26 + 3.2
11 + 0.9
13 + 2.1
Lucifer, otherwise known as Doom, is a melee strength Hero with strong farming capabilities, good versatility, and one of the strongest single-target spells 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. As a ruthless demon, he 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 any powers that creep had, which potentially allows him to have up to six total hero abilities. 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. LVL? Death is a spammable nuke that does either modest or massive damage to the enemy, depending on the enemy's level. Finally, his namesake ult 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 his 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 "You're doomed!"
|| Durable / Carry / Nuker
|| 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, the Doom carries his own hell with him wherever he goes. Defiant to the last. Eventually, the world will belong to Doom.
|| John Patrick Lowrie (Responses)
- Can only gain the abilities of neutral creeps. Abilities are gained instantly. Abilities use the original cast point of the neutral creeps they come from.
- Devouring a creep with no abilities does not remove the already acquired abilities.
- The targeted creep is instantly killed, granting its bounty and experience like a regular last hit.
- Places a debuff on Doom himself, which lasts for the creep's current health/20 seconds. The debuff is lost upon death.
- While having the debuff on, Doom cannot devour another creep. Devour gold is granted when the debuff expires (losing it upon death does not grant the gold).
- The debuff can last longer than the cooldown of the spell when devouring a creep with more than 1400/1200/1000/800 HP.
- Assuming it is always used when off cooldown, it increases Doom's GPM by 21/50/90/150. Not including the gold from the creep it is used on.
- Tango and Healing Salve are important regen items for all heroes in all lanes. Having one of each prevents being completely harassed out of lane.
- Stout Shield is important for protecting Doom from harass damage, as he is a melee hero and has minimal base armor.
- Iron Branches give Doom stats for a cheap price. They can be turned into a Magic Wand later as well.
- Magic Stick is recommended on all heroes, as the burst HP and mana regen can save your life or give you the mana to cast at least one additional spell. As Doom has very low base intelligence, a full-charge Magic Stick can easily replenish more than half of his mana pool, 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 the effectiveness of Scorched Earth, allowing him to close the gap or outrun pursuers 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.
- 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 into position to cast Doom at the right time in ganks and teamfights.
- Magic Wand is powerful on Doom for all the same reasons as Magic Stick. The burst mana regen will allow Doom to cast any of his spells provided that they are on cooldown, and the burst HP regen gives him some more survivability.
- Vladmir's Offering is a good mid-game item for Doom that can be built from a Ring of Basilius. The armor aura is very helpful for Doom and gives his team some more survivability, while the mana regen aura gives Doom some sustainable mana. The lifesteal aura can help Doom to maintain his health pool somewhat, and the damage bonus aura can give him and his teammates more damage output in a fight.
- Drum of Endurance is a good all-around stat booster that can be relatively easily built. The extra movement and attack speed also help with damage output and mobility in a teamfight, and the active is a powerful movement speed booster in many situations.
- Town Portal Scroll is mandatory on all heroes. As Doom can often become the linchpin of his team due to his ability to accrue farm, being able to show up to a teamfight is very important.
- Assault Cuirass is a very powerful item on Doom as it greatly negates his armor weakness while also granting him attack speed, vastly improving his damage output.
- 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 item on Doom, as he can use it to quickly initiate on enemies using any abilities he has gained via the use of Devour, as well as his ultimate. As well, it drastically improves his mobility, allowing him to get around the map much more quickly.
- Shadow Blade improves Doom's damage output, helping him deal damage in fights or farm more efficiently, while simultaneously giving him an initiating and escape ability in the active.
- Heart of Tarrasque is a very strong item on Doom, as it augments his already impressive strength growth and makes him much harder to bring down in teamfights. Once his armor problem has been alleviated, bulking up his HP can make killing him a chore in and of itself even if he is focused on by the entire enemy team.
- Aghanim's Scepter drastically improves the power of Doom's ultimate, as it allows him to disable passive abilities rather than simply silencing foes and preventing them from using their items' active abilities. As well, it can guaranteed force its target to flee the teamfight as they will be unable to contribute anything at all, and the debuff will not count down so long as Doom remains in the area. It also generally results in a guaranteed kill (or at least forced deny) due to the sheer amount of damage done by the spell as well as its greatly extended duration.
- 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 HP as well as evasion against right-clicks, helping to offset his armor vulnerability if he has not already rectified it. The active is also powerful in eliminating a target's ability to even deal physical damage, 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. Along with his ultimate, it can deal a tremendous amount of damage over time.
