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Doom icon.png
Strength attribute symbol.png
Agility attribute symbol.png
Intelligence attribute symbol.png
24 + 3.7
11 + 0.9
15 + 1.7
Level 0 1 15 25 30
Health 200 680 1700 2680 3100
+0.25 +2.65 +7.83 +12.73 +14.78
Mana 75 255 531 879 1011
+0 +0.75 +1.94 +3.39 +3.92
Armor 3 4.83 6.93 10.43 11.52
Damage Block 16 (50%)
Magic Resistance 25%
Status Resistance 0%
Damage 34‒44 58‒68 109‒119 158‒168 179‒189
Attack Rate 0.53/s 0.58/s 0.65/s 0.76/s 0.8/s
Attack Range Melee 200 (600)
Attack Speed ▶️ 100 (1.9s BAT)
Attack Animation 0.5+0.7
Projectile Speed Instant
Movement Speed ▶️ 285
Turn Rate Takes 0.175s to turn 180°. 0.6
Collision Size 24
Vision Range (G) 1800 • 800
Legs 2
Gib Type Default
Ability Upgrades
Upgradable by Aghanim's Scepter.
Upgradable by Aghanim's Shard.
Infernal Blade

Lucifer, the Doom, is a melee strength hero with strong farming capabilities, good versatility, and one of the strongest single-target disables in the game. His somewhat 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, Doom 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 their powers, using them to increase his own strength. 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 allows him to chase or escape effectively, all while slowly burning his enemies. He can deal tremendous damage with Infernal Blade, an attack modifier which mini-stuns enemies and deals damage over time, based on their maximum health, making it a powerful nuking ability that scales into the late game. Finally, his namesake ultimate 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 its 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.


Doom minimap icon.pngLucifer, the Doom
▶️ "Hehm ehme meh heh heh, speak of me, and I shall appear. Face me and face the furnace!"
He that burns and is not consumed, devours and is never sated, kills and is beyond all judgment--Lucifer brings doom to all who would stand against him. Bearing away souls on the tip of a fiery sword, he is the Fallen One, a once-favored general from the realm behind the light, cast out for the sin of defiance: he would not kneel.

Six times his name was tolled from the great bell of Vashundol. Six and sixty times his wings were branded, until only smoking stumps remained. Without wings, he slipped loose from the tethers that bound him within the light and he fell screaming to earth. A crater in the desert, Paradise lost. Now he attacks without mercy, without motive, the only living being able to move freely between the seven dark dominions. Lashed by inescapable needs, twisted by unimaginable talents, Doom carries his own hell with him wherever he goes. Defiant to the last. Eventually, the world will belong to Doom.


Devour icon.png
Enemy Units
Consumes an enemy or neutral creep, acquiring any special abilities that it possessed. If autocast is deactivated, Doom will not acquire the creep's abilities. Duration is equal to the cooldown.
Cast Animation: 0.3+0.5
Cast Range: 300
Gold Bonus: 60/110/160/210
Max Creep Level: 4/5/6/6
Digest Duration: 60
Cooldown: 60
Mana: 40/50/60/70
Buff modifier_doom_bringer_devour: Dispellable with death only.
Ability Draft Notes
Ability Draft Notes:
Devour only grants passive abilities of devoured neutral creeps (except for Dragonhide Aura), active abilities are not gained. The passive abilities are gained in form of status buffs.
Devour's cooldown is not reset by Rearm.
Lucifer's appetite and greed are never sated.


  • The targeted creep is instantly killed, granting its bounty and experience like a regular last hit.
    • The bonus gold is unreliable and granted when the buff expires. Losing it upon death does not grant the gold.
  • Multiple instances of the modifier fully stack with each cast.
  • Autocast enables acquiring abilities of neutral creeps. It does not cast the ability automatically.
    • When autocast is on, devouring a creep with no abilities does not remove the already acquired abilities.
    • Can only gain abilities from neutral creeps. Other units' abilities cannot be gained. Abilities are gained instantly upon devouring the creep.
    • The abilities use the original cast point of the neutral creeps they come from, however, the cast backswing differs depending on the ability acquired (see chart).
    • Abilities from neutral creeps are kept permanently, even through death, until another neutral creep with abilities is devoured with Autocast on.
    • When devouring Ancient Black Dragon icon.png Ancient Black Dragons, Doom gets Fireball and Splash Attack, but not Dragonhide Aura.

