Lucifer, the Doom, is a melee strength hero with strong farming capabilities, good versatility, and one of the strongest single-target disables in the game. His very low starting armor makes him vulnerable to harassment, but his abilities and high health allow him to lane or even jungle quite effectively. A ruthless demon, Doom possesses malicious abilities revolving around greed, fire, and death. His Devour ability allows him to consume creeps, providing additional gold and allowing him to absorb their powers, using them to increase his own strength. Because there are numerous neutral creep abilities to choose from to supplement his other abilities, the role that he chooses to play is quite flexible. Scorched Earth serves numerous purposes, allowing him to chase, escape, regenerate, and slowly burn his enemies all at once. He can deal tremendous damage with Infernal Blade, an attack modifier which mini-stuns enemies and deals damage over time, based on their maximum health, making it a powerful nuking ability that scales into the late game. Finally, his namesake ultimate Doom serves as one of the strongest single-target lockdown abilities in the game. A unit afflicted with Doom takes intense damage over a lengthy duration while having all its active abilities - even those from items - completely silenced. With numerous expensive items in his arsenal and a key enemy hero rendered useless for a teamfight, a farmed Doom ensures that nobody can extinguish his flame.
|Lucifer, the Doom|
|Play "Hehm ehme meh heh heh, speak of me, and I shall appear. Face me and face the furnace!"|
|Role:||Carry / Disabler / Initiator / Durable / Nuker|
|Lore:|| He that burns and is not consumed, devours and is never sated, kills and is beyond all judgment--Lucifer brings doom to all who would stand against him. Bearing away souls on the tip of a fiery sword, he is the Fallen One, a once-favored general from the realm behind the light, cast out for the sin of defiance: he would not kneel.
Six times his name was tolled from the great bell of Vashundol. Six and sixty times his wings were branded, until only smoking stumps remained. Without wings, he slipped loose from the tethers that bound him within the light and he fell screaming to earth. A crater in the desert, Paradise lost. Now he attacks without mercy, without motive, the only living being able to move freely between the seven dark dominions. Lashed by inescapable needs, twisted by unimaginable talents, Doom carries his own hell with him wherever he goes. Defiant to the last. Eventually, the world will belong to Doom.
|Voice:||John Patrick Lowrie (Responses)|
- Can target all neutral creeps, except for ancient creeps and Roshan. Can target ancient creeps when the talent for it is chosen.
- Can only gain abilities from neutral creeps. Abilities are gained instantly upon devouring the creep.
- The abilities use the original cast point of the neutral creeps they come from.
- However, the cast backswing differs depending on the spell (see chart).
- Abilities from neutral creeps are kept permanently, even through death, until another neutral creep with abilities is devoured.
- Devouring a creep with no abilities does not remove the already acquired abilities.
- When devouring Ancient Black Dragons, Doom gets Fireball and Splash Attack, and not Dragonhide Aura.
- When devouring Ancient Thunderhides, Doom gets Frenzy and War Drums Aura, and not Slam.
- Places a debuff on Doom, which lasts 1 second per 20 health the creep had upon getting devoured. The debuff is lost upon death.
- The bonus gold is unreliable and granted when the debuff expires. Losing it upon death does not grant the gold.
- Doom cannot devour another creep while the debuff is active, even if Devour is off cooldown.
- The debuff lasts longer than Devour's cooldown when devouring a creep with more than 1400/1200/1000/800 current health.
- Scorched Earth interrupts Doom's channeling spells upon cast.
- Scorched Earth's radius is centered on Doom for the full duration.
- Units under Doom's control benefit from Scorched Earth when they are inside the radius.
- Restores health in the form of regeneration, so it regenerates 1.6/2.4/3.2/4 ( 3.1/3.9/4.7/5.5) health in 0.1-second intervals, equating to 16/24/32/40 ( 31/39/47/55) health per second.
- The heal and movement speed bonuses are provided by an aura, which lingers for 0.5 seconds, or until the spell ends, whichever is shorter.
- The damage is independent of the aura.
- Deals damage in 1-second intervals, starting 1 second after cast, resulting in up to 10/12/14/16 possible instances.
- Can damage or heal for up to 160/288/448/640 ( 310/468/658/880) health (before reductions).
- Scorched Earth does not stack with itself. Casting the ability while it is active refreshes the buff.
- Deals damage in 1-second intervals, starting 1 second after the debuff is applied, resulting in 4 instances.
- Can deal up to 100/120/140/160 + 5%/10%/15%/20% ( 13%/18%/23%/28%) of the target's maximum health as damage (before reductions).
- Multiple instances on the same target fully stack and work independently.
