Doom
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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, granting regeneration to offset harassment, 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 allows him to chase or escape effectively, all while slowly burning his enemies. 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.
Contents
Bio[edit]
Abilities[edit]
Notes:
- The autocast is just to enable acquiring spells of neutral creeps. It does not make Doom cast the spell automatically.
- Can target all neutral creeps and summons, except for couriers, ancient creeps and creep-heroes.
- Can target ancient creeps (excluding couriers and Roshan) when the
talent for it is chosen.
- Can target ancient creeps (excluding couriers and Roshan) when the
- The targeted creep is instantly killed, granting its bounty and experience like a regular last hit.
- Doom acquires neutral creep abilities only when casting Devour while its autocast is turned on.
- Can only gain abilities from neutral creeps. Other units' abilities cannot be gained. 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 with autocast on.
- When autocast is on, devouring a creep with no abilities does not remove the already acquired abilities.
- When devouring Ancient Black Dragons, Doom gets Fireball and Splash Attack, but not Dragonhide Aura.
- In Ability Draft, Devour only grants passive abilities of devoured neutral creeps. Active abilities are not gained. Devour's cooldown is not reset by Rearm.
- The bonus gold is unreliable and granted when the buff expires. Losing it upon death does not grant the gold.
- Can regenerate up to 70/350/630/910 health over its full duration.
- Multiple instances of the modifier fully stack with each cast.
Notes:
- Scorched Earth interrupts Doom's channeling spells upon cast.
- Scorched Earth's radius is centered on Doom for the full duration.
- The movement speed bonus is provided by an aura, which lingers for 0.5 seconds.
- The damage is independent from the aura.
- Deals damage in 1-second intervals, starting 1 second after cast, resulting in up to 15 possible instances.
- Can deal up to 225/450/675/900 (
22.5/30/37.5/45) damage to a single enemy when within range for the entire duration (before reductions).
- Scorched Earth does not stack with itself. Casting the ability while it is active refreshes the buff.
- Choosing the damage talent immediately upgrades damage of the current cast, however, leveling the spell up does not update it.
- Choosing the movement speed talent or leveling up the spell does not update the speed of the current cast.

Notes:
- Deals damage in 1-second intervals, starting 1 second after the debuff is applied, resulting in 0.6 instances.
- Can deal up to 64/80/96/112 + 5%/10%/15%/20% (
14.6%/19.6%/24.6%/29.6%) 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.
- With Aghanim's Shard, if the target's level is 3/6/9/12/15/18/21/24/25/26/27/28/29/30, the bonus damage is applied and the stun duration is increased.
- Works against non-hero units as well, so the following units are always hit by the bonus damage and bash duration.
- The attack first applies the bash, then the burn debuffs, then its own damage.
- Does not trigger for instant attacks.
- Does not work against Roshan.
- Choosing the damage talent or leveling up the spell does not update the damage of already existing instances.
Notes:
- Applies a basic dispel on the target upon cast, removing most buffs in the process.
- Silences and mutes the target, preventing it from casting spells and using items.
- Applies a break on the target when upgraded with Aghanim's Scepter, disabling passive abilities.
- Cannot be cast on ancient creeps. Can be cast on creep-heroes and illusions.
- In the case of a unit being both a creep-hero and ancient creep, the ancient unit tag takes priority, disallowing it to be targeted.
- Deals damage in 1-second intervals, starting immediately upon cast, resulting in 16 (
19) instances.
- Can deal a total of 400/640/880 damage without any talents (before reductions).
- Can deal a total of 880/1120/1360 damage when the damage increasing talent is chosen.
- Can deal a total of 475/760/1045 damage when the duration increasing talent is chosen.
- Can deal a total of 1045/1330/1615 damage when both talents are chosen.
- 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.
- Leveling up the spell does not update the damage of already existing instances, but choosing the damage talent does.