Scorched Earth
Scorched Earth icon.png
No Target
Enemies / Self
Carpets the nearby earth in flames which damage enemies, while also granting him increased movement speed.
Cast Animation: 0+0.5
Radius: 600
Damage per Second: 18/32/46/60 (Talent 38/52/66/80)
Move Speed Bonus: 9%/11%/13%/15% (Talent 24%/26%/28%/30%)
Aura Linger Duration: 0.5
Duration: 10/12/14/16
Cooldown: 35 (Talent 27)
Mana: 60/70/80/90
Does not pierce spell immunity. Affects Doom while spell immune.
Buff modifier_doom_bringer_scorched_earth_effect: Dispellable with death only.
Buff modifier_doom_bringer_scorched_earth_effect_aura: Undispellable. Persists death.
Ability Draft Notes
Ability Draft Notes:
Scorched Earth does not work while Infested.
The Fallen One spreads destruction in his wake, sparing none from the flame which sustains him.


  • Scorched Earth interrupts Doom's channeling abilities upon cast.
  • Scorched Earth's radius is centered on Doom for the full duration.
  • The damage is independent from the aura.
  • Deals damage in 1-second intervals, starting 1 second after cast, resulting in up to 10/12/14/16 possible instances.
  • Can deal up to 180/384/644/960 (Talent 380/624/924/1280) damage to a single enemy when within range for the entire duration (before reductions).
  • The damage increasing Talent talent immediately upgrades damage of the current cast.
    • However, leveling the ability up does not update the current cast.
  • The movement speed increasing Talent talent or leveling up the ability does not update the movement speed of the current cast.
  • Scorched Earth from multiple successive cast does not stack. Recasting the ability while it is active refreshes the buff.

Infernal Blade
Infernal Blade icon.png
Doom swings his burning sword, igniting the enemy. Stuns for 0.6 seconds and applies a second burn that deals a base damage plus a percentage of the target's Max HP as damage per second.
Cast Range: 200
Base Damage per second: 16/24/32/40
Max Health as Damage per Second: 1.25%/2.5%/3.75%/5% (Talent 3.35%/4.6%/5.85%/7.1%)
Damage Duration: 4
Bash Duration: 0.6 (With Aghanim's Shard 1.2)
With Aghanim's Shard Level Multiplier: 3
With Aghanim's Shard Level Multiplier Damage Bonus: 150
With Aghanim's Shard Level Multiplier Bash Duration Bonus: 0.6
Cooldown: 16/12/8/4
Mana: 40
Aghanim's Shard upgrade: Infernal Blade stun duration is increased from 0.6 to 1.2 seconds. If the enemy's level is a multiple of 3, or above level 24, they will be stunned for an additional 0.6 seconds and take 150 bonus damage.
Does not pierce spell immunity. Attempts to deal damage if debuff was placed before spell immunity and when not dispelled.
Buff modifier_doombringer_infernal_blade: Undispellable. Persists death.
Debuff modifier_doom_bringer_infernal_blade_burn: Dispellable with any dispel.
Debuff modifier_bashed: Dispellable with strong dispels.
Lucifer shares the fire branding bestowed upon him at the time of his exile.


  • Infernal Blade only works with regular attacks. Instant attacks cannot trigger it.
  • Infernal Blade does not work against allied units, buildings or wards.
  • Deals damage in 1-second intervals, starting 1 second after the debuff is applied, resulting in 4 instances.
  • Can deal up to 64/96/128/160 + 5%/10%/15%/20% (Talent 13.4%/18.4%/23.4%/28.4%) of the target's maximum health as damage (before reductions).
  • Multiple instances on the same target fully stack and work independently.
    • The max health as damage increasing Talent talent or leveling up the ability does not update the damage of the current instances.
  • The stun is provided by a bash, which fully stacks with other bash abilities.
    • The attack first applies the bash, then the burn debuffs, then its own damage.
  • With Aghanim's Shard icon.png Aghanim's Shard, if the target's level is 3/6/9/12/15/18/21/24/25/26/27/28/29/30, 150 bonus damage is applied and the stun duration is increased to 1.8.
    • If the target has the right level, the attack first applies the initial bonus damage before anything else.
    • Works against non-hero units as well, so the following units are always hit by the bonus damage and bash duration:
      • Error: String exceeds 1,000 character limit.

