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Doom icon.png
Strength primary attribute symbol.png
26 + 3.5
Agility attribute symbol.png
11 + 0.9
Intelligence attribute symbol.png
13 + 2.1
Level Base 1 15 25
Health 200 720 1700 2400
H. regen amp 0% 18.57% 53.57% 78.57%
Mana 75 231 579 831
M. regen amp 0% 26% 84.8% 126.8%
Armor -1 0.83 2.93 4.43
Spell dmg 0% 0.93% 3.03% 4.53%
Att/sec 0.5 0.56 0.62 0.66
Damage 27‒43 53‒69 102‒118 137‒153
Status res. 0% 3.9% 11.25% 16.5%
Base health regen 1.5
Base mana regen 0.9
Movement speed 290
Turn rate 0.5
Vision range 1800/800
Attack range 150
Projectile speed Instant
Attack animation 0.5+0.7
Base attack time 2
Magic resistance 25%
Collision size 24
Legs 2

Lucifer, the Doom, is a melee strength hero with strong farming capabilities, good versatility, and one of the strongest single-target disables in the game. His very low starting armor makes him vulnerable to harassment, but his abilities and high health allow him to lane or even jungle quite effectively. A ruthless demon, Doom possesses malicious abilities revolving around greed, fire, and death. His Devour ability allows him to consume creeps, providing additional gold and allowing him to absorb their powers, using them to increase his own strength. Because there are numerous neutral creep abilities to choose from to supplement his other abilities, the role that he chooses to play is quite flexible. Scorched Earth serves numerous purposes, allowing him to chase, escape, regenerate, and slowly burn his enemies all at once. He can deal tremendous damage with Infernal Blade, an attack modifier which mini-stuns enemies and deals damage over time, based on their maximum health, making it a powerful nuking ability that scales into the late game. Finally, his namesake ultimate Doom serves as one of the strongest single-target lockdown abilities in the game. A unit afflicted with Doom takes intense damage over a lengthy duration while having all its active abilities - even those from items - completely silenced. With numerous expensive items in his arsenal and a key enemy hero rendered useless for a teamfight, a farmed Doom ensures that nobody can extinguish his flame.


Doom Lucifer, the Doom
Play "Hehm ehme meh heh heh, speak of me, and I shall appear. Face me and face the furnace!"
Lore: He that burns and is not consumed, devours and is never sated, kills and is beyond all judgment--Lucifer brings doom to all who would stand against him. Bearing away souls on the tip of a fiery sword, he is the Fallen One, a once-favored general from the realm behind the light, cast out for the sin of defiance: he would not kneel.

Six times his name was tolled from the great bell of Vashundol. Six and sixty times his wings were branded, until only smoking stumps remained. Without wings, he slipped loose from the tethers that bound him within the light and he fell screaming to earth. A crater in the desert, Paradise lost. Now he attacks without mercy, without motive, the only living being able to move freely between the seven dark dominions. Lashed by inescapable needs, twisted by unimaginable talents, Doom carries his own hell with him wherever he goes. Defiant to the last. Eventually, the world will belong to Doom.

Voice: John Patrick Lowrie (Responses)


Not blocked by Linken's Sphere. Pierces spell immunity. Play
Devour icon.png
Target Unit
Enemy Units
Consumes an enemy or neutral creep, acquiring any special abilities that it possessed.
Cast Animation: 0.3+0.93
Cast Range: 300
Gold Bonus: 25/50/75/100 (Talent 175/200/225/250)
Creep Health per Second: 20
Cooldown symbol.png 70/60/50/40
Mana symbol.png 40/50/60/70
Debuff Devour: Undispellable.
Lucifer's appetite and greed are never sated.


  • 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.
    • When devouring Ancient Black Dragon icon.png Ancient Black Dragons, Doom gets Fireball (Ancient Black Dragon) icon.png Fireball and Splash Attack (Ancient Black Dragon) icon.png Splash Attack, but not Dragonhide Aura (Ancient Black Dragon) icon.png Dragonhide Aura.
    • When devouring Ancient Thunderhide icon.png Ancient Thunderhides, Doom gets Frenzy (Ancient Thunderhide) icon.png Frenzy and War Drums Aura (Ancient Thunderhide) icon.png War Drums Aura, but not Slam (Ancient Thunderhide) icon.png Slam.
  • Places a debuff on Doom, which lasts 1 second per 20 health the creep had upon getting devoured. The debuff is lost upon death.
    • The bonus gold is unreliable and granted when the debuff expires. Losing it upon death does not grant the gold.
    • Doom cannot devour another creep while the debuff is active, even if Devour is off cooldown.
    • The debuff lasts longer than Devour's cooldown when devouring a creep with more than 1400/1200/1000/800 current health.

