From Dota 2 Wiki
Jump to: navigation, search
26 + 3.2
11 + 0.9
13 + 2.1
Level 1 16 25
Hit Points 644 1594 2468
Mana 169 598 1079
Damage 53‒69 103-119 149‒165
Armor 0.54 2.71 6.36
Attacks / Second 0.65 0.74 0.89
Movement Speed 290
Turn Rate 0.5
Sight Range 1800/800
Attack Range Melee
Missile Speed Instant
Attack Duration 0.5+0.7
Cast Duration 0.3+0.51
Base Attack Time 1.7
Collision Size 24

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.


Doom Lucifer, the Doom
Play "You're doomed!"
Role: Pip tank.png Durable / Pip carry.png Carry / Pip ganker.png 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, the 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)


Blocked by Spell Immunity. Cannot be purged. Play
Devour icon.png
Ability Affects
Target Unit Creeps
Consumes an enemy creep or neutral creep, acquiring any special abilities that it possessed.
Cast Range: 300
Gold Bonus: 25/50/75/100
Cooldown 70/60/50/40 Mana 60
Lucifer's appetite and greed are never sated.


  • 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.

Scorched Earth
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Cannot be purged. Play
Scorched Earth icon.png
Ability Affects Damage
No Target Enemies Magical
Carpets the nearby earth in flames, damaging enemies while Doom gains bonus HP regen and increased movement speed.
Radius: 600
Damage & Heal per Second: 12/18/24/30
Move Speed Bonus: 16%
Duration: 10/12/14/16
Cooldown 60/55/50/45 Mana 60/65/70/75
The Fallen One spreads destruction in his wake, sparing none from the flame which sustains him.


  • Scorched Earth radius is centered on Doom for the full duration.
  • Other units Doom controls also benefit from Scorched Earth icon.png Scorched Earth when they stand inside the area.
  • The heal is granted in form of health regeneration, so it heals for 1.2/1.8/2.4/3.0 hp in 0.1 second intervals.
  • Scorched Earth icon.png Scorched Earth deals damage in 1 second intervals, starting 1 second after cast.
  • Can damage or heal for up to 120/216/336/480 health (before reductions).

LVL? Death
Blocked by Spell Immunity. Blocked by Linken's Sphere. Play
LVL Death icon.png
Ability Affects Damage
Target Unit Enemy Heroes Magical
Ignites an enemy hero's soul, dealing base damage and a mini-stun. If the target hero's level is a multiple of the Hero Level Multiplier, or they are level 25, they will be dealt additional damage equal to 20% of their maximum health.
Cast Range: 600
Base damage: 125/175/225/275
Hero Level Multiplier: 6/5/4/3
Cooldown 8 Mana 110
Lucifer shares the fire branding bestowed upon him at the time of his exile.


  • The mini-stun lasts for 0.01 seconds.
  • Bonus damage of 20% of the target's maximum health is applied on the following hero levels:

Not blocked by Spell Immunity. Blocked by Linken's Sphere. Cannot be purged. Play
Doom ability icon.png
Ability Affects Damage
Target Unit Enemies Pure
Inflicts a curse that prevents an enemy Hero from casting spells or using items, while taking damage over time.
Cast Range: 550
Damage Per Second: 20/35/50 (40/60/80*)
Duration: 15 (16*)
Cooldown 100 Mana 150/200/250
Can be Improved by Aghanim's Scepter (* shows the improved values). Increases damage and duration. Disables passive skills. Duration doesn't count down while the target is within 900 range of Doom.
When a name is tolled from the bell of Vashundol, doom is sure to follow. Upgradable by Aghanim's Scepter.


  • Doom ability icon.png Doom has a cast time of 0.5 seconds.
  • Applies a dispel on the target upon cast, removing buffs in the process.
  • Heroes afflicted by Doom ability icon.png Doom can be denied when their health drops below 25%.
  • Unlike other silences, Doom also prevents the target from using items. Aghanim's Scepter icon.png Aghanim's Scepter also makes it disable many passive abilities, turning it into a mute.
    • For a list of passive abilities disabled by Doom, see Mute.
  • Doomed units still can pick up or drop items and take runes.
  • Doomed units can still level up their spells and attribute bonus.
  • Deals damage in 1 second intervals, starting immediately upon cast, resulting in 15 (16*) instances.
  • Deals a total of 300/525/750 damage and at least 640/960/1280 damage when upgraded with Aghanim's Scepter icon.png Aghanim's Scepter (before reductions).