Doom ability icon.png
Inflicts a curse that dispels an enemy Hero and prevents them from casting spells or using items, while taking damage over time.
Cast Animation: 0.5+0.4
Cast Range: 500
Damage per Second: 30/45/60 (Talent 60/75/90)
Duration: 16 (With Aghanim's Scepter 22)
Cooldown: 145
Mana: 150/200/250
Aghanim's Scepter upgrade: Doom applies Break and increases duration by 6 seconds.
Debuff modifier_doom_bringer_doom: Dispellable with death only.
When a name is tolled from the bell of Vashundol, doom is sure to follow.


  • Applies a basic dispel on the target upon cast, removing most buffs in the process.
  • Silences and mutes the target, preventing it from casting abilities and using items.
  • Cannot be cast on ancient creeps. Can be cast on creep-heroes and illusions.
    • In the case of a unit being both a creep-hero and ancient creep, the ancient unit tag takes priority, disallowing it to be targeted.
  • Deals damage in 1-second intervals, starting immediately upon cast, resulting in 16 (Upgradable by Aghanim's Scepter. 22) instances.
  • Can deal a total of 480/720/960 (Upgradable by Aghanim's Scepter. 660/990/1320) damage without any talents (before reductions).
    • With the damage increasing Talent talent, it can deal a total of 960/1200/1440 (Upgradable by Aghanim's Scepter. 1320/1650/1980) damage.
  • Leveling up the ability does not update the damage of already placed Doom debuffs.
    • However, the damage increasing Talent talent does update the damage.
  • Heroes afflicted by Doom can be denied when their health drops below 25%.
  • Successive casts on the same unit do not stack, but only refresh the duration.

Acquirable Abilities[]

  • The following are castable abilities acquirable from Devour.
  • Most auras and passive abilities are acquirable with the exception of Dragonhide Aura.
Acquirable Castable Abilities with Devour
Neutral Creep Abilities Cast Point Doom minimap icon.png Doom's Cast Backswing
Fireball (Ancient Black Dragon) icon.png Ancient Black DragonFireball 0.3 0.8 Talent
Frenzy (Ancient Thunderhide) icon.png Ancient ThunderhideFrenzy 0 1.1 Talent
Slam (Ancient Thunderhide) icon.png Ancient ThunderhideSlam 0.3 0.8 Talent
War Stomp (Centaur Conqueror) icon.png Centaur ConquerorWar Stomp 0.4 0.7 -
Ensnare (Dark Troll Summoner) icon.png Dark Troll SummonerEnsnare 0.3 0.8 -
Raise Dead (Dark Troll Summoner) icon.png Dark Troll SummonerRaise Dead 0.3 0.8 -
Chain Lightning (Harpy Stormcrafter) icon.png Harpy StormcrafterChain Lightning 0.3 0.8 -
Thunder Clap (Hellbear Smasher) icon.png Hellbear SmasherThunder Clap 0.4 0.7 -
Heal (Hill Troll Priest) icon.png Hill Troll PriestHeal 0.5 0.6 -
Hurl Boulder (Mud Golem) icon.png Mud GolemHurl Boulder 0.3 0.8 -
Hurl Boulder (Mud Golem) icon.png Shard GolemHurl Boulder 0.3 0.8 -
Ice Armor (Ogre Frostmage) icon.png Ogre FrostmageIce Armor 0.56 0.54 -
Purge (Satyr Banisher) icon.png Satyr BanisherPurge 0.2 0.9 -
Mana Burn (Satyr Mindstealer) icon.png Satyr MindstealerMana Burn 0.3 0.8 -
Shockwave (Satyr Tormenter) icon.png Satyr TormenterShockwave 0.5 0.6 -


Hero Talents
+150% Cleave25+2.1% Infernal Blade Damage
+15% Scorched Earth Movement Speed20+30 Doom DPS
Devour Can Target Ancients15-8s Scorched Earth Cooldown
+20 Scorched Earth Damage10+12% Magic Resistance
  • The magic resistance talent stacks multiplicatively with other sources of magic resistance.
    • Increases Doom's magic resistance to 34%.

