requirement: it must reach meaningful stacks quickly. Infernal Breath is the stack builder this build leans on, backed by Hellfire tools that hit often and keep pressure up while you reposition. If a supporting skill looks flashy but slows your generation, it is hurting the build — cut it.
Think of your bar in three jobs: a stack builder, a grouping tool, and a survival layer. The grouping slot is where a control skill like Umbral Chains earns its place, because Apocalypse only converts density into damage if the density is there. Pull a screen together, keep Hellfire pressure on it, and detonate into the compressed pack.

Apocalypse is not a build where raw sheet damage is the only number that matters — you want effects that improve the whole loop, not just the explosion. In rough priority:
Do not chase perfect tempering rolls early. Lock in functional upgrades that get you online, then gamble for ideal lines once the core is stable.
This is Apocalypse’s best environment. Density works in your favor, and the Chaos Rifts that spawn inside Helltides hand you both Infernal Warp for your Perks and bursts of temporary power. Do not snipe single enemies — pull forward, build a blob, charge while moving through it, then erase the pack and keep momentum. If a Rift modifier is dangerous and your defenses are not there yet, seal a safer one instead of forcing the biggest possible detonation every time.
The reworked Infernal Hordes are a natural fit. At the end of a run you are given a choice: take on the familiar Fell Council, or up the ante against Bartuc, the Lord of Chaos. Bartuc is the high-risk, high-reward loot fight — worth targeting once your build holds up, and worth skipping for the Fell Council while you are still gearing.
If you are not yet ready for full Torment-tier Hordes, run Fleeting Hordes first. That scaled version gives you four waves with limited Infernal Offerings before two Fell Council members, which is a controlled way to stabilize gear before you commit to a Bartuc run.

Boss play is where players misread Apocalypse. It is not “walk in and delete everything” unless your gear far outscales the content. On bosses the test is recognizing when to build high and when to cash out early: save your largest detonation windows for moments you can stay on target without losing uptime to mechanics. In Pits the same rule holds — a panicked small cast is usually worse than surviving two more seconds and landing a much larger hit from a clean position.
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Dread Claws is the other Warlock build worth knowing. If you dislike charge-based gameplay, want steadier output, or do not yet have the Uniques Apocalypse needs, its summon-and-claw rhythm will feel better in your hands. It trades Apocalypse’s burst peaks for constant pressure. That does not make it the stronger overall answer, but it is often the more practical one while you build your item base.
For one all-purpose Warlock build in Season of Infernal Chaos, start with Apocalypse: Annihilation as the core, Infernal Breath for fast stacks, a grouping tool to compress packs, and enough defense to survive the charge. Fund your Chaos Perks with Infernal Warp from Chaos Rifts, slot enabling Uniques through Chaos Armor, gear up in Fleeting Hordes, then graduate to Bartuc runs and Pit pushes. Build the engine before the explosion. If the burst rhythm never clicks, switch to Dread Claws rather than forcing Apocalypse before your gear supports it.