Recommended items[edit]


  • Stout Shield and Tango/Healing Salve are taken first to let you stay on lane until you get other items.
  • Ring of Basilius is taken for the cheap mana regeneration and armor you will need.
  • Phase Boots are chosen over the others as it gives you phase to move through units (which is great as Doom's collision box is huge) as well as improving your chase with Scorched Earth.
  • Vlad's and Drums are good mid-game items to tank up a bit, help out your team, and sustain your mana pool.
  • Shiva's Guard or Assault Cuirass buff up Doom's low armor a lot. Shiva's also improves chase and mana pool while AC provides a big DPS increase. It is even common to build both items as Doom has a huge natural strength gain.
  • Blink Dagger or Shadow Blade are very helpful in the mid-game for Doom to gank or initiate with his ultimate and creep abilities.
  • Doom's biggest trump card is his powerful disabling ultimate, and it may be a good idea to build Refresher Orb and/or Aghanim's Scepter to shut down a particularly powerful enemy.
  • Radiance is great for covering Lucifer's mediocre attack speed with its 50 damage per second aura. The aura's burn damage stacks fully with Doom and Scorched Earth.
  • Heaven's Halberd combined with an Aghanim's Scepter upgraded Doom will render one hero on the enemy team completely useless, or two if you have a Refresher Orb.



  • Doom has very poor Agility gain and one of the lowest starting armor in the game so it is often essential to tank him up with armor items such as Assault Cuirass icon.png Assault Cuirass and Shiva's Guard icon.png Shiva's Guard to make his high HP go farther against physical attacks.
  • Be aware of heroes that commonly build Linken's Sphere icon.png Linken's Sphere as casting Doom on them will result in it being completely wasted. Cast LVL? Death on them first to burn the Linken's Sphere cooldown before casting Doom.
  • Always make sure to never max out LVL? Death, but instead level it when your enemies are in multiples of 6,5,4, and 3 in order to make it hit as hard as possible.
  • Necronomicon icon.png Necronomicon is a very strong item on Doom, since Scorched Earth will heal your summons as well. The item also gives Doom valuable intelligence.
  • Unlike other melee heroes, Doom has 150 attack range (while the normal melee hero has 128 attack range)
  • With an Aghanim's Scepter icon.png Aghanim's Scepter, the potential total damage your ultimate can deal is practically infinite assuming that the target cannot distance himself 900 units away from Doom for 16 seconds. You can kill enemy heroes that is particularly hard to shut down by just chasing them while they are Doomed. Items such as Sange and Yasha icon.png Sange and Yasha, Eye of Skadi icon.png Eye of Skadi, Shiva's Guard icon.png Shiva's Guard and other movement granting items would make Doom able to chase particularly well when combined with Scorched Earth.
    • Due to the recent changes to Doom's ultimate, Aghanim's Scepter is now practically a core item because it is needed to disable passive abilities of enemy heroes. Without it, you will find heroes such as Faceless Void or Phantom Assassin incredibly hard to shut down.
  • Cast Doom early in teamfights - the huge 15 second duration can render spell-dependent nukers such as Zeus or Lina virtually useless. Alternatively, if you can catch an enemy hero carrying key support items like Mekansm icon.png Mekansm and Pipe of Insight icon.png Pipe of Insight you can prevent those items from being used during the subsequent fight. Same tactic should be adopted against teams that rely on team-fight oriented abilities like Omniknight icon.png Omniknight's Guardian Angel or Enigma icon.png Enigma's Black Hole.
    • Remember that Doom disables passives when upgraded with an Aghanim's Scepter icon.png Aghanim's Scepter, If there is enemy heroes such as Phantom Assassin icon.png Phantom Assassin, Faceless Void icon.png Faceless Void, Huskar icon.png Huskar or Lifestealer icon.png Lifestealer in the enemy team that rely on their strong passives to deal damage, do not hesitate to use it on them to remove their fighting capabilities especially if they're the only one the enemy team who has the capability to carry.
  • Make use of Devour's ability steal to give yourself and your team useful neutral creep abilities like stuns, slows, ensnares, or different types of auras.
    • Dark Troll Summoner is one of the best creeps to devour for a jungling Doom in early game. It gives Raise Dead, allowing you to summon two skeleton warriors who can tank creeps for you.
    • Another useful creep for jungling is Satyr Tormenter, its Unholy Aura provides great health regeneration (4 health/second), and can also be used while laning to help you and allies hold lane longer. The Shockwave nuke has a high mana cost, but has good range and moderate cooldown, which you can use to finish off fleeing enemies with low health. In the early stages of the game, it can also be used to effectively harass your opponents in-lane.
    • Satyr Mindstealer's Mana Burn could be used to prevent heroes with small mana pool such as Sven or Chaos Knight from attempting an early kill. It could also be used against lane supports to prevent them from assisting their carries.
    • Hill Troll Priest's heal and mana regeneration aura are good for laning as well. The low mana cost healing spell can be useful against heroes who deal damage over time like Venomancer, Viper, or Axe.
    • In midgame, you may opt for more powerful spells such as War Stomp (from Centaur Conqueror), or Ensnare (Dark Troll Summoner). A Satyr Trickster gives you a Purge spell on a very low (5 seconds) cooldown, it is a very versatile ability and is another strong choice. Remember that it has a short cast range of 350.
    • In lategame, one of the best options is an Alpha Wolf with passive critical hit chance (20% for 2x damage) and 30% bonus damage aura.
    • A Kobold Foreman's movement speed aura can also be useful for pushing, ganking, chasing and fleeing.
  • Doom is a very versatile hero capable of assuming different roles, sometimes even at the same time, due to his ability to farm well (especially with a Hand of Midas icon.png Hand of Midas) and ability to gain different neutral creep skills enabling him to build certain items and combinations thereof to suit what your team needs.


