Diablo IV: All Malignant Heart Types

To complete your Season 1 build in Diablo IV, you must obtain the right Malignant Hearts.

In Diablo IV, Malignant Hearts are the new Season 1 mechanic that can greatly enhance your character’s power by augmenting skills in unique new ways. If you’ve just started getting Malignant Hearts, you may be wondering what they all are and what they do. Luckily, we’ve compiled this simple list to help you determine what types you should go for to complete your build. 

All Malignant Heart Types in Diablo IV

GeneralThe PicanaVicious, OffensiveCritical Strikes electrically charge the enemy for 0.75-2.50 seconds, causing lightning to arc between them and any other charged enemies dealing 68-136 Lightning damage.
GeneralThe Dark DanceVicious, Offensive-World Tier IIIEvery 5 seconds while above 60% Life, Core Skills cost 68-51 Life instead of your Primary Resource. Skills that consume Life deal 10-20% increased damage.
GeneralTempting FateVicious, Offensive-World Tier IIIYou gain 40-60% Critical Strike Damage but your Non-Critical Strikes deal 20-15% less damage.
GeneralThe LionheartBrutal, DefensiveYou gain 10% Barrier Generation. You Heal 3-7 Life per second while you have an active Barrier.
GeneralRevengeBrutal, Defensive-World Tier IIIYou gain 40-60% Critical Strike Damage, but your Non-Critical Strikes deal 20-15% less damage.
GeneralPrudent HeartBrutal, Defensive-World Tier IIIYou become Immune for 2.0-4.0 seconds after you lose more than 20% Life in a single hit. This effect can only occur once every 110 seconds.
GeneralDeterminationDevious, UtilityResource draining effects are 40-50% less effective. In addition, gain 3.0-8.0% increased Resource Generation.
GeneralRetaliationDevious, Utility-World Tier IIIDeal 510-680 Fire damage to surrounding enemies whenever a Crowd Control effect is removed from you.
GeneralThe CalculatedDevious, Utility-World Tier IIIAfter spending 150-200 of your Primary Resource, your next attack Stuns enemies hit for 2 seconds.
GeneralThe Malignant PactWrathful, SuperCycle through a Malignant bonus every 20 kills: Vicious: Gain 20% Attack Speed. Devious: Core and Basic Skills have a 15% chance to fully restore your Primary Resource. Brutal: Every 21 seconds, gain a Barrier absorbing 85-102 damage.
GeneralCreeping DeathWrathful, SuperYour damage over time effects are increased by 30-40% for each different Crowd Control effect on the target. Unstoppable monsters and Staggered bosses instead take 110-130% increased damage from your damage over time effects.
GeneralThe BarberWrathful, Super-World Tier IIICritical Strikes and all subsequent damage within 2.0-4.0 seconds is absorbed by your target. Then, the absorbed damage erupts onto surrounding enemies. Stored damage is increased by 10% per second.
BarbarianFocused RageVicious, OffensiveAfter spending 100-60 Fury within 2 seconds, your next Non-Basic Skill’s Critical Strike Chance is increased by 20-30%.
BarbarianResurgent LifeBrutal, DefensiveWhen you use a Subterfuge Skill, leave behind an unstable Shadow Decoy Trap that Taunts enemies. The Shadow Decoy Trap will explode after 6.0 seconds, dealing 680-1020 Shadow damage. Cannot occur more than once every 5 seconds.
BarbarianPunishing SpeedDevious, UtilityYour Skills have a 20-30% chance to Knock Down all enemies for 1.25 seconds when that Skill’s Attack Speed is higher than 35-20%.
BarbarianIgnoring PainWrathful, Super-World Tier IVIncoming damage has a 5-15% chance of being ignored and instead Healing you for 17-68.
DruidThe MoonrageVicious, OffensiveKills have a 5% chance to summon a Wolf Companion to your side for 20-30 seconds. In addition, gain +3 to Wolves.
DruidThe Agitated WindsBrutal, DefensiveWhen 8-13 Close enemies, automatically cast Cyclone Armor. This cannot occur more than once every 10-20 seconds.
DruidInexorable ForceDevious, UtilityUp to 30-50 Distant enemies are pulled toward you while you have an Ultimate Skill active.
DruidThe Unconstrained BeastWrathful, Super-World Tier IVWhen you are hit with a Stun, Freeze or Knock Down effect, there is a 40-60% chance to automatically activate Grizzly Rage for 3 seconds.
NecromancerThe SacrilegiousVicious, OffensiveWalking near a Corpse automatically activates an equipped Corpse Skill every second, dealing 40-30% reduced damage.
NecromancerThe Decrepit AuraBrutal, DefensiveWhen at least 5 enemies are near you, gain an aura that automatically curses surrounding enemies with Decrepify for 5-15 seconds.
NecromancerFrozen TerrorDevious, UtilityLucky Hit: Up to a 10-20% chance of inflicting Fear for 2.5 seconds. Feared enemies are Chilled for 20% every second.
NecromancerThe Great FeastWrathful, Super-World Tier IVEach Minion drains 1.0-2.0 Essence per second but deals 50-75% increased damage. With no Minions, this bonus applies to you and drains 5 Essence per second.
RogueCluster MunitionsVicious, OffensiveLucky Hit: You have up to a 20% chance to launch 3 Stun Grenades that deal 26-32 Physical damage and Stun enemies for 0.50 seconds.
RogueTrickeryBrutal, DefensiveWhen you use a Subterfuge Skill, leave behind an unstable Shadow Decoy Trap that Taunts enemies. The Shadow Decoy Trap will explode after 6.0 seconds dealing 680-1020 Shadow damage. Cannot occur more than once every 5 seconds.
RogueThe ClipshotDevious, UtilityLucky Hit: Up to a 20-40% chance for your Cutthroat Skills to Slow by 40% for 3 seconds and your Marksman Skills to Knock Back enemies.
RogueThe Vile ApothecaryWrathful, Super-World Tier IVYour attacks have a 5-15% chance to apply all Imbuement effects at 40-50% of normal potency.
SorcererTal’RashaVicious, OffensiveFor each unique element you deal damage with, you deal 7-12% increased damage for 3-10 seconds.
SorcererSpellbreakingBrutal, DefensiveAfter taking Elemental damage, gain 20-40% Resistance to that element for 5 seconds.
SorcererSpiteDevious, UtilityWhen you are afflicted with a Crowd Control effect, there is a 20-40% chance that the same enemy and enemies around you are also afflicted with the same effect for
SorcererOmnipowerWrathful, Super-World Tier IVCore Skills that launch a projectile consume all of your Mana. For every 45-35 extra Mana consumed, you launch an additional projectile, and the damage is increased by 3.0-5.0%.

There you have it! Depending on what build you are using, you may want to go for the class-specific Malignant Hearts or use some of the General types to round out your build. 

For more guides on the game, visit our Diablo IV section.