Use case

Proxies for Diablo: Which Diablo, Which Traffic, and What a Proxy Can Do

Proxies for Diablo explained: why Diablo IV, Diablo Immortal, and Diablo II Resurrected are three different network stories, the countries where Immortal was never released, what Blizzard checks, which proxy type fits, and how to set it up.

HProxy Team··11 min read
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Proxies for Diablo are three questions, because Diablo is three games with three network stories. Diablo IV is an always-online Battle.net game whose session runs partly over UDP, which a proxy cannot carry. Diablo Immortal is a mobile and PC game that was never released in two European countries, and on a phone its availability follows the app store account rather than the address. Diablo II: Resurrected is the oldest of the three and the one with the most active trading scene. A proxy does something useful for each, and the useful thing is different each time.

The Diablo tickets that reach our network are a mix. A proxy bought to route a Diablo IV session, which never touched it. A phone in the Netherlands behind a Belgian proxy, which changed nothing because the app store account decided. A seasonal setup with several accounts on one home address that went down together. This page sorts the three games out, explains what Blizzard checks, and says which proxy type fits which job.

What proxies are best for Diablo?

For anything that signs into Battle.net, residential proxies pinned to the account's registered country and held sticky, or an ISP proxy (static residential) for an account that plays every day from the same place. For shop research, residential in the region you want to see. Datacenter only for reaching the launcher on a blocked network. No proxy type carries a Diablo IV session, which is UDP, and on mobile Diablo Immortal follows the phone's network at the operating system level, with availability decided by the app store account rather than by the address.

Which Diablo are you asking about?

GamePlatformGame trafficWhat a plain proxy carriesThe job a proxy is actually for
Diablo IVBattle.net (also Steam, Game Pass)TCP 1119 plus UDP 1119 and 6120 on PCLogin, shop, Battle.net webAccount consistency, shop research, separate accounts
Diablo ImmortaliOS, Android, Battle.net on PCMobile client, OS-level networkNothing on the phone without an OS-level proxyAccount side on PC; availability follows the app store
Diablo II: ResurrectedBattle.net, consolesBattle.net clientLogin and Battle.net webSeparate accounts for trading and ladder

The rest of this page takes them in turn, then covers what they share.

Diablo IV: always online, and half UDP

Diablo IV requires a Battle.net account and a live connection for everything, including the campaign. Blizzard's port list for the PC client names TCP 1119 and UDP 1119 and 6120, and that split is the whole proxy story. The login, the shop, the Battle.net app, and the web side are TCP, and a proxy carries them. The game session itself uses UDP, which HTTP, HTTPS, and SOCKS4 proxies cannot relay and which almost no SOCKS5 proxy from a list implements. A proxy set on the system gets you to the character select screen and the game connects direct from your real address. The console versions follow their platform networks, and the Steam and Game Pass versions still sign into Battle.net.

What that leaves is real and specific. The region you play in and the currency you pay in follow the Battle.net account's country, which is set at creation and changed only through a support ticket with proof of residence; the mechanics are in proxies for Blizzard. A proxy keeps an account's sign-ins consistent with that country, lets a browser see how the shop prices the game and its expansions in another region, and keeps several accounts from sharing an address. The seasonal cycle makes the last one matter: each season brings fresh characters, boosting, and trading, and a household or a service running several accounts from one home address has them grouped from the first login. Ping is not on the list. A proxy adds a hop, and the session does not follow it anyway.

Diablo Immortal: the availability problem

Diablo Immortal launched on 2 June 2022 on iOS, Android, and PC through Battle.net, and before launch Blizzard confirmed it would not be available in Belgium or the Netherlands, on Battle.net or in those countries' app stores, because both countries treat loot boxes as gambling. Blizzard's support team went further and said it could not guarantee that players in those countries who downloaded the game from another region would avoid bans.

The proxy angle here is mostly a warning. On a phone, the store that decides whether the game exists for you is the Apple or Google account's country, not your IP address. A proxy in Germany does not put the game in a Dutch app store. Players who install it anyway do so with an app store account registered elsewhere, and they carry the risk Blizzard described. On PC the game runs through Battle.net and follows the account country the same way Diablo IV does. Where a proxy fits Immortal is the account side on PC and the same consistency job as the rest of Battle.net; on the phone, the game follows the phone's network, and routing that is an operating system job covered in our Android and iPhone guides.

One more Immortal fact matters for anyone thinking about regions. Characters are bound to the server they were created on, and servers are grouped by region, so playing "in another region" means a new character there, not a proxy under an old one.