Scorched Earth
Partially pierces spell immunity. Play
Scorched Earth icon.png
No Target
Enemies / Self
Carpets the nearby earth in flames which damage enemies and heal Doom, while also granting him increased movement speed.
Cast Animation: 0+1.27
Radius: 600
Damage per Second: 16/24/32/40 (Talent 26/34/42/50)
Health Regen Bonus: 12/18/24/30 (Talent 22/28/34/40)
Move Speed Bonus: 14%
Duration: 10/12/14/16
Cooldown symbol.png 55
Mana symbol.png 60/65/70/75
Partially pierces spell immunity. Affects Doom and his units while spell immune.
Does not attempt to damage spell immune enemies.
Buff Scorched Earth Effect Aura: Undispellable.
Buff Scorched Earth Effect: Undispellable.
The Fallen One spreads destruction in his wake, sparing none from the flame which sustains him.


  • Scorched Earth interrupts Doom's channeling spells upon cast.
  • Scorched Earth's radius is centered on Doom for the full duration.
  • Units under Doom's control benefit from Scorched Earth when they are inside the radius.
  • Restores health in the form of regeneration, so it regenerates 1.2/1.8/2.4/3 (Talent 2.2/2.8/3.4/4) health in 0.1-second intervals, equating to 12/18/24/30 (Talent 22/28/34/40) health per second.
  • Can heal up to 120/216/336/480 (Talent 220/336/476/640) health over its full duration.
  • The heal and movement speed bonuses are provided by an aura, which lingers for 0.5 seconds, or until the spell ends, whichever is shorter.
  • The damage is independent of the aura.
  • Deals damage in 1-second intervals, starting 1 second after cast, resulting in up to 10/12/14/16 possible instances.
  • Can deal up to 160/288/448/640 (Talent 260/408/588/800) damage to a single enemy when within range for the entire duartion (before reductions).
  • Scorched Earth does not stack with itself. Casting the ability while it is active refreshes the buff.

Infernal Blade
Not blocked by Linken's Sphere. Does not pierce spell immunity. Play
Infernal Blade icon.png
Doom swings his burning sword, igniting the enemy. Stuns for 0.6 seconds and applies a 4 second burn that deals 25/30/35/40 + 1.25%/2.5%/3.75%/5% of the target's Max HP as damage per second.
Cast Range: 150
Burn Base Damage: 25/30/35/40
Burn Max Health as Damage: 1.25%/2.5%/3.75%/5% (Talent 4.25%/5.5%/6.75%/8%)
Burn Duration: 4
Bash Duration: 0.6
Cooldown symbol.png 16/12/8/4
Mana symbol.png 40
Does not pierce spell immunity. Attempts to deal damage if debuff was placed before spell immunity and when not dispelled.
Debuff Infernal Blade burn: Dispellable with any dispel.
Debuff Bashed: Dispellable with strong dispels.
Lucifer shares the fire branding bestowed upon him at the time of his exile.


  • Deals damage in 1-second intervals, starting 1 second after the debuff is applied, resulting in 4 instances.
  • Can deal up to 100/120/140/160 + 5%/10%/15%/20% (Talent 17%/22%/27%/32%) 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.
  • Applies burn after stun.
  • Does not work against Roshan icon.png Roshan.

Blocked by Linken's Sphere. Pierces spell immunity. Play
Doom ability icon.png
Target Unit
Inflicts a curse that prevents an enemy Hero from casting spells or using items, while taking damage over time.
Cast Animation: 0.5+0.73
Cast Range: 550
Duration Stop Radius: 0 (Upgradable by Aghanim's Scepter. 900)
Damage per Second: 25/40/55 (Talent 65/80/95)
Duration: 16
Cooldown symbol.png 145
Mana symbol.png 150/200/250
Upgradable by Aghanim's Scepter. Increases Doom's duration, and will suspend its duration while the affected unit is within 900 range. Also causes it to remove positive buffs from the target when cast, and break most passive abilities while active.
Debuff Doom: Undispellable.
When a name is tolled from the bell of Vashundol, doom is sure to follow.


