Nifft
Penguin Herder
Okay, here's the more in-depth look:
Demon Claw: Looks good. I like that it's not a Weapon attack, and that it's not redundant with Eldritch Strike.
Elemental Corruption: Too fiddly! Look at how they errata'd Darkspiral Aura. Here's how I'd re-write Elemental Corruption:
- - -
Destructive Bite: Nice.
Blinding Spittle: IMHO the most boring thing about Infernal Warlocks is that all they get for having a high Int is more damage to some powers. I'd rather you stuck with the idea of Demon Pact = close melee dude and did something like:
Lightning Strike: Either do something like what I suggest for the power above ("does not provoke") or make it a Close power (which targets one or two creatures in burst). The current use case for this power is attack someone far away and then run up next to a bunch of minions, which is kinda interesting, but not interesting enough to justify losing use of this power once you're in close combat.
Roar of Battle: Nice.
Flaming Claws: The extra damage is a problem (as discussed above). Also, it's just Fire damage, which is boring -- Infernal Warlocks already throw a lot of that around. I like how Demon Warlocks have lots of mixed damage attacks, so you could do something like:
Abyssal Frost: Hmm, looking a bit Defender-ish there. Slow + difficult terrain = about as bad as Marked by a Warden or Fighter. You might want to make it an Area burst 1 range 10 squares?
Also, boring damage type. Add Acid or Necrotic or something.
Finally, you are not your own ally. So your zone is difficult for you. Dunno if that's desired, but I hope not!
Fiery Blood: This is one of the few powers I wish had fewer damage keywords. It's easy enough to make my allies buy "resist fire" stuff, but buying everyone resist poison as well? They'd hate me. I couldn't justify taking this power.
Also, the trigger is wonky: "taking damage" probably means "you take damage", but doesn't mean exactly the same thing.
Storm Burst: Now this is a Striker power. It says: stay near me and suffer! It's the opposite of Abyssal Frost.
Claws of Decay: Nice.
Stunning Screech: Nice. Might want to add another damage type (say, Psychic).
Blasphemous Words: Nice. You may want to add "If you hit..." to the Infernal Pact bonus.
Abyssal Bolts: Nice.
Stunning Scream: Another too-Defender-ish power. Make it a Close Blast 5 and then it works. Otherwise, you're going to be trapped in your own difficult terrain, against a bunch of enemies that can only reach you!
Fire and Lightning: What's "Melee touch +2"? Make it "Close burst 3; target: one critter in burst" and then it's clear.
Primary attack's damage is too low.
Indicate if the secondary attack is supposed to happen even if you miss with the primary attack (e.g. if you use the primary attack on a target that is already adjacent).
Two Reflex attacks = boring; make the first one Will or Fort maybe?
The Demon Pact benefit is boring. Maybe make the range larger for Demon Warlocks? Or Daze the target if both attacks hit?
- - -
Maybe it's just because I've been reading Barbarian powers recently, but the damage on these Daily attacks seems a bit low.
Channel Evistro: Nice. As already suggested by someone else, limit the Demonic Claw Augmentation to 1/round.
Channel Balgura: 2d8, I hope, not 2d18.
Summon Carnage: Does it get an Opportunity Action? You might want to specify "... in an unoccupied square adjacent ...".
I don't like this one mainly because I don't think of Warlocks as summoners. But that is a matter of taste, not balance.
Channel Mezzodemon: Nice. I don't know if you want to give Reach 2 for all attacks, or just for Demonic Claw attacks.
Channel Immolith: Fire damage = somewhat boring at 15th level. The Zone needs to move with you. Otherwise, good synergy between Reflex bonus and Grabbed. Consider granting fire resistance instead of AC bonus. Otherwise, nice.
Channel Goristro: Nice, but very beefy power boost for the Claws. Perhaps add ongoing damage to the Claw attacks instead, since that doesn't stack over multiple attacks?
Channel Glabrezu: Twin Strike is a great power. Be careful handing it out to other Strikers. Instead, you could give two attack rolls (use highest; if both would hit, target is also grabbed). That's still very good.
Channel Balor: By 29th level, single damage types = boring. Also, don't give away Twin Strike. Finally, the Balor has both the aura of nasty and an at-will which pulls you adjacent to him. Consider giving the claw power two attack rolls (as I suggest for the Glabrezu) and a Pull to a square adjacent to you, instead of two whole attacks.
Cheers, -- N
Demon Claw: Looks good. I like that it's not a Weapon attack, and that it's not redundant with Eldritch Strike.
Elemental Corruption: Too fiddly! Look at how they errata'd Darkspiral Aura. Here's how I'd re-write Elemental Corruption:
When an enemy under your Warlock's Curse is reduced to 0 or fewer hit points, add 1 to your Elemental Corruption value. Your Elemental Corruption value starts at 0, and resets to 0 when you take a short or extended rest.
Elemental Corruption Shield • Warlock Pact Boon
At-Will • Arcane (and varies)
Immediate Interrupt • Close burst 5
Trigger: An enemy within the burst attacks you.
Effect: Spend 1 or more points of your Elemental Corruption value to create a shield of swirling elemental energy. Your shield lasts until the end of your next turn, and deals 1d6 damage per point spent for each attack against you by a creature within 5 squares.
Choose one damage type when you use this power: acid, cold, fire, lightning or thunder. The power gains the keyword of its damage type(s).