- The stun is provided by a bash, which fully stacks with other bash abilities.
- Does not work against Roshan.
- Applies a basic dispel on the target upon cast, removing most buffs in the process.
- Since Warlock's Golem and the Primal Split spirits are creep-heroes and ancients, it cannot target those.
- Toggling spells like Rot or Voodoo Restoration stay active when they were active upon getting doomed.
- Doomed units can pick up or drop items and take runes.
- Doomed units can level up their spells and attribute bonus.
- Deals damage in 1-second intervals, starting immediately upon cast, resulting in 15 ( at least 16) instances.
- Can deal up to 375/600/825 ( 975/1200/1425), or when upgraded with Aghanim's Scepter and considering minimum duration 400/640/880 ( 1040/1280/1520) damage (before reductions).
- Heroes afflicted by Doom can be denied when their health drops below 25%.
- Multiple casts on the same unit do not stack, but only refresh the duration.
- When upgraded, Doom (ability) checks for Doom's (hero) presence before each damage interval.
- If Doom is within range, one second gets added to the duration, effectively stopping the duration.
- On each interval, the debuff icon's duration indicator is updated, showing the remaining duration.
- Does not react on illusions of Doom.
|+40 Health Regen||25||+2% Infernal Blade Damage|
|Devour Can Target Ancients||20||+40 Doom DPS|
|+15 Scorched Earth Damage/Heal||15||+25 Movement Speed|
|+80 Devour Bonus Gold||10||+275 Health|
- Upgrading health increases maximum health capacity and keeps the current health percentage.
- The armor and attack damage are added as bonus armor and bonus attack damage, and therefore do not benefit illusions.
- The health regen is added as a bonus and does not benefit illusions.
- Tango and Healing Salve are important basic regen items to have. Since Doom is a melee hero, he is easy to harass during the laning stage, so having regen can allow him to remain in-lane.
- Stout Shield gives Doom damage block, which is useful both in lane and while jungling, particularly because of his extremely low base armor.
- Iron Branches are cheap and give Doom some all-around attributes. They can be sold later for inventory space at little cost, or used to build into a Magic Wand.
- In general, a Clarity or two are recommended during the laning stage, and especially if jungling, as Doom's abysmal base intelligence means that he runs completely out of mana after casting less than a handful of spells.
- Iron Talon is a very powerful farming booster for Doom that can allow him to accelerate his farming speed as needed. It boosts his damage against creeps while also providing armor, increasing his physical damage resistance whether it is against creeps or heroes. Using the active on creeps can greatly reduce the amount of time Doom takes to clear a creep camp, and in particular can instantly reduce any neutral creep's health so that Devour can completely digest them before it comes off cooldown.
- Magic Stick provides burst health and mana regen that can often be enough to save Doom's life. As Doom has very low base intelligence, a full-charge Magic Stick can easily replenish more than half of his mana pool in the early game, giving him the mana to cast most of his spells.
- Boots of Speed are important to get early on all heroes. For Doom, increasing his base movement speed increases his mobility with Scorched Earth, allowing him to chase down or outrun enemies more easily.
- Ring of Basilius gives Doom more armor, vastly alleviating one of his early weaknesses, and gives him some flat mana regen that is very useful on him early on due to his low base intelligence.
- Wind Lace allows Doom to gank enemy heroes more effectively in the early game, and may be upgraded later on into a Drum of Endurance.
- Phase Boots give Doom more last-hitting power, allowing him to farm more easily, and gives him a mobility active that can be used alongside Scorched Earth. Mobility is important on Doom as he must be quick to get within range to cast Doom at the right time in ganks and teamfights.
- Hand of Midas is very good item for any role Doom as he can get lots of early gold from Devour to be able to afford it early on.
- Magic Wand is powerful on Doom for all the same reasons as Magic Stick. The increased attributes make him stronger in all areas, and the greater charge storage allows Doom to replenish much more health and mana. A full-charge Magic Wand can give Doom enough mana to cast any one of his spells as needed.
- Vladmir's Offering is a good mid-game item for Doom that can be built from an already-purchased Ring of Basilius. It gives Doom more armor, health and mana regen, lifesteal to maintain his health pool, and bonus physical damage. The aura gives his team a bigger edge in teamfights, increasing their overall strength.
- Town Portal Scroll is mandatory on all heroes. Doom's ultimate makes him a strong ally to have in any engagement due to his ability to completely disable an enemy for an extended period of time.
- Shadow Blade improves Doom's physical damage output, helping him deal damage in fights or farm more efficiently. The active allows Doom to invisibly initiate on enemies while dealing backstab damage prior to casting his ultimate, or can be used as an escape ability as needed.