  • 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.
  • One of his responses upon acquiring the Invisibility rune ("PlayHeheheh, 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.

Update history[edit]

July 12, 2013 Patch

April 19, 2013 Patch

March 28, 2013 Patch

  • Fixed Doom ability icon.png Doom damage being blocked by Pipe.

February 07, 2013 Patch

January 10, 2013 Patch

  • Scorched Earth icon.png Scorched Earth now only applies damage from Doom Bringer Doom himself, not all the units affected by his aura.
  • [Undocumented]Renamed Doom Bringer to Doom 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

  • New Hero: Doom Bringer

Balance changelog[edit]


  • Doom ability icon.png Doom:
    • Now requires Aghanim's Scepter icon.png Aghanim's Scepter to disable passives
    • Ability cast point increased from 0.3 to 0.5
    • Damage type changed from Magical that pierces Spell Immunity to Pure that pierces Spell Immunity
    • Damage reduced from 30/50/70 to 20/35/50 (Aghanim's Scepter from 50/80/110 to 40/60/80)


  • Devour icon.png Devour manacost rescaled from 60/50/40/30 to 60.


  • Doom ability icon.png Doom damage no longer ignores magic shields.




  • Scorched Earth icon.png Scorched Earth now also affects other units you control
  • Doom Doom now has too much armor! (+1)


  • Doom ability icon.png Doom duration increased from 13 to 15 (and scepter from 14 to 16).


  • Devour icon.png Devour
    • Creep level restriction removed.
    • Cooldown from 60/55/50/45 to 70/60/50/40.
    • Gold from 40/60/80/100 to 25/50/75/100.
    • Manacost from 60 to 60/50/40/30.
  • LVL Death icon.png LVL? Death
    • Bonus damage now deals 20% of Max HP instead of a fixed amount (275).
    • Damage increased from 100/150/200/250 to 125/175/225/275.
  • Scorched Earth icon.png Scorched Earth damage/heal increased from 12/16/20/24 to 12/18/24/30.


  • LVL Death icon.png LVL? Death bonus damage increased from 250 to 275.



