Doom

Lucifer, otherwise known as Doom, is a melee strength Hero with strong farming capabilities, good versatility, and one of the strongest single-target spells 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. As a ruthless demon, he 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 any powers that creep had, which potentially allows him to have up to six total hero abilities. 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. LVL? Death is a spammable nuke that does either modest or massive damage to the enemy, depending on the enemy's level. Finally, his namesake ult 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 his 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.

Gameplay
Doom posesses an unorthodox set of abilities, meaning that whatever abilties he obtains through Devour will dictate how well the rest of his abilities synergyse. Devour allows Doom to instantly kill a creep for additional gold - though more importantly it allows Doom to adapt a new set of abilities to suit whatever role he plays. Because of this flexibility, Doom can play the full spectrum of roles from hard support to hard carry and anywhere in-between, though he's most often played as a disabler tank.

Devour allows Doom to gain lots of gold by eating lane creeps whenever it is off cooldown, which means that he doesn't have to stop to farm if not necessary. Scorched Earth makes Doom even more durable by increasing his health regeneration and movement speed, as well as damaging all enemies within the area. LVL? Death stops chanelling spells with it's mini-stun and is normally a weak nuke, but when used on properly leveled enemies is a massive damage-dealer with a short cooldown. Doom's ultimate, Doom, completely shuts down a target by disabling their abilities and items - forcing them to retreat from a fight entirely, or stay and die due to sheer helplessness.

The items and abilities that Doom acquires will further cement his role. As an initiator, allows him to blink in and  while his team follows-through. As a hard carry, the Alpha Wolf provides the, as well as a chance to. As a support, Doom can use combined with  to make his team survive longer in team fights. The only limit to Doom's flexibility is how far the player is willing to take it.

Abilities
{{Ability
 * name = LVL? Death
 * image = LVL Death
 * sound = LVL Death
 * description = Ignites an enemy hero's soul, dealing base damage and a mini-stun. If the target hero's level is a multiple of the Hero Level Multiplier, or they are level 25, they will be dealt additional damage equal to 20% of their maximum health.
 * lore = Lucifer shares the fire branding bestowed upon him at the time of his exile.
 * ability = Target Unit
 * affects = Enemy Heroes
 * damagetype = Magical
 * key = E
 * legacy key = V


 * bkbblock = Yes
 * linkenblock = Yes


 * cast point = 0.3
 * cast backswing = 0.93
 * trait1 = Cast Range
 * value1 = 600
 * trait2 = Base damage
 * value2 = 125/175/225/275
 * trait3 = Hero Level Multiplier
 * value3 = 6/5/4/3


 * mana = 110
 * cooldown = 8


 * notes = * The mini-stun lasts for 0.01 seconds.


 * The 20% bonus damage is also dealt as magical damage.


 * Cannot be cast on non-hero units, except for Creep-Heroes}.
 * Since non-hero units do not have levels like heroes, only the base damage is applied.

}}
 * Bonus damage of 20% of the target's maximum health is applied on the following hero levels:
 * LVL? Death Level 1: 6/12/18/24/25
 * LVL? Death Level 2: 5/10/15/20/25
 * LVL? Death Level 3: 4/8/12/16/20/24/25
 * LVL? Death Level 4: 3/6/9/12/15/18/21/24/25

Tips
General
 * One of Doom's greatest weaknesses is his extremely low agility, making him very vulnerable to physical damage despite being a strength hero. Therefore, he must build armor items in order to survive in teamfights, and attack speed items in order to be able to deal any damage to enemies.
 * Another weakness of Doom is his low base intelligence. While this is gradually mitigated by his respectable intelligence growth, Doom benefits greatly from building mana-boosting items in the mid-game.
 * Due to Devour, Doom is a good farmer who can quickly get the gold to purchase many strong core items. His ability to obtain gold and experience using this ability allows him to play different roles depending on what his team needs.
 * All of Doom's abilities have a massive cast backswing, so be sure to issue another command after you cast an ability.
 * Doom is classified as melee owing to lack of a projectile, but his range (150) is longer than standard melee range (128).

Abilities


 * Devour allows Doom to get an early gold and experience advantage by consuming large jungle creeps. It should generally be the first spell that is maxed out, as it allows Doom to accelerate his farm if left alone.
 * Doom must digest any creep that has been devoured before he can use Devour again. At higher levels of Devour it is often necessary to damage a creep before devouring it.
 * Remember that you get the bonus gold at the end of the digestion period, and that you lose the debuff upon death. Eating smaller creeps ensures that Devour is always avaliable when you need it.


