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.


 * ,, and all inhibit Doom's movement, which may prevent him from chasing heroes and casting.
 * Doom has a limited mana pool, so a successful may prevent Doom from casting his spell during a fight.
 * Doom has low armor, so an allied hero buffed with can do significant damage against him.
 * summons can reduce Doom's already low armor.
 * can Disarm Doom for up to 6.5 seconds, which prevents Doom from casting since the ability is an attack modifier.


 * 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.

Others

 * In general, ranged heroes with a slow are effective counters against Doom.
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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.

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.


 * 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.


 * 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.


 * 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.


 * applies a basic dispel upon cast, so it can remove and.
 * 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 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.
 * 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.

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.
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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.


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Others

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