Diablo II: Resurrected: trading, ladder, and separate accounts

Diablo II: Resurrected runs through Battle.net on PC and through platform accounts on consoles, and its scene is built around trading and ladder seasons. Blizzard limits how often an account can create games, which players meet as a temporary restriction message when they cycle games too fast, and it enforces the rules against bots and real-money trading with account bans. The proxy job is the same as it was in the original game two decades ago: keeping accounts that should be separate on separate addresses, so a trading account, a ladder account, and a mule are not grouped by a shared home IP. It is a narrow job and a real one, and it has nothing to do with the game-creation limit, which is an account rule.

Where a proxy stops in Diablo IV
  1. Battle.net login

    TCP, routed

  2. Shop and web

    TCP, routed

  3. Game session

    UDP, direct

  4. Blizzard sees

    proxy IP for the account side only

Source: Blizzard's Diablo IV port list for PC: TCP 1119, UDP 1119 and 6120

What Blizzard checks, and what a proxy touches

Anti-cheat and enforcement read the client and the account. Warden reads what the game process does, and Blizzard bans accounts for botting, real-money trading, and exploits, with hardware bans for serious cases. Diablo IV has had its share of ban waves for bots and gold sellers. None of it reads the address, so a proxy is irrelevant to it, and ban evasion breaks the terms on its own. The systems are covered in proxies for World of Warcraft.

Account country reads the paperwork. Region, currency, and Battle.net Balance follow the account's registered country, changed only through support with proof of residence, and never to Korea or mainland China. A proxy does not touch it.

Sign-in location reads the address. A login from a country the account has never seen draws a security check and can lock the account until it is confirmed. This is the layer a proxy governs, and the reason it should be a static residential address in the account's own country.

Account linking reads the address. Accounts that share a network can be grouped. One clean IP per account keeps a flag on one from reaching the rest.

Availability reads the store account. Immortal's absence from Belgium and the Netherlands is enforced by the stores and by Battle.net's country rules, not by geolocating your connection.

So a proxy solves the address layer: consistency for an account, separation between accounts, and a browser's view of a regional shop. It does not carry a session, change a country, or lift a ban.

Why people use proxies for Diablo

  • Keeping seasonal accounts separate. Boosting, trading, and mule accounts on one home address are one group to Blizzard. One clean IP per account keeps them apart. Real-money trading is against the rules on any address, and we will not pretend otherwise.
  • Consistency for an account that lives in one country. A boosted account, a purchased account, or a main that travels with you looks like its owner when it signs in from the same country every time.
  • Regional shop research. How Diablo IV, its expansions, and Platinum are priced in another region is a browser behind a proxy in that region. Paying that price is decided by the account country and the card, not the address.
  • Reaching the launcher on a blocked network. Dorms and offices block Battle.net or its domains, and a proxy tunnels the launcher around the block. This is the one job a free proxy can do.
  • Immortal availability, which a proxy cannot fix. The store account decides, and the risk Blizzard described stays with the player.

Which proxy type fits Diablo

Residential proxies are real home connections, pinned to a country and held sticky for a session, so a sign-in looks like the owner at home and a shop check looks like a local. If the category is new, what is a residential proxy explains the sourcing.

ISP proxies are static residential: one address, yours for as long as you keep it, on always-on hardware. This is the home for an account that plays every day from the same place, and for a trading or ladder account that should never give Blizzard a new country to notice.

Datacenter proxies draw Blizzard's login checks and fit only the blocked-network case where reaching the launcher is the goal.

Mobile proxies are carrier addresses shared by many phones, the hardest to flag and unnecessary here.

Diablo jobProxy typeWhy
An account signing in daily from its countryISP (static residential)Same clean address at every sign-in
Several seasonal or trading accountsResidential or ISP, one IP eachBreaks address-based linking
Regional shop researchResidential, pinned to the regionReads as a local shopper
Reaching the launcher on a blocked networkDatacenter or freeOnly the block matters
A Diablo IV sessionNone (UDP)A plain proxy cannot carry it
Immortal on a phoneOS-level residential, if anythingAvailability follows the store account regardless

How to set it up

Web and account work. Set the proxy in a browser, one profile per account, with a sticky residential or ISP address in the account's country. For several accounts, an anti-detect browser keeps each profile's proxy, fingerprint, and account together; our antidetect browser proxy setup covers it. Do shop checks and account settings there.

The Battle.net app. It has no proxy field, and Blizzard's support advice is to disable proxies when the app cannot connect. It picks up the system proxy for its web traffic, unevenly, and Proxifier can capture the app itself. That routes the launcher and the login. It does not route a Diablo IV session, and there is no setting that will.

Immortal on a phone. The proxy is set at the operating system level, and the app follows the phone's network. The store account, not the proxy, decides whether the game is available.

Verify any exit first in our proxy checker: country, latency, and whether your real address leaks in the headers.