- Drum of Endurance is a good all-around stat booster that has an easy buildup and lets Doom participate more often in early fights. It provides more health, a bigger mana pool, and an aura that increases attack and movement speed to boost his team's mobility and damage output.
- Assault Cuirass is a strong item on Doom that solves his armor and attack speed issues, giving him and his team increased physical damage output during fights.
- Eul's Scepter of Divinity grants Doom a versatile active ability to avoid incoming enemy spells, temporarily disable an enemy, or trigger Linken's Sphere. It also boosts Doom's movement speed which is important for successfully closing-in on enemies and using Infernal Blade. Doom also has low base Intelligence so the INT boost and mana regen from this item is appreciated.
- Shiva's Guard rectifies Doom's low base intelligence, allowing him to cast his spells much more often, while simultaneously alleviating his armor problem. The active can be used in a teamfight to debilitate enemies' movements, and is powerful when chasing enemies down.
- Blink Dagger is a very useful initiating item on Doom, as he can use it to quickly get within range to disable enemies using any abilities he has gained via the use of Devour, as well as his ultimate. It greatly improves his mobility, allowing him to move around the map or position himself for casting spells more easily.
- Heart of Tarrasque is a very strong item on Doom, as it augments his already impressive strength growth. Once he has sufficient armor, bulking up his health can make him much harder to kill in teamfights, allowing him to outlast the enemy. The passive health regen allows him to completely recover his health pool outside of battle, which lets him be much more active.
- Aghanim's Scepter drastically improves the disabling power of Doom's ultimate, as it allows him to Break enemies rather than simply silencing and muting them, preventing them from contributing at all. Since the debuff does not count down in Doom's presence, it is guaranteed that an enemy is forced out of the fight, turning it into a 4-vs.-5 engagement. The countdown prevention also increases the spell's chances of killing its target if they linger in the area for too long after being afflicted by Doom.
- Refresher Orb is a powerful complement to Doom's ultimate, as it allows him to remove two enemy players from a teamfight, drastically tipping the odds in his team's favor. However, due to Doom's low intelligence and the high mana cost of refreshing cooldowns, Doom should increase the size of his mana pool before attempting to purchase this.
- Heaven's Halberd can give Doom increased survivability against physical damage by giving him more health as well as evasion against auto-attacks, helping to offset his armor vulnerability. The active is also powerful in eliminating a target's ability to attack, a powerful complement to his ultimate if the target decides to stand their ground and fight.
- Radiance turns Doom into a walking hazard, as it inflicts burn damage to all nearby enemies (as well as stacking with Scorched Earth), and augments his attack damage. The Burn also induces a blind on all nearby enemies, causing them to miss some attacks and giving Doom more survivability against physical attacks.
- It is possible to build any type of boots on Doom, as his flexibility allows him to be played in many different ways.
- Arcane Boots is usually a good pickup on a support Doom, as his low base intelligence often limits his ability to cast spells or use active abilities on items. It also can be upgraded into Guardian Greaves later.
- Tranquil Boots can be powerful to get on a support Doom, however, it is also powerful on a roaming Doom who wishes to play aggressively early on and can give him a powerful early-game advantage even as a carry. The armor drastically increases his early-game survivability, while the increased movement speed can allow him to chase down enemies quickly, especially once combined with Scorched Earth. Finally, the health regen allows him to recover health between fights, allowing him to quickly prepare for another gank.
- Power Treads can be useful for giving Doom good physical damage output due to the extra attack speed, and the extra attributes allow him to increase the size of his health or mana pools depending on what is needed. Treads are a powerful alternative to Phase Boots in any situation.
- Boots of Travel can free up an inventory slot to allow Doom to get a full six slots of core items. It additionally improves his mobility, both through increased base movement speed and higher bonus through Scorched Earth.
- Blade Mail is a powerful mid-game item that gives Doom many powerful benefits. The increased intelligence greatly offsets his low base mana pool, the armor alleviates his weakness to physical damage, and the active works alongside his huge health pool to punish the enemy should they decide to attack him.
- Vanguard can greatly offset Doom's vulnerability to physical damage, and make him much beefier overall. It is a useful mid-game item that can be upgraded into a powerful utility item.
- Armlet of Mordiggian is a decent mid-game item on Doom, as it gives him armor as well as many useful stats. It greatly increases his attack power and survivability, and the health loss from Unholy Strength can be negated by Scorched Earth.
- Black King Bar can be extremely important to get on Doom, so that he can prevent himself from being chain-disabled and killed before getting his ultimate off. As well, once he gets farmed enough he needs to prevent himself from being disabled in teamfights so that he can take the enemy team head-on.