- One of Doom's greatest weaknesses is his minimal armor and extremely low agility, making him very vulnerable to physical damage despite being a strength hero. Therefore, he must build armor items in order to survive in teamfights, and attack speed items in order to be able to deal any damage to enemies.
- Another weakness of Doom is his low base intelligence. While this is gradually mitigated by his respectable intelligence growth, it only really takes effect in the late game, and as such Doom benefits greatly from building intelligence or mana items.
- Due to his Devour ability, Doom is a good farmer who can quickly get the gold to purchase many strong core items to alleviate his weaknesses. His ability to obtain gold and experience using this ability also allows him to greatly diversify and play many different roles depending on what his team needs.
- In general, Doom is best played as a carry, as his ability to farm can allow him to get numerous powerful items that give him strong teamfight presence. The degree to which he can carry is almost unlimited, and can be chosen depending on which stage of the game it is best to end on based on the enemy team's lineup.
- Doom can also play a utility or support role, as his ultimate gives him a way to contribute to a teamfight regardless of how much farm he has. As well, Devour allows him to obtain gold without being given major farm priority, meaning that even if given the priority of a hard support he can get gold to buy items that help him or his team.
- Under certain circumstances and with certain items, Doom is capable of jungling. If your team's lineup prevents you from playing in the safe lane, taking the jungle is a viable option.
- Devour is one of Doom's strongest spells, as it allows him to get an early gold and experience advantage by consuming large jungle creeps, gaining bonus gold while doing so. It should generally be the first spell that is maxed out, as it allows Doom to accelerate his farm and obtain early levels and fast core items if left alone by the enemy team.
- The ability to steal neutral creep abilities is very strong, as Doom gains both the active and passive abilities. This allows him to choose a creep that gives him the most benefits depending on what opponents he is facing or what he needs in lane. Good Doom play requires understanding each neutral creep's strengths and how they can be best utilized depending on the situation, as certain creeps are very powerful in the laning stage or give an edge while jungling, while others are powerful for initiating or disabling enemies in fights, and still others provide auras or can place buffs that greatly benefit the whole team in the late game.
- Keep in mind, Doom must digest any creep that has been devoured before he can use Devour again, even if it has come off of cooldown. Doom digests creeps at a rate of 20 HP per second, based on the HP of the creep when it was eaten, so at higher levels of Devour it is often necessary to damage a creep somewhat before devouring it.
- As well, remember that you get the bonus gold at the end of the digestion period, and that you lose the debuff upon death. Therefore, if you are killed while you are digesting a creep, you will not gain the bonus gold. This means that it is a good habit to work down creeps in order to cut down the digestion period, as getting ganked by the enemy can cost you more than just unreliable gold upon death.
- Scorched Earth gives Doom some mobility while simultaneously giving him HP regen and magical burn damage in an area around him. At least one early level is recommended, as the movement speed boost can be critical for evading enemy ganks, or for approaching a gank target while applying the burn damage to them.
- If jungling, Scorched Earth can give a measure of additional damage output and HP regen. This can be additionally powerful if the Dark Troll Summoner from the Troll Camp has been previously devoured, as the summoned Skeleton Warriors also gain the HP regen from the spell.
- Be very mindful of Scorched Earth's extremely long cooldown at all levels. While it costs comparatively little mana to cast, the long cooldown means that using it will leave you vulnerable once the spell's effects end as you no longer have a movement speed boost or HP regen spell available for some time. As such, only use Scorched Earth when absolutely necessary, as the mobility and survivability it grants can make a huge difference if you are ganked.
- LVL? Death is a very unorthodox spell that is difficult to use yet can produce powerful results under the right circumstances.
- One thing to keep in mind about LVL? Death is that it applies a mini-stun to its target upon cast. This makes it uniquely qualified for interrupting channeled spells and items, particularly Town Portal Scrolls.
- In general, it is wise to keep LVL? Death in reserve and use it as an initiating spell on a target. Doing so allows you to break an enemy's Linken's Sphere prior to casting Doom on them, which prevents you from wasting your ultimate.
- The rule of thumb about LVL? Death is to never level it immediately when you can. As the spell applies its bonus damage based on the current level of the enemy, you must keep constant track of what enemy players' levels are, and keep LVL? Death at a certain level such that it meets the multiplier requirement. This means that it is not irregular to be walking around with unspent skill points because increasing the spell's level will reduce the damage it deals to an important target.
