Doom/Counters

Bad against...

 * outheals the damage done from Doom and Alchemist will make a game of how many times he can get off before Doom can Doom him, which is really easy for Alchemist to do. It is usually better to Doom someone else unless he gets the element of surprise.


 * Whenever Doom casts his ultimate Centaur can cast and doomed hero or entire team will just run away from fight exchanging 145 seconds and 60 seconds cool-down abilities.


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


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


 * 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.


 * Doom 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 Infernal Blade on allies.
 * Doom has a limited mana pool in the early game and may deprive him of mana needed to fight or cast Devour.


 * 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 allies affected by Doom; the other being.


 * Phantom Lancer's illusions makes it harder to Doom the original. Even if Doom figures out the original hero, the illusions can cause Doom to mis-click, allowing Phantom Lancer to run away, or even fight back.
 * Once Phantom Lancer obtains, he can easily deplete Doom's already low mana pool, making him unable to cast Scorched Earth to heal or escape.
 * Unless Doom purchases, can easily generate more illusions even when Doomed. This allows Phantom Lancer to drain Doom's mana while waiting for the rest of the team to come and help.


 * Sniper usually stays in the back lines and is not easy target to be doomed but can still fight back even while under the effects of Doom.
 * He isn't as reliant on his spells as most other heroes during teamfights.


 * Doom relies on repeatedly casting Infernal Blade to deal damage. Viper can prevent this by slowing Doom down through, , and.
 * The slow applied from offsets movement speed bonus from Scorched Earth, making it impossible for Doom to escape a Viper's gank.
 * Doom has low armor and is vulnerable to ranged physical attacks.


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

Others

 * Heroes with good heal or defensive abilities (,, , , , , etc).
 * core heroes (, etc).
 * can to saves his allies who is doomed.
 * 's upgrade reflects spells, effectively putting Doom at risk of Dooming himself, rendering his team hugely disadvantaged (losing a powerful disable along with an important hero).
 * Doom players will often purchase, so make sure to purchase wards and stick together to avoid being ganked.

Items

 * and allows ally heroes to heal the Doomed hero.
 * allows enemy heroes to block Doom.
 * reflects Doom back to himself.
 * A support can purchase to hide the doomed hero which prevents the ally from receiving any more damage from Doom's attacks.
 * allows enemy heroes to silence Doom, preventing him from casting any of his spells for a short duration.

Good against...

 * Infernal Blade 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 less often.
 * Doom has naturally high HP so it takes longer for Doom to be brought down to the killing threshold of.


 * Infernal Blade deals scaling damage and is useful against high HP targets such as Timbersaw.
 * Doom prevents Timbersaw from casting and, severely crippling the hero's mobility and damage potential.
 * Additionally, when upgraded with, Doom breaks Reactive Armor, preventing stacks.
 * Doom has a low attack speed, so he will proc less often.


 * Doom prevents Anti-mage from using to escape ganks. Additionally, Doom inflicts pure damage, so it is not reduced by.
 * An Aghanims upgraded Doom will also disable and, which makes him significantly less effective in fights.


 * 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.
 * Infernal Blade deals scaling damage and is useful against high HP targets such as Bristleback.
 * Doom 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.


 * Doom completely takes Invoker out of a team fight, a hero who relies on using abilities and items to contribute.


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


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


 * Infernal Blade 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 Doom.
 * Doom has high cooldown duration for every ability except Infernal Blade so he is not significantly affected by.


 * Arc Warden is the worst counter Doom as current trend. Though he has high HP base, the ultimate ability 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

 * Besides and, Doom is potentially good versus every hero since Doom 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.
 * If Doom miraculously manages to catch a lone AFTER every other Meepo has poofed away LESS THAN 3 SECONDS AGO, He can suddenly be quite terrifying for the remaining Meepo.
 * Doom is not good at defusing but he can deal with  when he is alone.
 * Other way, you can build because most of Doom items are similar to.

Works well with...

 * Heroes affected by Doom 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 Doom, 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 Doom and Infernal Blade.
 * Doom has a limited mana pool before he acquires items so helps mitigate his early game mana problems.


 * When doom consumes Alpha Wolf he will get two fighting type skills which are Critical and Pack Leader Aura, The Aura skill adds 30% of max damage to Sven which when Sven uses his ultimate adds up to approximately 230% (Assuming God's Strength is level 3).

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

Doom/Combinações Doom/Противостоящие 末日使者/克制