- Moon Shard greatly increases Doom's attack speed, giving him much more damage output with his physical attacks. The increased night vision also gives him better situational awareness, allowing him to spot enemies farther out in order to initiate on them with Doom. It can also be purchased as a seventh-slot item and consumed to give Doom a permanent attack speed bonus, given his ability to quickly farm using Devour.
- Silver Edge, upgraded from a purchased Shadow Blade, gives Doom more damage output and health, and increases his initiating potential by allowing him to deal more backstab damage and inflict break on enemies prior to casting Doom. Its break can also be used alongside that of an Aghanim's-upgraded Doom to debilitate two enemies simultaneously.
- Mjollnir can be a good item to build to give Doom enough attack speed to offset his low agility growth. Using the active on yourself can discourage the enemy from focusing you down for fear of proccing Static Charge. It is a powerful complement to Doom's tankiness once he has enough armor and health.
- Eye of Skadi is a powerful all-around stat booster, giving Doom more health, mana, armor and attack speed, to make him a much bigger threat to the enemy team. The attack modifier allows Doom to greatly slow enemies, and gives him a strong mobility advantage when combined with Scorched Earth.
- Octarine Core is an unorthodox item to build on Doom, but can be a powerful hybrid caster-survivability item. It greatly improves Doom's health and mana, giving him more survivability and casting power, while the cooldown reduction allows him to apply Infernal Blade's debuff and interrupt enemies more frequently in fights and reduces his ultimate's cooldown to allow it to be used more regularly. The spell lifesteal also greatly increases Doom's survivability, as he can lifesteal off of Infernal Blade's scaling damage, Scorched Earth and Doom in the middle of battle.
- Abyssal Blade can be useful to get on Doom once he has built enough attack speed to increase the chances of proccing a bash, as it greatly increases the strength of his attacks while also providing some strength to increase his health and base damage. The active ability can also be used to instantly disable a target, through spell immunity if needed.
- Doom's flexibility allows him to be played as a non-core hero as well, as he can contribute to teamfights with his ultimate alone. His ability to farm with Devour allows him to build items even when not given farm priority.
- Mekansm is a useful item on a support-utility Doom, as it gives him stats across the board and a respectable amount of armor. The active also heals Doom himself and teammates, however, its high mana cost means that Doom must increase the size of his mana pool if he decides to purchase this.
- Necronomicon can be a good item to get on Doom due to the increased intelligence and strength it provides, increasing the size of Doom's mana and health pools, respectively. The summoned warriors give increased contribution in teamfights, and they can benefit from Scorched Earth's healing as well.
- Crimson Guard is a good utility item that vastly increases Doom's survivability against physical damage. The active ability can further protect all teammates from physical damage for some time as well.
- Scythe of Vyse gives Doom a much bigger mana pool, good mana regen, good stats across the board and a ranged hard-disable that is a powerful complement to his ultimate. It is also useful on a carry Doom due to the Hex alone.
- Guardian Greaves greatly improves Doom's overall survivability, as its aura can make him much harder to bring down at low health. The active is very powerful in teamfights for healing and replenishing mana, and can remove debuffs from Doom himself.
- In DotA, Doom used to be known as Doombringer, which was first kept as Doom Bringer in the transition to Dota 2. Later with the January 10, 2013 update, his name was changed to avoid copyright conflicts with Blizzard.
- Several of Doom's abilities are inspired by Final Fantasy's Blue Mages. LVL? Death was based on the Level 5 Death ability and the mechanics of a LVL? S-flare. Devour is highly similar to Quina Quen's eat and cook ability from Final Fantasy IX. His ultimate, Doom, also shares the same name of another Blue Mage ability, but the mechanics differ.
- His name, Lucifer, is taken from the Bible's Book of Isaiah and translates roughly to "morning star". It is often used to refer to the Biblical Devil (or Satan), thus fitting Doom's evil and demonic image.
- Doom's ultimate icon depicts a pentacle which, despite its popular connotation as Satanic/"evil" mark, is actually a Pagan symbol of protection. For its common "evil" symbolism to apply, the pentagram has to be inverted; this only occasionally occurs in-game, as the "star" inside the circle of the ability's particle effect slowly rotates.
- Doom's response upon taking an Invisibility Rune Play "Heheheh, see no evil." refers to the Three wise monkeys and their associated phrase: "See no evil, hear no evil, speak no evil." Riki also has this line.
- His ultimate and signature ability, Doom, is derived from the Pit Lord's, a playable hero in Warcraft III: Frozen Throne. The original ability varied in that it was only castable on non-hero units, is non-removable, and would spawn a Doomguard on its death. The Doomguard's model was Lucifer's hero model in DotA.
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