  • 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.
  • 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 (Upgradable by Aghanim's Scepter. at least) 16 instances.
  • Can deal up to (Upgradable by Aghanim's Scepter. a minimum of) 400/640/880 (Talent 1040/1280/1520) damage (before reductions).
  • Heroes afflicted by Doom can be denied when their health drops below 25%.
  • Multiple casts on the same unit do not stack, but only refresh the duration.
  • When upgraded with Aghanim's Scepter icon.png Aghanim's Scepter, the debuff checks for the caster's presence before each damage interval.
    • If the caster is within 900 range, one second gets added to the duration, effectively pausing the duration.
    • On each interval, the debuff icon's duration indicator is updated, showing the remaining duration.
    • Does not react on illusions of the caster.
  • Applies a break on the target when upgraded with Aghanim's Scepter, disabling passive abilities.

Talent Left 4.png
There is no description for this ability.
Starting Radius: 150
Distance: 625
End Radius: 330
Cleave Damage: 100%
Cannot be used by illusions. Visual effects and sounds still play when illusions attack.


  • The complete area is shaped like an isosceles trapezoid in front of Doom.
  • Fully stacks with other sources of cleaves. Each source of cleave works completely independent.
  • Despite the visual effect, cleave damage is applied instantly in the whole area.


Hero Talents
+100% Cleave 25 +3% Infernal Blade icon.png Infernal Blade Damage
Devour icon.png Devour Can Target Ancients 20 +40 Doom ability icon.png Doom DPS
+150 Devour icon.png Devour Bonus Gold 15 20% Evasion
+25 Movement Speed 10 +10 Scorched Earth icon.png Scorched Earth Damage/Heal
  • The evasion talent stacks multiplicatively with other sources of evasion.

Recommended items[edit]

Starting items:

  • Tango icon.png Tango helps Doom stay in lane with health regeneration.
  • Healing Salve icon.png Healing Salve also restores health to Doom.
  • Stout Shield icon.png Stout Shield gives Doom damage block, which is useful both in lane and while jungling, particularly because of his extremely low base armor.
  • Iron Branch icon.png Iron Branch gives cheap attributes. It can be used with Tango for more healing or builds into Magic Wand.

Early game:

  • Magic Stick icon.png Magic Stick provides burst health and mana regen that can often be enough to save Doom's life. As Doom has very low base intelligence, a full-charge Magic Stick can easily replenish more than half of his mana pool in the early game, giving him the mana to cast most of his spells.
  • Boots of Speed icon.png Boots of Speed grants Doom movement speed bonus to increase his mobility with Scorched Earth, allowing him to chase down or outrun enemies more easily.
  • Wind Lace icon.png Wind Lace allows Doom to gank enemy heroes more effectively in the early game, and may be upgraded later on into a Drum of Endurance icon.png Drum of Endurance.

Mid game:

  • Phase Boots icon.png Phase Boots give Doom more last-hitting power, allowing him to farm more easily, and gives him a mobility active that can be used alongside Scorched Earth. Mobility is important on Doom as he must be quick to get within range to cast Doom at the right time in ganks and teamfights.
  • Magic Wand icon.png Magic Wand is powerful on Doom for all the same reasons as Magic Stick. The increased attributes make him stronger in all areas, and the greater charge storage allows Doom to replenish much more health and mana. A full-charge Magic Wand can give Doom enough mana to cast any one of his spells as needed.
  • Drum of Endurance icon.png Drum of Endurance is a good all-around stat booster that has an easy buildup and lets Doom participate more often in early fights. It provides more health, a bigger mana pool, and an aura that increases attack and movement speed to boost his team's mobility and damage output.
  • Town Portal Scroll icon.png Town Portal Scroll is mandatory on all heroes. Doom's ultimate makes him a strong ally to have in any engagement due to his ability to completely disable an enemy for an extended period of time.

Late game:

  • Shiva's Guard icon.png 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 icon.png Lotus Orb helps Doom survive with regeneration and armor. The active dispels and reflects targeted spells, which can be used on allies.