One static address per account, in its registered country:
  main (EU)            ->  198.51.100.100  ISP, Germany, held
  trading account (EU) ->  198.51.100.101  ISP, Germany, held
  mule (EU)            ->  residential sticky, Germany, held
  shop research        ->  residential sticky, one exit per region checked

Never:
  a proxy expected to carry the Diablo IV session (it will not)
  two accounts on one address (they get linked)

How many IPs, sticky versus rotating

One sticky address per account, matched to its registered country, held indefinitely: that is the rule for anything that signs into Battle.net, and rotation has no place under an account. Rotating residential belongs only to shop research across many regions. Battle.net's login and shop traffic is small, so the cost is in addresses rather than data, and our pricing is pay-as-you-go with a balance that does not expire, which suits a game whose demand spikes at every season start.

Free versus paid for Diablo

A free proxy can get the launcher past a dorm or office block, and a dead one costs a swap. Our free proxy list re-checks itself every few minutes across 100+ countries, and the proxy checker confirms an entry before you try it. That is the whole legitimate use of free here. For anything with a Battle.net login, a free proxy is a datacenter address that draws the security check on sight, dies within minutes, and passes your sign-in through an operator you know nothing about; the mechanism is in are free proxies safe. Paid residential at $0.44/GB pay-as-you-go with no KYC covers account work for very little, and ISP addresses at $2.70/IP are the home for the accounts you keep.

Where a proxy stops and Blizzard starts

On Diablo a proxy governs one layer, the address Battle.net's sign-in and shop see, and therefore whether an account's location is consistent with its country and whether accounts share a network. It does not carry a Diablo IV session, which is UDP. It does not put Diablo Immortal in a store that does not carry it, or remove the risk Blizzard described for players who install it from elsewhere. It does not change a Battle.net account's country, move Balance across regions, or lift a ban. Botting and real-money trading break the rules on any address.

For reaching the launcher on a blocked network, start free with the free proxy list and the proxy checker. For the accounts you keep, one ISP address each, or clean residential at $0.44/GB pay-as-you-go held sticky per account in its registered country, is what holds. Know which Diablo you are routing, keep each account on its own address, and let the session connect the way Blizzard built it to.

Sources

  • Engadget, Blizzard will not release Diablo Immortal in countries with loot box laws (Belgium and the Netherlands; support could not guarantee players downloading from other regions would avoid bans): engadget.com
  • Blizzard Support, Troubleshooting Firewall Configuration Issues (per-game port lists, including Diablo IV on PC): eu.battle.net
  • Blizzard Support, Battle.net Account Country/Region Change: us.support.blizzard.com
  • Blizzard Support, Disabling Proxy Settings: eu.battle.net

Frequently asked questions

Can you play Diablo IV through a proxy?
The login, the shop, and the Battle.net side, yes. The game session, no, not with a plain proxy. Blizzard's own port list for Diablo IV on PC names TCP 1119 alongside UDP 1119 and 6120, and the UDP part is the game traffic, which HTTP and SOCKS4 proxies cannot carry and almost no SOCKS5 proxy implements. A proxy carries you to the character select screen and the match connects direct from your real address. For a genuinely geo-blocked client the tool is a VPN, at the cost of ping.
Why is Diablo Immortal not available in my country?
If you are in Belgium or the Netherlands, because of their loot box laws. Blizzard confirmed before the June 2022 launch that Diablo Immortal would not be available there, on Battle.net or in those countries' app stores, and its support team warned it could not guarantee that players who downloaded it from another region would avoid bans. On mobile, the store that decides availability is your Apple or Google account country, not your IP, so a proxy does not put the game in a store that does not carry it.
Will a proxy stop Blizzard from banning my Diablo account?
No. Blizzard bans by account and, for serious cases, by hardware, based on what the client does: bots, real-money trading, exploits. Warden reads the client, not the connection. A proxy keeps separate accounts from being linked by a shared address, which is a real and narrower thing, and it does nothing about a ban the account earned on any address.
What proxy type fits Diablo?
Residential or ISP for anything that signs into Battle.net: shop and region checks, keeping several accounts on separate addresses, a boosted or traded account logging in from a consistent country. ISP (static residential) for an account that plays every day from the same place. Datacenter only for reaching the launcher on a blocked network. Nothing carries a Diablo IV session, and Immortal on mobile follows the phone's network at the operating system level.
Does a proxy change Diablo IV's region or shop price?
The region you play in and the currency you pay in follow the Battle.net account's country, which is set at creation and changed only through a support ticket with proof of residence. A proxy can show a browser how the shop looks in another region, and it keeps an account's apparent location consistent with its registered country. It does not change the country, move Battle.net Balance across regions, or make a card from one country pay in another.

Proxies that don't die mid-job

Residential, ISP, datacenter and mobile, verified by the same engine that runs tens of millions of checks. They read as a real device and hold up under load. Pay as you go, and your balance never expires. $0.44/GB is the 2,000 GB+ rate; a single gigabyte is $0.50/GB, with no minimum order.

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