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)
Doom posesses an unorthodox set of abilities, meaning that whatever abilties he obtains through Devour will dictate how well the rest of his abilities synergyse. Devour allows Doom to instantly kill a creep for additional gold - though more importantly it allows Doom to adapt a new set of abilities to suit whatever role he plays. Because of this flexibility, Doom can play the full spectrum of roles from hard support to hard carry and anywhere in-between, though he's most often played as a disabler tank.
Devour allows Doom to gain lots of gold by eating lane creeps whenever it is off cooldown, which means that he doesn't have to stop to farm if not necessary. Scorched Earth makes Doom even more durable by increasing his health regeneration and movement speed, as well as damaging all enemies within the area. LVL? Death stops chanelling spells with it's mini-stun and is normally a weak nuke, but when used on properly leveled enemies is a massive damage-dealer with a short cooldown. Doom's ultimate, Doom, completely shuts down a target by disabling their abilities and items - forcing them to retreat from a fight entirely, or stay and die due to sheer helplessness.
The items and abilities that Doom acquires will further cement his role. As an initiator, Blink Dagger allows him to blink in and War Stomp while his team follows-through. As a hard carry, the Alpha Wolf provides the Packleader's Aura, as well as a chance to Critical Strike. As a support, Doom can use Mekansm combined with Ice Armor to make his team survive longer in team fights. The only limit to Doom's flexibility is how far the player is willing to take it.
- The targeted creep is instantly killed, granting its bounty and experience like a regular last hit.
- 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.
- Places a debuff on Doom, which lasts for the creep's current health/20 seconds. The debuff is lost upon death.
- Devour gold is 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.
- Assuming it is always used when off cooldown, it increases Doom's GPM by 21/50/90/150 - not including the bounty from the creep it is used on.
- 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 form of health regeneration. Regenerates 1.2/1.8/2.4/3.0 health in 0.1 second intervals, equating to 12/18/24/30 health per second.
- The heal and movement speed bonuses are provided by an aura, meaning its buff lingers for 0.5 seconds. The damage is independent from the aura.
- 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).
- Scorched Earth does not stack with itself. Casting the ability while it is active refreshes the buff.
- Applies a dispel on the target upon cast, removing most buffs in the process.
- Silences and mutes the target, preventing it from casting spells and items.
- Fully disables Linken's Sphere's Spell Block ability even when not upgraded with Aghanim's Scepter. Will still proc Spell Block if it's off cooldown while Doom is used.
- 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.
- 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.
- Aghanim's Scepter upgraded Doom checks for Doom's range in one-second intervals, updating the debuff timer whenever he's out of range.
- On each interval, the debuff icon's duration indicator is updated, showing the remaining duration.
- Tango and Healing Salve provide necessary regeneration in lane.
- Stout Shield protects Doom from harassment, as he has much lower base armor than other heroes.
- Iron Branches give Doom attributes for a cheap price. They can be turned into a Magic Wand later.
- Magic Stick makes up for Doom's low intelligence and armor by giving him charges from enemy spells.
- Boots of Speed increases Doom's base movement speed while increasing the effectiveness of Scorched Earth, allowing him to chase or outrun enemies.
- Ring of Basilius gives Doom more armor and magic regeneration, which make up for his biggest early-game weaknesses.
- Phase Boots give Doom more last-hitting power, as well as a mobility active that can be used alongside Scorched Earth.
- Magic Wand is the upgrade to Magic Stick, retaining the charge function while giving more stats.
- Vladmir's Offering can be built from a Ring of Basilius. Its aura alleviate most of Doom's weaknesses, while also benefitting his team.
- Drum of Endurance is an all-around stat booster that can be easily built, along with a useful passive aura and active ability.
- Town Portal Scroll allows Doom to be mobile around the map, showing up to help out his team as needed.
- Assault Cuirass is a powerful item on Doom, as it negates his armor weakness while also improving his team's damage output.
- Shiva's Guard alleviates Doom's low base intelligence, allowing him to cast LVL? Death more frequently, while simultaneously alleviating his armor problem. The active can be used in a teamfight to debilitate enemies' movements.
- Blink Dagger lets Doom initiate on enemies using any abilities he gained from Devour - as well as his ultimate Doom. It also makes up for Doom's low movement speed, allowing him to chase fleeing enemies.
- Shadow Blade allows Doom to split push, initiate, or escape safely, which combos into his area-of-effect spells.
- Heart of Tarrasque makes Doom much harder to bring down in teamfights. Once his armor problem has been alleviated, improving his health makes killing him a chore even if he is focused by the enemy team.