- Doom will not have the mana to cast LVL? Death more than once (if at all) in the early game, despite its low cooldown, so it is generally not recommended to get a level in the skill at all until you have gotten more mana or are ready to enter fights. Casting the spell only once will drastically deplete your mana, preventing you from using any other spells.
- Under the right circumstances, LVL? Death can kill any enemy hero within 3 to 5 casts of the spell, if they fall under its multiplier. Therefore, once your mana pool is high enough and you have selected a target to match its multiplier to, you can make short work of them despite any amount of farm they have.
- Doom is often considered the most powerful single-target disable in the game, as it silences its target and prevents the use of items for at least 15 seconds. Used on the proper target, it can convert any 5 vs 5 fight into an uneven 4 vs 5 fight.
- The target that you choose for Doom is extremely important, as the huge 15 second duration can render spell-dependent heroes such as Zeus or Lina absolutely useless. As well, if you can catch an enemy hero carrying key support items like Mekansm or Pipe of Insight, you can prevent those items from being used during the subsequent fight, all the more so if they are being carried by a hero who has powerful teamfight contribution spells, killing two birds with one stone.
- While Aghanim's Scepter is extremely powerful on Doom, it is not absolutely necessary as a core item. When deciding whether to build it or not, look at the enemy team's lineup and see if any of them have passive abilities that can cause trouble for your team even if they have been silenced and prevented from using their item's active abilities. For instance, Phantom Assassin still has tremendous passive evasion and can still inflict highly damaging critical hits even while silenced, and Bristleback can still resist tremendous amounts of damage and proc large amounts of Quill Sprays with his passive, but both will be completely neutered if those passives are taken away. Conversely, an Outworld Devourer or a carry Silencer can be rendered useless in a teamfight without requiring removal of their passives, since their damage output relies on attack modifiers that will be disabled by the silence alone, as well as removing the utility of their powerful teamfight ultimate. Not building an Aghanim's Scepter lets you use the inventory slot to build a different item, which may counter enemy heroes in a better way.
- Due to Doom's flexibility, he can benefit from building many different types of items, depending on what role he is playing for his team.
- In general, a Clarity or two is recommended during the laning stage (and especially if jungling), no matter what role Doom is played in, as Doom's abysmal base intelligence means that he will run completely out of mana after casting less than a handful of spells.
- Hand of Midas can be extremely powerful on a carry Doom as he can get lots of early gold from Devour to be able to afford it early on. As well, the item's attack speed can accelerate his farm somewhat by offsetting his long attack animation, making last-hitting in lane easier and increasing his damage output when killing neutral camps.
- 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.
- 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 HP 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. In addition, the HP loss from toggling it on can be negated by Scorched Earth's heal.
- Mjollnir can be a good item to build to give Doom enough attack speed to offset his low agility growth. As well, using the active on yourself can discourage the enemy from focusing you down for fear of proccing the shield discharge. It is a powerful complement to Doom's tankiness once he has enough armor and HP.
- 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 HP and base damage. The active ability can also be used to instantly disable a target, through spell immunity if needed.
- In general, it is possible to build any type of boots on Doom, as his flexibility allows him to be played in many different ways.
- Tranquil Boots can be powerful to get on a support Doom, however they are 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, taking advantage of his huge HP pool. Finally, the HP regen allows him to recover HP between fights, allowing him to quickly prepare for another gank.
- Arcane Boots are not unheard of on a support Doom, as his low base intelligence often limits his ability to cast spells or use active abilities on items.
- Power Treads can be useful for giving Doom good DPS due to the extra attack speed, and the extra attributes allow him to increase the size of his HP 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.
- 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.
- 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 HP 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.
- Several of Doom's abilities are inspired by Final Fantasy's Blue Mages. LVL? Death was based off of 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."
- His ultimate and signature ability , Doom, derived from the ultimate of the Pit Lord, 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 until death, and upon the target unit's death, it would spawn a Doomguard. The Doomguard's model was Lucifer's hero model in DotA.
July 12, 2013 Patch
April 19, 2013 Patch
March 28, 2013 Patch
- Fixed Doom damage being blocked by Pipe.
February 07, 2013 Patch
January 10, 2013 Patch
- Scorched Earth now only applies damage from Doom himself, not all the units affected by his aura.
- [Undocumented]Renamed Doom Bringer to Doom.
October 18, 2012 Patch
July 05, 2012 Patch
- [Undocumented] Added teleport (start & end) animations for Death Prophet, Doom Bringer and Dragon knight.