Situational items:

  • Tranquil Boots (Active) icon.png Tranquil Boots can be powerful to get on an offlane Doom, however, it is also powerful on a roaming Doom who wishes to play aggressively early on using the high movement speed it grants. The increased movement speed can allow him to chase down enemies quickly, especially once combined with Scorched Earth. Additionally, the health regen allows him to recover health between fights, allowing him to quickly prepare for another gank.
  • Shadow Blade icon.png 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.
  • Hand of Midas icon.png Hand of Midas is very good item for any role Doom as he can get lots of early gold from Devour to be able to afford it early on.
  • Vladmir's Offering icon.png Vladmir's Offering is a good mid-game item for Doom that can be built from an already-purchased Ring of Basilius. It gives Doom more armor, health and mana regen, lifesteal to maintain his health pool, and bonus physical damage. The aura gives his team a bigger edge in teamfights, increasing their overall strength.
  • Assault Cuirass icon.png Assault Cuirass is a strong item on Doom that solves his armor and attack speed issues, giving him and his team increased physical damage output during fights.
  • Eul's Scepter of Divinity icon.png Eul's Scepter of Divinity grants Doom a versatile active ability to avoid incoming enemy spells, temporarily disable an enemy, or trigger Linken's Sphere icon.png Linken's Sphere. It also boosts Doom's movement speed which is important for successfully closing-in on enemies and using Infernal Blade. Doom also has low base intelligence so the intelligence boost and mana regeneration from this item is appreciated.
  • Blink Dagger icon.png Blink Dagger is a very useful initiating item on Doom, as he can use it to quickly get within range to disable enemies using any abilities he has gained via the use of Devour, as well as his ultimate. It greatly improves his mobility, allowing him to move around the map or position himself for casting spells more easily.
  • Heaven's Halberd icon.png Heaven's Halberd can give Doom increased survivability against physical damage by giving him more health as well as evasion against auto-attacks, helping to offset his armor vulnerability. The active is also powerful in eliminating a target's ability to attack, a powerful complement to his ultimate if the target decides to stand their ground and fight.
  • Radiance (Active) icon.png 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 icon.png 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 icon.png Aghanim's Scepter drastically improves the disabling power of Doom's ultimate, as it allows him to Break enemies rather than simply silencing and muting them, preventing them from contributing at all. Since the debuff does not count down in Doom's presence, it is guaranteed that an enemy is forced out of the fight, turning it into a 4-vs.-5 engagement. The countdown prevention also increases the spell's chances of killing its target if they linger in the area for too long after being afflicted by Doom.
  • Refresher Orb icon.png 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.
  • Arcane Boots icon.png Arcane Boots is usually a good pickup on a support Doom, as his low base intelligence often limits his ability to cast spells or use active abilities on items. It also can be upgraded into Guardian Greaves icon.png Guardian Greaves later.
  • Mekansm icon.png 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.
  • Blade Mail icon.png Blade Mail is a powerful mid-game item that gives Doom many powerful benefits. The increased intelligence greatly offsets his low base mana pool, the armor alleviates his weakness to physical damage, and the active works alongside his huge health pool to punish the enemy should they decide to attack him.
  • Vanguard icon.png 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.
  • Black King Bar icon.png 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 icon.png Silver Edge, upgraded from a purchased Shadow Blade, gives Doom more damage output and health, and increases his initiating potential by allowing him to deal more backstab damage and inflict break on enemies prior to casting Doom. Its break can also be used alongside that of an Aghanim's-upgraded Doom to debilitate two enemies simultaneously.
  • Crimson Guard icon.png 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 icon.png 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 icon.png 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.


Roles: Carry Carry Disabler Disabler Initiator Initiator Durable Durable Nuker Nuker


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.





  • In DotA, Doom used to be known as Doombringer, which was first kept as Doom Bringer in the transition to Dota 2. Later with the January 10, 2013 update, his name was changed to avoid copyright conflicts with Blizzard.
  • Several of Doom's abilities are inspired by Final Fantasy's Blue Mages. LVL? Death was based on the Level 5 Death ability and the mechanics of a LVL? S-flare. Devour is highly similar to Quina Quen's eat and cook ability from Final Fantasy IX. His ultimate, Doom, also shares the same name of another Blue Mage ability, but the mechanics differ.
  • His name, Lucifer, is taken from the Bible's Book of Isaiah and translates roughly to "morning star". It is often used to refer to the Biblical Devil (or Satan), thus fitting Doom's evil and demonic image.
  • Doom's ultimate icon depicts a pentacle which, despite its popular connotation as Satanic/"evil" mark, is actually a Pagan symbol of protection. For its common "evil" symbolism to apply, the pentagram has to be inverted; this only occasionally occurs in-game, as the "star" inside the circle of the ability's particle effect slowly rotates.
  • Doom's response upon taking an Invisibility Rune minimap icon.png Invisibility Rune, Play "Heheheh, see no evil.", refers to the Three wise monkeys and their associated phrase: "See no evil, hear no evil, speak no evil." Riki 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.