- Aghanim's Scepter drastically increases Doom's killing potential by disabling passives, increasing duration, and dealing massive damage over time.
- Refresher Orb let's Doom use his ultimate on two enemies at once, tipping the odds in his team's favour.
- Heaven's Halberd gives Doom increased survivability against physical damage by giving him evasion and health. The active eliminates a target's ability to deal physical damage, which combos with his ultimate.
- Radiance turns Doom into a walking hazard, as it inflicts burn damage to all nearby enemies. Along with his ultimate and Scorched Earth, it can deal a tremendous amount of damage over time.
- One of Doom's greatest weaknesses is his 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, Doom benefits greatly from building mana-boosting items in the mid-game.
- Due to Devour, Doom is a good farmer who can quickly get the gold to purchase many strong core items. His ability to obtain gold and experience using this ability allows him to play different roles depending on what his team needs.
- All of Doom's abilities have a massive cast backswing, so be sure to issue another command after you cast an ability.
- Doom is classified as melee owing to lack of a projectile, but his range (150) is longer than standard melee range (128).
- Devour allows Doom to get an early gold and experience advantage by consuming large jungle creeps. It should generally be the first spell that is maxed out, as it allows Doom to accelerate his farm if left alone.
- Doom must digest any creep that has been devoured before he can use Devour again. At higher levels of Devour it is often necessary to damage a creep before devouring it.
- Remember that you get the bonus gold at the end of the digestion period, and that you lose the debuff upon death. Eating smaller creeps ensures that Devour is always avaliable when you need it.
- An early level of Scorched Earth is useful in an emergency, where the health regeneration and movement speed can help Doom escape from danger.
- If jungling, Scorched Earth can give a measure of additional damage output and HP regen. This can be additionally powerful if you have obtained Raise Dead, as they also gain the HP regen from the spell.
- Scorched Earth has an extremely long cooldown, so it's necessary to save its effects for enemy encounters or emergency healing.
- Doom's illusions and summons also benefit from the effects of Scorched Earth, so they can increase their durability if they're under its radius.
- One thing to keep in mind about LVL? Death is that it applies a mini-stun to its target upon cast. This makes it useful for interrupting channeled spells and items, particularly Town Portal Scroll.
- LVL? Death procs Linken's Sphere's Spellblock, meaning that it can be used before Doom to guarantee he lands his ultimate.
- Casting LVL? Death early game takes up most of Doom's mana pool, making it a poor skill to level until Doom gains a larger mana pool.
- Don't level LVL? Death immediately when you can. Keep constant track of what enemy players' levels are, and keep LVL? Death at a certain level such that it meets the multiplier requirement. It may be necessary to have unspent skillpoints until an enemy is appropiately leveled.
- LVL? Death can kill any enemy hero within 3 to 5 casts of the spell, if they fall under its multiplier. Once Doom's 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.
- Choosing the right target to Doom is critical. While it's tempting to Doom a carry, it may be more beneficial to target a support with a massive ultimate (like Chain Frost) if it means shutting them down early.
- While Doom only partially shuts down carries due to their ability to dish out damage without spells, Doom completely shuts down spellcasters who rely on them to contribute to teamfights - like Zeus.
- Be very careful when casting Doom on heroes around creeps. Doom will fully affect creeps when casted on, so accidentally targeting a creep will lead to a wasted ultimate.
- When played as a carry, his ability to farm allows 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 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. Devour also allows him to obtain gold without farming, meaning he always has the ability to buy support items.
- 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.
- Doom benefits from any type of boots he buys.
- Tranquil Boots help offset Doom's early survivability problems by giving additional armor and regeneration.
- 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 give Doom good attack speed, and the extra attributes allow him to increase the size of his HP or mana pools depending on what is needed.
- Aghanim's Scepter is extremely powerful against carries that rely on passive effects to be successful, like Phantom Assassin. Dooming them in the middle of the fight makes them dead weight, as they can't even contribute physical damage.
- Hand of Midas early on greatly accelerates Doom's farm, allowing him to get core items faster than anyone else in the game when used with Devour.
- Black King Bar prevents Doom from getting disabled, as he needs to fight the enemy team head-on in order to contribute to a fight.
- 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 offsets Doom's low attack speed, as well as providing additional area damage in a fight.
- Mekansm, acquired early, helps Doom's team with early game fights due to Restore.
- Necronomicon units help out with either pushing or teamfights, making them even more powerful due to Scorched Earth and any Auras Doom possesses.
- 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 solves all of Doom's mana problems while giving a reliable Hex - allowing Doom to disable up two heroes combined with his ultimate.
- 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, 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.
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 separate 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 to Doom and his owned units 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. 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 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.