- [Undocumented] Added spawn animations for Doom Bringer and Dragon Knight.
- [Undocumented] Added injured attack and injured idle animations for Doom Bringer.
June 14, 2012 Patch
- Fixed sometimes not gaining passive bonuses when devouring a neutral.
May 17, 2012 Patch
- Fixed Sphere working under Doom (Sphere will still block Doom).
- Added additional dialog for Earthshaker, Pudge, Storm Spirit, Shadow Fiend, and Doombringer.
March 08, 2012 Patch
- The tooltip for Doom now correctly updates when Doombringer has a Scepter.
February 16, 2012 Patch
- Fixed Devour not working when eating a converted neutral creep.
- [Undocumented] Added injured animations for Doom Bringer.
- [Undocumented] Added chase animations for Doom Bringer.
December 01, 2011 Patch
- Fixed evasion not being disabled properly under Doom/Chronosphere.
November 10, 2011 Patch
- Fixed Diffusal Blade's manabreak working through Doom.
October 06, 2011 Patch
August 02, 2011 Patch
- Fixed LVL? to do bonus damage first.
July 29, 2011 Patch
- He now plays his cast animations when casting abillities from units he's devoured.
July 22, 2011 Patch
- Fixed not being able to devour lane creeps.
- Devour can now devour lane creeps.
July 08, 2011 Patch
- Scorched Earth now has no cast point.
- Doom cannot be cast on Ancients/Roshan.
- Cannot Devour another unit while devouring (mouth full, etc).
- Scorched Earth now ticks once every second for its duration.
- Scorched Earth cannot be purged.
- Scorched Earth now increases health regeneration instead of healing for X every second.
- Scorched Earth now fades immediatly when the duration expires instead of lasting for .5 longer (because it used to be an aura).
- LVL?Death now applies its damage in two events: First the regular damage and then the bonus damage.
- LVL?Death now ministuns for 0.01 instead of 0.1.
- Doom cannot be purged.
- Doom now does 13 damage ticks, starting with one at the start of the cast the last one coming 1 second before it expires.
July 01, 2011 Patch
- Fixed Doom Bringer so that when he devours a creep with no abilities, it does not clear his previously-acquired creep abilities.
June 24, 2011 Patch
- Increased Devour manacost from 60/50/40/30 to 60.
- Increased base armor from -2 to -1 (total armor is now 0.54).
- Scorched Earth now affects every unit under Doom's control.
- No longer has creep level restriction (was 2/4/5/6).
- Reduced gold bonus from 40/60/80/100 to 25/50/75/100.
- Rescaled cooldown from 60/55/50/45 to 70/60/50/40.
- Reduced manacost from 60 to 60/50/40/30.
- Increased Scorched Earth damage/heal per second from 12/16/20/24 to 12/18/24/30.
- LVL? Death
- Changed bonus damage from fixed 275 damage to 20% of the target's maximum health.
- Increased damage from 100/150/200/250 to 125/175/225/275.
- Increased LVL? Death bonus damage from 250 to 275.
- Undid melee hero collision change from 6.72c
- Melee hero collision size now reduced from 24 to 12.
- Reduced Scorched Earth damage/heal per second from 15/20/25/30 to 12/16/20/24.
- Reduced base armor from 0 to -2 (total armor is now -0.46).
- Reduced Doom cast range from 650 to 550.
- Reduced base intelligence from 16 to 13.
- Scorched Earth
- Increased manacost from 60 to 60/65/70/75.
- Reduced movement speed bonus from 20% to 16%.
- Rescaled LVL? Death manacost from 85/105/125/145 to 110.
- Reduced base armor from 2 to 0 (total armor is now 1.54).
- Reduced movement speed from 300 to 290.
- Increased Scorched Earth cooldown from 60/50/40/30 to 60/55/50/45.
- Increased creep level restriction from 1/2/4/6 to 2/4/5/6.
- Increassed gold bonus from 10/20/30/40 to 40/60/80/100.
- Increased cooldown from 30/25/20/15 to 60/55/50/45.
- Increased manacost from 50/45/40/35 to 60.
- Now gains the abilities of the target neutral creep has until another neutral creep with abilities is devoured to replace them.
- Scorched Earth reworked.
- Old Scorched Earth:
- Blankets the ground in flames, damaging enemies and healing Doom. Also increases Doom's attack and movement speed. Lasts 20 seconds.