 * An early level of Scorched Earth is useful in an emergency, where the health regeneration and movement speed can help Doom escape from danger.
 * If jungling, Scorched Earth can give a measure of additional damage output and HP regen. This can be additionally powerful if you have obtained, as they also gain the HP regen from the spell.
 * Scorched Earth has an extremely long cooldown, so it's necessary to save its effects for enemy encounters or emergency healing.
 * Doom's illusions and summons also benefit from the effects of Scorched Earth, so they can increase their durability if they're under its radius.


 * One thing to keep in mind about LVL? Death is that it applies a mini-stun to its target upon cast. This makes it useful for interrupting channeled spells and items, particularly.
 * LVL? Death procs 's Spellblock, meaning that it can be used before Doom to guarantee he lands his ultimate.
 * Casting LVL? Death early game takes up most of Doom's mana pool, making it a poor skill to level until Doom gains a larger mana pool.
 * Don't level LVL? Death immediately when you can. Keep constant track of what enemy players' levels are, and keep LVL? Death at a certain level such that it meets the multiplier requirement. It may be necessary to have unspent skillpoints until an enemy is appropiately leveled.
 * LVL? Death can kill any enemy hero within 3 to 5 casts of the spell, if they fall under its multiplier. Once Doom's mana pool is high enough and you have selected a target to match its multiplier to, you can make short work of them despite any amount of farm they have.


 * Doom is often considered the most powerful single-target disable in the game, as it silences its target and prevents the use of items for at least 15 seconds. Used on the proper target, it can convert any 5 vs 5 fight into an uneven 4 vs 5 fight.
 * Choosing the right target to Doom is critical. While it's tempting to Doom a carry, it may be more beneficial to target a support with a massive ultimate (like ) if it means shutting them down early.
 * While Doom only partially shuts down carries due to their ability to dish out damage without spells, Doom completely shuts down spellcasters who rely on them to contribute to teamfights - like.
 * Be very careful when casting Doom on heroes around creeps. Doom will fully affect creeps when casted on, so accidentally targeting a creep will lead to a wasted ultimate.

Role
 * When played as a carry, his ability to farm allows him to get numerous powerful items that give him strong teamfight presence. The degree to which he can carry is almost unlimited, and can be chosen depending on which stage of the game it is best to end on based on the enemy team's lineup.
 * Doom can play a utility or support role, as his ultimate gives him a way to contribute to a teamfight regardless of how much farm he has. Devour also allows him to obtain gold without farming, meaning he always has the ability to buy support items.
 * With certain items, Doom is capable of jungling. If your team's lineup prevents you from playing in the safe lane, taking the jungle is a viable option.

Items

Core: Support:
 * Doom benefits from any type of boots he buys.
 * help offset Doom's early survivability problems by giving additional armor and regeneration.
 * are not unheard of on a support Doom, as his low base intelligence often limits his ability to cast spells or use active abilities on items.
 * give Doom good attack speed, and the extra attributes allow him to increase the size of his HP or mana pools depending on what is needed.
 * is extremely powerful against carries that rely on passive effects to be successful, like . Dooming them in the middle of the fight makes them dead weight, as they can't even contribute physical damage.
 * early on greatly accelerates Doom's farm, allowing him to get core items faster than anyone else in the game when used with Devour.
 * prevents Doom from getting disabled, as he needs to fight the enemy team head-on in order to contribute to a fight.
 * is a decent mid-game item on Doom, as it gives him armor as well as many useful stats. In addition, the HP loss from toggling it on can be negated by Scorched Earth's heal.
 * offsets Doom's low attack speed, as well as providing additional area damage in a fight.
 * , acquired early, helps Doom's team with early game fights due to Restore.
 * units help out with either pushing or teamfights, making them even more powerful due to Scorched Earth and any Auras Doom possesses.
 * 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.
 * solves all of Doom's mana problems while giving a reliable Hex - allowing Doom to disable up two heroes combined with his ultimate.

Trivia

 * Several of Doom's abilities are inspired by Final Fantasy's Blue Mages. LVL? Death was based off of 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 doom invis 03.mp3 "Heheheh, see no evil." refers to the and their associated phrase: "See no evil, hear no evil, speak no evil."
 * 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.