  • Undid melee hero collision change from 6.72c


  • Melee hero collision size now reduced from 24 to 12.



  • Scorched Earth icon.png Scorched Earth damage and health regeneration reduced from 15/20/25/30 to 12/16/20/24.


  • Base armor reduced by 2.
  • Doom ability icon.png Doom cast range reduced from 650 to 550.


  • LVL Death icon.png LVL? Death mana cost rescaled from 85/105/125/145 to 110.
  • Scorched Earth icon.png Scorched Earth
    • Mana cost increased from 60 to 60/65/70/75.
    • Movement speed bonus reduced from 20% to 16%.
  • Starting intelligence reduced from 16 to 13.


  • Added to Captain's Mode.


  • Reduced base armor by 2
  • Reduced base movement speed by 10
  • Increased Scorched Earth icon.png Scorched Earth cooldown from 60/50/40/30 to 60/55/50/45


  • Devour icon.png Devour
    • Max creep level from 1/2/4/6 to 2/4/5/6.
    • Bonus gold from 10/20/30/40 to 40/60/80/100.
    • Cooldown from 30/25/20/15 to 60/55/50/45.
    • Mana cost from 50/45/40/35 to 60.
    • Now gains the abilities of the target neutral creep has until you devour another creep with abilities to replace it.
  • Scorched Earth icon.png Scorched Earth reworked.
    • Old Scorched Earth icon.png Scorched Earth:
      • Large aoe castable.
      • MS Bonus: 10/15/20/30%
      • AS Bonus: 10/15/20/30%
      • Deals: 1/2/3/4 dps
      • Heals: 1/2/3/4 dps
      • Duration: 20
      • CD: 10
      • Manacost: 60
      • Cast Range: 800
      • AOE: 700
    • New Scorched Earth icon.png Scorched Earth:
      • Temporary effect around you. Earth is scorched wherever you are walking.
      • MS Bonus: 20%
      • Damage: 15/20/25/30
      • Heals: 15/20/25/30
      • Duration: 8/10/12/14
      • Cooldown: 60/50/40/30
      • Manacost: 60
      • AOE: 600
  • Doom ability icon.png Doom
    • Duration from 12/14/16 to 14 (scepter from 14/16/18 to 14).
    • Damage per second from 40/60/80 to 30/50/70 (scepter from 50/70/90 to 50/80/110).
    • Cooldown from 160/130/100 to 110 (scepter from 90/80/70 to 110).


  • LVL Death icon.png LVL? Death bonus damage is now reduced by magic resistance only rather than both magic resistance and armor.
  • Reduced Doom ability icon.png Doom's cooldown by 20 seconds.
  • Devour icon.png Devour's cast range increased a little from 150 to 300.


  • Improved Lucifer's cast animation point.


  • Rewrote Devour icon.png Devour. It now shows progress bar overhead and doesn't reveal you.



  • Reduced Doom's Scepter upgrade duration by 2 seconds
  • Due to popular demand, Level Death deals it's bonus damage on level 25 as well


  • Lowered Doom Scepter Upgrade damage


  • Added Lucifer to Aghanim's Scepter


  • Increased duration of level 2 and 3 of Doom by 2 seconds


  • Minor armor buff (usually 1) to most melee heroes


  • Scorched earth regen decreased


  • Doom less damage/duration but a lot less cooldown also


  • Lucifer lost rain of fire and gained a new ability


  • Lucy now 300 base speed, up from 280.

Replaced Abilities[edit]

Scorched Earth (old)
Blocked by Spell Immunity. Not blocked by Linken's Sphere. Cannot be purged.
Scorched Earth icon.png
Ability Affects Damage
Target Point Enemies Magical
Carpets the earth in flames of the target area, damaging enemies while Doom gains bonus HP regen and increased attack and movement speed.
Range: 800
Radius: 700
Duration: 20
Damage/Heal Per Second: 1/2/3/4
Movement Speed Bonus: 10%/15%/20%/30%
Attack Speed Bonus: 10/15/20/30
Cooldown 10 Mana 60
The Fallen One spreads destruction in his wake, sparing none from the flame which sustains him.


  • Total damage dealt/healed: 20/40/60/80


See also[edit]