- Cast range: 800
- Radius: 700
- Damage per Second: 1/2/3/4
- Heal per Second: 1/2/3/4
- Movement speed bonus: 10%/15%/20%/30%
- Attack speed bonus: 10/15/20/30
- Duration: 20
- Manacost: 60
- Cooldown: 10
- Notes: Affects all units under Doom's control.
- New Scorched Earth:
- Carpets the nearby earth in flames, damaging enemies while Doom gains bonus HP regen and increased movement speed.
- Radius: 600
- Damage per Second: 15/20/25/30
- Heal per Second: 15/20/25/30
- Movement speed bonus: 20%
- Duration: 8/10/12/14
- Cooldown: 60/50/40/30
- Manacost: 60
- Notes: The radius is centered around Doom for the full duration. Not channeling. Only affects Doom.
- Rescaled duration from 12/14/16 to 14 on each level.
- Reduced Aghanim's Scepter upgraded duration from 14/16/18 to 14 on each level.
- Reduced damage per second from 40/60/80 to 30/50/70.
- Increased Aghanim's Scepter upgraded damage per second from 50/70/90 to 50/80/110.
- Reduced cooldown from 160/130/100 to 110 on each level.
- Increased Aghanim's Scepter upgraded cooldown from 90/80/70 to 110.
- Reduced cast animation from 0.5 to 0.3.
- No longer shows the devoured unit's icon and health status in the hud (it was covering Doom's stats).
- No longer causes Doom to be revealed while consuming the unit.
- Now shows an overhead indicator showing how long it takes to consume the unit.
- The ability is now disabled while consuming the unit.
- Added Aghanim's Scepter upgrade for Doom:
- Increases damage per second from 40/60/80 to 60/80/120.
- Increases duration from 12/14/16 to 14/16/18.
- Reduces cooldown from 180/150/120 to 150/120/120.
- Increased Doom duration from 12 to 12/14/16.
- Increased base armor from 1 to 2 (total armor is now 3.54).
- Reduced Scorched Earth damage/heal per second from 2/4/6/8 to 1/2/3/4.
- Reduced Doom manacost from 250/300/350 to 150/200/250.
- Reduced Scorched Earth damage/heal per second from 2/4/6/10 to 2/4/6/8.
- Reduced damage per second from 40/80/120 to 40/60/80.
- Reduced duration from 18 to 12.
- Reduced cooldown from 300 to 180/150/120
- Reduced manacost from 250/300/380 to 250/300/350.
- Scorched Earth
- Increased radius from 600 to 700.
- Increased damage/heal per second from 2/4/6/8 to 2/4/6/10.
- Increased movement speed bonus from 10%/15%/20%/25% to 10%/15%/20%/30%.
- Increased attack speed bonus from 10/15/20/25 to 10/15/20/30.
- Reduced manacost from 60/65/70/75 to 60 on each level.
- Scorched Earth
- Blankets the ground in flames, damaging enemies and healing Doom. Also increases Doom's attack and movement speed. Lasts 20 seconds.
- Cast range: 800
- Radius: 600
- Damage per Second: 2/4/6/8
- Heal per Second: 2/4/6/8
- Movement speed bonus: 10%/15%/20%/25%
- Attack speed bonus: 10/15/20/25
- Duration: 20
- Manacost: 60
- Cooldown: 10
- Notes: Affects all units under Doom's control. Does not damage buildings.
- Increased movement speed from 280 to 300.
- This ability got reworked into the current Scorched Earth in the 6.66 gameplay patch.
- The regeneration and speed bonus are provided by auras. Their buffs linger for 2-4 seconds.
- Multiple overlapping instances do not stack.
- Deals damage in 1 second intervals, starting 1 second after cast, resulting in 20 instances.
- Can deal up to 20/40/60/80 damage to a unit when it stays within the area for the full duration (before reductions).
- Can heal up to 22-24/44-48/66-72/88-96 health when to Doom or any unit he owns if they stay within range for the full duration (varying values caused by the buff lingering).
- This ability was replaced by Scorched Earth in the 6.05 gameplay patch.
- Each wave takes 1 second to come down, so the first wave hits 1 second after cast and the last wave 6 seconds after cast.
- The burn debuff does not stack per interval. Each interval refreshes its duration, resulting in 8 possible burn damage intervals.
- Can deal up to 220/350/456/580 total damage (before reductions) when all waves hit and the debuff isn't dispelled.
- The wave damage fully affects buildings, the damage per second does not.
- Can deal up to 180/270/336/420 damage to buildings.