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.
- 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.
- 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 s, Doom gets and , but not .
- When devouring s, Doom gets and , but not .
- The bonus gold is unreliable and granted when the debuff expires. Losing it upon death does not grant the gold.
- Can regenerate up to 240/640/1040/1440 health over its full duration.
- Multiple instances of the modifier fully stack with each cast.
- 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.
- The damage is independent from 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 200/360/560/800 ( 400/600/840/1120) 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.
- 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.
- Deals damage in 1-second intervals, starting 1 second after the debuff is applied, resulting in 4 instances.
- Can deal up to 100 + 5%/10%/15%/20% ( 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.
- The attack first applies the debuffs, then its own damage.
- Does not trigger for instant attacks.
- Does not work against .
- Choosing the damage talent or leveling up the spell does not update the damage of already existing instances.
- Applies a basic dispel on the target upon cast, removing most buffs in the process.
- 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 ( at least) 16 instances.
- Can deal up to ( a minimum of) 400/640/880 ( 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
, 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.
- Leveling up the spell does not update the damage of already existing instances, but choosing the damage talent does.
- Cleave damage is reduced by Damage Block.
- 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.
- Does not cleave upon attacking wards, buildings or allied units. Wards and buildings are unaffected by cleave.
- Despite the visual effect, cleave damage is applied instantly in the whole area.
|Can Target Ancients||20||+40DPS|
|+150Bonus Gold||15||20% Evasion|
- The evasion talent stacks multiplicatively with other sources of evasion.
- restores health quickly to stay in the lane.
- gives Doom damage block, which is useful both in lane and while jungling.
- gives Doom strength and builds into Soul Ring.
- solves his mana problem during the early game.
- grants Doom movement speed bonus to increase his mobility with Scorched Earth, helping him to chase down or run away.
- give bonus armor making him tankier and with Scorched Earth give even more mobility.
- provides burst health and mana regen that can often be enough to survive.
- 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.
- helps Doom survive with regeneration and armor. The active dispels and reflects targeted spells, which can be used on allies.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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. can give Doom increased survivability against physical damage by giving him more strength,
- 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.
- 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.
- 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.
- 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.
- 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. drastically improves the disabling power of Doom's ultimate, as it allows him to
- 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.
- 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.
- , 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.
- 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.
- 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 Disabler Initiator Durable 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 to "Lightbringer", from Latin lux and fero. 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." 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.
Low Violence model