Doom

Lucifer the 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. 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.

Tips

 * Doom has very poor Agility gain and one of the lowest starting armor in the game so it is essential to tank him up with armor items such as Assault Cuirass and Shiva's Guard to make his high HP go farther against physical attacks.
 * Be aware of heroes that commonly build Linken's Sphere as casting Doom on them will result in it being completely wasted. Cast LVL? Death on them first to burn the Linken's Sphere cooldown before casting Doom.
 * Always make sure to never max out LVL? Death, but instead level it when your enemies are in multiples of 6,5,4, and 3 in order to make it hit as hard as possible.
 * Cast Doom early in teamfights - the huge 15 second duration can render spell-dependent nukers such as Zeus or Lina virtually useless. Alternatively, if you can catch a hero carrying key support items like Mekansm and Pipe of Insight you can prevent those items from being used during the subsequent fight.
 * Make use of Devour's ability steal to give yourself and your team useful neutral creep abilities like stuns, slows, ensnares, or different types of auras.
 * Dark Troll Summoner is one of the best creeps to devour for a jungling Doom in early game. It gives Raise Dead, allowing you to summon two skeleton warriors who can tank creeps for you.
 * Another useful creep for jungling is Satyr Tormenter, its Unholy Aura provides great health regeneration (4 health/second), and can also be used while laning to help you and allies hold lane longer. The Shockwave nuke has a high mana cost, but has good range and moderate cooldown, which you can use to finish off fleeing enemies with low health. In the early stages of the game, it can also be used to effectively harass your opponents in-lane.
 * Hill Troll Priest's heal and mana regeneration aura are good for laning as well. The low mana cost healing spell can be useful against heroes who deal damage over time like Venomancer, Viper, or Axe, and is particularly useful against Silencers Curse of the Silent.
 * In midgame, you may opt for more powerful spells such as War Stomp (from Centaur Conqueror), or Ensnare (Dark Troll Summoner). A Satyr Trickster gives you a Purge spell on a very low (5 seconds) cooldown, it is a very versatile ability and is another strong choice. Remember that it has very short cast range of 200, only a little over melee range.
 * In lategame, one of the best options is an Alpha Wolf with passive critical hit chance (20% for 2x damage) and 30% bonus damage aura.
 * A Kobold Foreman's movement speed aura can also be useful for pushing, ganking, chasing and fleeing.
 * Necronomicon is a very strong item on Doom, since Scorched Earth will heal your summons as well. The item also gives Doom valuable intelligence.
 * Unlike other melee heroes, Doom has 150 attack range (while the normal melee hero has 128 attack range)

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 a ruler mentioned in the Bible who many believe to be a fallen angel known as the Devil.
 * Despite his ultimate being a regular pentacle, a pentagram or pentacle is actually a symbol of protection, and does not mean evil or anything of the like, despite its current connotations. Paganism has no devil or Satan-esque figure. The picture/ability, to hold any sort of "evil", should be inverted, but it isn't. However, the pentagram drawn on an enemy when the ability is used constantly re-draws itself, with the "star" inside the circle slowly rotating. Overall, Doom's ability icons and abilities themselves do not contain any "evil"/Satanic symbolism nor are connected with them.
 * One of his responses upon acquiring the 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, derived from the ultimate of the Pit Lord, 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 until death, and upon the target unit's death, it would spawn a Doomguard. The Doomguard's model was Lucifer's hero model in DotA.