Doom/Counters

Bad against...

 * The damage dealt by counters Doom's high health. Additionally, Doom having high health means that  does even more damage. Lastly, because Necrophos frequently buys, he has two ways to heal enemies affected by ; the other being.


 * allows Undying to potentially restore massive amounts of health to units affected by . Additionally, if Undying is the one Doomed and has had a chance to cast, any units that die around him will heal him, possibly allowing him to survive.


 * Meepo's allows a player so simply move a doomed Meepo away, while using the other Meepos to fight back.


 * Lifestealer's deals damage and heals Lifestealer based on the target's current HP, which is very effective against naturally high HP heroes such as Doom.


 * Doom relies on repeatedly casting to deal damage. Viper can prevent this by slowing Doom down through, , and.
 * Doom has low armor and is vulnerable to ranged physical attacks.


 * Doom relies on repeatedly casting to deal damage. Drow can keep Doom at a distance through  and.
 * Doom has low armor and is vulnerable to ranged physical attacks.


 * does not disable, so Medusa can mitigate much of Doom's damage unless she runs out of mana.
 * can petrify heroes and increase the physical damage they take by 100%. This is very effective against Doom because of his already low armor. This ability also slows down the movement speed heroes in the AoE, which may prevent Doom from closing in and casting on allies.
 * Doom has a limited mana pool in the early game and may deprive him of mana needed to fight or cast.


 * Wraith King has three passive abilities and only a single active ability, so does not hinder him significantly unless Doom has purchased
 * expires upon death, so it is effectively removed after Wraith King's activates.


 * Bounty Hunter can disrupt Doom's farm through ganks, or harassing and killing him in the jungle.
 * The movement speed bonus and vision from allows allied heroes to chase down Doom even if  is active.
 * Bounty Hunter can scout out ganks from Doom, denying him opportunities for kills.


 * Lone Druid acts as two tanky heroes at once through his . Dooming the bear can at best kill it and make the hero back off for two minutes while it comes off cooldown again. But usually the bear will just ignore it and fight as normal.
 * Dooming the hero on the other hand leaves you vulnerable to the bear's typically high physical DPS.
 * 12 item slots makes the purchase of a a small commitment for Lone Druid.


 * Sniper can still fight back even while under the effects of . He isn't as reliant on his spells as most other heroes during teamfights.


 * Alchemist will make a game of how many times he can get off before Doom can  him, which is really easy for Alchemist to do. If he's a good player, he will make sure that when  goes off on himself (as he can't throw it while Doomed) he is near Doom's whole team. If he's a great player, he'll already have tossed the concoction before he gets doomed.
 * outheals the damage done from and . Even while Doomed, Alchemist will simply walk up to Doom and autoattack him to death, then move on to autoattack the rest of his team, essentially countering a 145 second cooldown ultimate with a 45 second cooldown ultimate. Doom is usually better off Dooming someone else unless he gets the element of surprise.

Others

 * In general, ranged heroes with a slow are effective counters against Doom.
 * core heroes.
 * core heroes.
 * can to saves his allies who is doomed.
 * Anti-Mage's Aghanims upgrade reflects spells, effectively putting Doom at risk of Dooming himself, rendering his team hugely disadvantage (losing a powerful disable along with an important player)
 * Any good deny player.

Items

 * allows ally heroes to heal the Doomed hero.
 * allows enemy heroes block to.
 * allows enemy heroes slow down Doom, preventing him from running away or rushing in to cast.
 * allows enemy heroes to silence Doom, preventing him from casting any of his spells for a short duration.
 * Lotus Orb reflects Doom back to himself.

Good against...
Besides and, Doom is potentially good versus every hero since  will render any hero helpless for a prolonged 15 seconds. This is particularly true for fragile heroes that heavily rely on mobility to stay alive. And this becomes even more true if you choose to equip Doom with an.


 * deals scaling damage and is useful against high HP targets such as Axe.
 * Doom has low attack speed because of his high Base Attack Time and low Agility. This means Doom will proc Axe's less often.
 * Doom has naturally high HP so it takes longer for Doom to be brought down to the killing threshold of.


 * deals scaling damage and is useful against high HP targets such as Timbersaw.
 * prevents Timbersaw from casting and, severely crippling the hero's mobility and damage potential.
 * Doom has a low attack speed, so he will proc less often.


 * prevents Anti-mage from using to escape ganks. Additionally,  inflicts pure damage, so it is not reduced by.
 * An Aghanims upgraded will also disable  and, which makes him significantly less effective in fights.
 * That being said, Doom needs to be careful playing against a farmed Anti-mage who may have gotten an Aghanims upgraded Spell Shield, which would reflect the Doom onto Doom himself.


 * If Doom has, he can disable for a long time, not only rendering Bristleback useless in teamfights, but also taking away about half of his survivability.
 * deals scaling damage and is useful against high HP targets such as Bristleback.
 * prevents Bristleback from casting his two low cooldown abilities, which then prevents him from utilizing


 * Ember Spirit cannot use his  while Doomed to escape from Doom.


 * applies a basic dispel upon cast, so it can remove.
 * Casting on Omniknight will prevent him from healing allies with, or casting buffs like  and.


 * Tinker is heavily dependent on active abilities and prevents him from using any of them.


 * deals scaling damage and is useful against high HP targets such as Elder Titan.
 * Doom has very low base armor and naturally high HP, so he isn't significantly affected by.


 * relies on for mobility and survivability but he can be prevented from utilizing it through.
 * has high cooldown durations for every ability except so he is not significantly affected by.


 * Arc Warden is the worst counter Doom as current trend. Though he has high HP base, Doom's Doom can shutdown his spamming item and skill style so he or his teammates has forced to buy Linken's Sphere or Lotus Orb to prevent useless Arc Warden.

Others

 * If you miraculously manage to catch a lone AFTER every other Meepo has poofed away LESS THAN 3 SECONDS AGO, Doom can suddenly be quite terrifying for the remaining Meepo.
 * Even Doom can't good at defuse bomb like other junglers but he can 1v1 easily because Doom (Skill) prevent Techies from Suicide Squad Attack and using item for escape. If you want to defuse bomb, why not persuade your teammates to pick summoner heroes including,, , , , , , , , , , ,.
 * Other way, you can build because most of Doom items are similar to.

Works well with...

 * Heroes affected by will typically return to the fountain to heal. Knowing this, Ancient Apparition can cast  to prevent them from healing and likely killing them. This is especially powerful if the enemy is hit with  before, as they will be unable to receive any healing and will have to watch their health tick away.


 * and allows Doom to close the gap on a target enemy hero to cast both  and.
 * Doom has a limited mana pool before he acquires items so Crystal Maiden's helps mitigate his early game mana problems.


 * Reason


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Others

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List of heroes that counter Doom, and list of heroes that work well with Doom.