Recent Changes[]

Main Article: Doom/Changelogs
  • Reduced Doom cast range from 550 to 500.
  • Reduced Intelligence attribute symbol.png intelligence gain from 2.1 to 1.7.
  • Increased health regeneration from 0 to 0.25.
  • Reduced Devour gold bonus from 60/120/180/240 to 60/110/160/210.
  • Scorched Earth
    • Increased damage per second from 15/30/45/60 to 18/32/46/60.
    • Rescaled duration from 15 on each level to 10/12/14/16.
    • Reduced cooldown from 50/45/40/35 to 35 on each level.
  • Increased Infernal Blade base damage per second from 16/20/24/28 to 16/24/32/40.
  • Talents:
Level 15 right talent: -10s Scorched Earth cooldown reduced to -8s.
Level 25 right talent: +2.4% Infernal Blade max health as damage per second reduced to +2.1%.
  • Devour
    • Reduced duration from 70 to 60.
    • Reduced cooldown from 70 to 60.
  • Increased Doom damage per second from 25/40/55 to 30/45/60.

Recommended Items[]

Starting items:

  • Tango icon.png Tango restores health to stay in lane.
  • Healing Salve icon.png Healing Salve restores health quickly to stay in the lane.
  • Gauntlets of Strength icon.png Gauntlets of Strength gives Doom strength and builds into Soul Ring.
  • Iron Branch icon.png Iron Branch provides bonus attributes and can later be upgraded into a Magic Wand.

Early game:

  • Soul Ring icon.png Soul Ring solves his mana problem during the early game.
  • Boots of Speed icon.png Boots of Speed grants Doom movement speed bonus to increase his mobility with Scorched Earth, helping him to chase down or run away.

Mid game:

  • Phase Boots icon.png Phase Boots give bonus armor making him tankier and with Scorched Earth give even more mobility.
  • Magic Wand icon.png Magic Wand provides burst health and mana regen that can often be enough to survive.

Late game:

  • Shiva's Guard icon.png Shiva's Guard rectifies Doom's low base intelligence, allowing him to cast his spells much more often, while simultaneously alleviating his armor problem. The active can be used in a teamfight to debilitate enemies' movements, and is powerful when chasing enemies down.
  • Lotus Orb icon.png Lotus Orb helps Doom survive with regeneration and armor. The active dispels and reflects targeted spells, which can be used on allies.

Situational items:

  • Hand of Midas icon.png Hand of Midas is a good item for any role Doom as he can get lots of early gold from Devour to be able to afford it and to get levels for talents.
  • Vladmir's Offering icon.png Vladmir's Offering gives Doom more armor and mana regen, lifesteal to maintain his health pool, and bonus physical damage. The aura gives his team a bigger edge in teamfights, increasing their overall effectiveness.
  • Drum of Endurance icon.png Drum of Endurance is a good attributes booster that has an easy buildup and lets Doom participate more often in early fights. It provides more health, a bigger mana pool, and an active that increases attack and movement speed to boost his team's mobility and damage output.
  • Shadow Blade icon.png Shadow Blade improves Doom's physical damage output, helping him deal damage in fights or farm more efficiently. The active allows Doom to invisibly initiate on enemies while dealing backstab damage prior to casting his ultimate, or can be used as an escape ability as needed.
  • Blade Mail icon.png Blade Mail is a powerful mid-game item that gives Doom many powerful benefits. The increased intelligence greatly offsets his low base mana pool, the armor alleviates his weakness to physical damage, and the active works alongside his huge health pool to punish the enemy should they decide to attack him.
  • Blink Dagger icon.png Blink Dagger is a useful initiating item on Doom, as he can use it to quickly get within range to disable enemies using any abilities he has gained via the use of Devour, as well as his ultimate. It greatly improves his mobility, allowing him to move around the map or position himself for casting spells more easily.
  • Heaven's Halberd icon.png Heaven's Halberd can give Doom increased survivability against physical damage by giving him more strength, status resistance, as well as evasion against attacks, helping to offset his armor vulnerability. The active is also powerful in eliminating a target's ability to attack, a powerful complement to his ultimate if the target decides to stand their ground and fight.
  • Crimson Guard icon.png Crimson Guard 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.
  • Assault Cuirass icon.png Assault Cuirass is a strong item on Doom that solves his armor and attack speed issues, giving him and his team increased physical damage output during fights.
  • Radiance (Active) icon.png Radiance turns Doom into a walking hazard, as it inflicts burn damage to all nearby enemies (as well as stacking with Scorched Earth), and augments his attack damage. The Burn also induces a blind on all nearby enemies, causing them to miss some attacks and giving Doom more survivability against physical attacks.
  • Heart of Tarrasque icon.png Heart of Tarrasque is a very strong item on Doom, as it augments his already impressive strength growth. Once he has sufficient armor, bulking up his health can make him much harder to kill in teamfights, allowing him to outlast the enemy. The passive health regen allows him to completely recover his health pool outside of battle, which lets him be much more active.
  • Aghanim's Scepter icon.png Aghanim's Scepter applies Break to Doom's ultimate, allowing him to shut down enemies with troublesome passives.
  • Refresher Orb icon.png Refresher Orb is a powerful complement to Doom's ultimate, as it allows him to remove two enemy players from a teamfight, drastically tipping the odds in his team's favor. However, due to Doom's low intelligence and the high mana cost of refreshing cooldowns, Doom should increase the size of his mana pool before attempting to purchase this.
  • Black King Bar icon.png Black King Bar can be extremely important to get on Doom, so that he can prevent himself from being chain-disabled and killed before getting his ultimate off. As well, once he gets farmed enough he needs to prevent himself from being disabled in teamfights so that he can take the enemy team head-on.
  • Silver Edge icon.png Silver Edge, upgrades from Shadow Blade and gives Doom more damage output and health, and increases his initiating potential by allowing him to deal more backstab damage and inflict break on enemies prior to casting Doom. Its break can also be used alongside that of an Aghanim's-upgraded Doom to debilitate two enemies simultaneously.
  • Scythe of Vyse icon.png Scythe of Vyse gives Doom a much bigger mana pool, good mana regen, good stats across the board and a ranged hard-disable that is a powerful complement to his ultimate. It is also useful on a carry Doom due to the Hex alone.
  • Guardian Greaves icon.png Guardian Greaves greatly improves Doom's overall survivability, as its aura can make him much harder to bring down at low health. The active is very powerful in teamfights for healing and replenishing mana, and can remove debuffs from Doom himself.


Roles: Carry Carry Disabler Disabler Initiator Initiator Durable Durable Nuker Nuker
Complexity: ★★☆
Playstyle: Wings branded and visage twisted, the Fallen One bears little resemblance to his former self. Banished from the realm of light, Lucifer now walks the earth, bringing misery to all who stand against him. The towering demon Devours creeps in a single bite, digesting them whole and assimilating their abilities. The fires of Hell smolder at Lucifer's feet, leaving in his wake fields of Scorched Earth. When the bell of Vashundol tolls, an enemy's downfall is sure to follow. Lucifer places upon his adversary an enduring curse, burning away at its health and rendering it utterly powerless as it staggers towards its inevitable Doom.





  • In DotA, Doom used to be known as Doombringer, which was first kept as Doom Bringer in the transition to Dota 2. Later with the January 10, 2013 update, his name was changed to avoid copyright conflicts with Blizzard.
  • Several of Doom's abilities are inspired by Final Fantasy's Blue Mages. LVL? Death was based on 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 to "Lightbringer", from Latin lux[1] and fero[2]. 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 minimap icon.png Invisibility Rune, ▶️ "Heheheh, see no evil.", refers to the Three wise monkeys and their associated phrase: "See no evil, hear no evil, speak no evil." Riki minimap icon.png Riki also has this line.
  • 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.