At 11th level, choose 2 damage types.
At 21st level, choose 3 damage types.
Elemental Corruption Shield • Warlock Pact Boon
At-Will • Arcane (and varies)
Immediate Interrupt • Close burst 5
Trigger: An enemy within the burst attacks you.
Effect: Spend 1 or more points of your Elemental Corruption value to create a shield of swirling elemental energy. Your shield lasts until the end of your next turn, and deals 1d6 damage per point spent for each attack against you by a creature within 5 squares.
Choose one damage type when you use this power: acid, cold, fire, lightning or thunder. The power gains the keyword of its damage type(s).
At 11th level, choose 2 damage types.
At 21st level, choose 3 damage types.
- - -
Destructive Bite: Nice.
Blinding Spittle: IMHO the most boring thing about Infernal Warlocks is that all they get for having a high Int is more damage to some powers. I'd rather you stuck with the idea of Demon Pact = close melee dude and did something like:
Demon Pact: Using this power does not provoke opportunity attacks.
Lightning Strike: Either do something like what I suggest for the power above ("does not provoke") or make it a Close power (which targets one or two creatures in burst). The current use case for this power is attack someone far away and then run up next to a bunch of minions, which is kinda interesting, but not interesting enough to justify losing use of this power once you're in close combat.
Roar of Battle: Nice.
Flaming Claws: The extra damage is a problem (as discussed above). Also, it's just Fire damage, which is boring -- Infernal Warlocks already throw a lot of that around. I like how Demon Warlocks have lots of mixed damage attacks, so you could do something like:
Balefire Claws
Encounter • Arcane, Cold, Fire, Implement
...
Hit: ... cold and fire damage
...
Demon Pact: Until the end of your next turn, you can add the cold and fire keyword to all your attacks. Your damage is cold and fire in addition to whatever type it would have been.
Encounter • Arcane, Cold, Fire, Implement
...
Hit: ... cold and fire damage
...
Demon Pact: Until the end of your next turn, you can add the cold and fire keyword to all your attacks. Your damage is cold and fire in addition to whatever type it would have been.
Abyssal Frost: Hmm, looking a bit Defender-ish there. Slow + difficult terrain = about as bad as Marked by a Warden or Fighter. You might want to make it an Area burst 1 range 10 squares?
Also, boring damage type. Add Acid or Necrotic or something.
Finally, you are not your own ally. So your zone is difficult for you. Dunno if that's desired, but I hope not!
Fiery Blood: This is one of the few powers I wish had fewer damage keywords. It's easy enough to make my allies buy "resist fire" stuff, but buying everyone resist poison as well? They'd hate me. I couldn't justify taking this power.
Also, the trigger is wonky: "taking damage" probably means "you take damage", but doesn't mean exactly the same thing.
Storm Burst: Now this is a Striker power. It says: stay near me and suffer! It's the opposite of Abyssal Frost.
Claws of Decay: Nice.
Stunning Screech: Nice. Might want to add another damage type (say, Psychic).
Blasphemous Words: Nice. You may want to add "If you hit..." to the Infernal Pact bonus.
Abyssal Bolts: Nice.
Stunning Scream: Another too-Defender-ish power. Make it a Close Blast 5 and then it works. Otherwise, you're going to be trapped in your own difficult terrain, against a bunch of enemies that can only reach you!
Fire and Lightning: What's "Melee touch +2"? Make it "Close burst 3; target: one critter in burst" and then it's clear.
Primary attack's damage is too low.
Indicate if the secondary attack is supposed to happen even if you miss with the primary attack (e.g. if you use the primary attack on a target that is already adjacent).
Two Reflex attacks = boring; make the first one Will or Fort maybe?
The Demon Pact benefit is boring. Maybe make the range larger for Demon Warlocks? Or Daze the target if both attacks hit?
- - -
Maybe it's just because I've been reading Barbarian powers recently, but the damage on these Daily attacks seems a bit low.
Channel Evistro: Nice. As already suggested by someone else, limit the Demonic Claw Augmentation to 1/round.
Channel Balgura: 2d8, I hope, not 2d18.

Summon Carnage: Does it get an Opportunity Action? You might want to specify "... in an unoccupied square adjacent ...".
I don't like this one mainly because I don't think of Warlocks as summoners. But that is a matter of taste, not balance.
Channel Mezzodemon: Nice. I don't know if you want to give Reach 2 for all attacks, or just for Demonic Claw attacks.
Channel Immolith: Fire damage = somewhat boring at 15th level. The Zone needs to move with you. Otherwise, good synergy between Reflex bonus and Grabbed. Consider granting fire resistance instead of AC bonus. Otherwise, nice.
Channel Goristro: Nice, but very beefy power boost for the Claws. Perhaps add ongoing damage to the Claw attacks instead, since that doesn't stack over multiple attacks?
Channel Glabrezu: Twin Strike is a great power. Be careful handing it out to other Strikers. Instead, you could give two attack rolls (use highest; if both would hit, target is also grabbed). That's still very good.
Channel Balor: By 29th level, single damage types = boring. Also, don't give away Twin Strike. Finally, the Balor has both the aura of nasty and an at-will which pulls you adjacent to him. Consider giving the claw power two attack rolls (as I suggest for the Glabrezu) and a Pull to a square adjacent to you, instead of two whole attacks.
Cheers, -- N