Talents[edit]
Hero Talents | ||
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+150% Cleave | 25 | +2.4% Infernal Blade Damage |
Devour Can Target Ancients | 20 | +30 Doom DPS |
+120 Devour Bonus Gold | 15 | +30 Scorched Earth Damage |
+10% Scorched Earth Movement Speed | 10 | +3s Doom Duration |
Recent Changes[edit]
- Reworked Aghanim's Scepter upgrade:
- Old: Increases Infernal Blade bash duration to 1.75, burn duration to 6, and causes it to apply Break.
- New: Reduces Doom cooldown from 145 to 100 and causes it to apply Break on the target.
- Added Aghanim's Shard upgrade for Doom:
- Increases Infernal Blade bash duration from 0.6 to 1.2. If the target's level is a multiple of 3 or higher than 24, they take 150 additional damage and the bash duration gets further increased by 0.6.
- Talents:
- Level 10 right talent: +2s Doom duration increased to +3s.
- Reduced Devour health regeneration bonus from 2/6/10/14 to 1/5/9/13.
- Reduced Scorched Earth duration from 16 to 15.
- Talents:
- Level 10 left talent: +13% Scorched Earth movement speed reduced to +10%.
- Increased attack range from 175 to 200.
- Increased base armor from -1 to 0.
- Devour
- Increased gold bonus from 20/80/140/200 to 50/100/150/200.
- Reduced health regeneration bonus from 3/7/11/15 to 2/6/10/14.
- Reduced Scorched Earth cast backswing from 1.27 to 0.83.
- Talents:
- Level 10 right talent changed: +16 Scorched Earth damage per second ➜ +2s Doom duration.
- Level 15 right talent changed: +3s Doom duration ➜ +30 Scorched Earth damage per second.
Recommended items[edit]
Starting items:
- Tango restores health to stay in lane.
- Healing Salve restores health quickly to stay in the lane.
- Gauntlets of Strength gives Doom strength and builds into Soul Ring.
- Iron Branch provides bonus attributes and can later be upgraded into a Magic Wand.
Early game:
- Soul Ring solves his mana problem during the early game.
- Boots of Speed grants Doom movement speed bonus to increase his mobility with Scorched Earth, helping him to chase down or run away.
Mid game:
- Phase Boots give bonus armor making him tankier and with Scorched Earth give even more mobility.
- Magic Wand provides burst health and mana regen that can often be enough to survive.
Late game:
- 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.
- Lotus Orb helps Doom survive with regeneration and armor. The active dispels and reflects targeted spells, which can be used on allies.
Situational items:
- Hand of Midas is a good item for any role Doom as he can get lots of early gold from Devour to be able to afford it and to get levels for talents.
- Vladmir's Offering gives Doom more armor 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 effectiveness.
- Drum of Endurance is a good attributes 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 active that increases attack and movement speed to boost his team's mobility and damage output.
- 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.
- 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.
- Blink Dagger is a 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.
- Heaven's Halberd can give Doom increased survivability against physical damage by giving him more strength, status resistance, as well as evasion against 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.
- 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.
- 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.
- 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.
- 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 applies Break to Doom's ultimate, allowing him to shut down enemies with troublesome passives.
- 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.
- 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.
- Silver Edge, upgrades from Shadow Blade and 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.
- 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.
Gameplay[edit]
Roles: | Carry Disabler Initiator Durable Nuker |
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Complexity: | ★★☆ |
Playstyle: | Wings branded and visage twisted, the Fallen One bears little resemblance to his former self. Banished from the realm of light, Lucifer now walks the earth, bringing misery to all who stand against him. The towering demon Devours creeps in a single bite, digesting them whole and assimilating their abilities. The fires of Hell smolder at Lucifer's feet, leaving in his wake fields of Scorched Earth. When the bell of Vashundol tolls, an enemy's downfall is sure to follow. Lucifer places upon his adversary an enduring curse, burning away at its health and rendering it utterly powerless as it staggers towards its inevitable Doom. |
Audio[edit]
History[edit]
Equipment[edit]
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Trivia[edit]
- 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 to "Lightbringer", from Latin lux[1] and fero[2]. 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, ▶️ "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.
Gallery[edit]
Low Violence model