Hero
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Can prevent a single enemy from using abilities and items. | |
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. Raising his Infernal Blade, 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. | |
Roles: | Carry Disabler Initiator Durable Nuker |
Complexity: | ★★☆ |
Contents
Bio[]
▶️ "Hehm ehme meh heh heh, speak of me, and I shall appear. Face me and face the furnace!"
Lore:
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.
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.
Alias:
DB
Voice:
Abilities[]
Devour
Consumes an enemy or neutral creep, acquiring any special abilities that it possessed and gaining armor temporarily while it digests the creep. 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
Max Creep Level: 4/5/6/6
Gold Bonus: 50/100/150/200
Armor Bonus: 1/3/5/7
Digest Duration: 60
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.
Devour's cooldown is not reset by Rearm.
Lucifer's appetite and greed are never sated.
Notes:
- Cannot devour Roshan, Couriers, creep-heroes, and ancient creeps.
- With the level 15
talent, Devour can target ancient creeps.
- The following creeps cannot be devoured due to the level restriction:
- Level 4: Can devour all creeps
- Level 3: Can devour all creeps
- Level 2, cannot devour: Ancient Black Dragon, Ancient Granite Golem, Ancient Ice Shaman, Ancient Thunderhide, Dark Troll Summoner, Satyr Tormenter,
- Level 1, additionally: Alpha Wolf, Ancient Frostbitten Golem, Ancient Rock Golem, Ancient Rumblehide, Centaur Conqueror, Hellbear Smasher, Necronomicon Archer, Necronomicon Warrior, Warpine Raider, Wildwing Ripper,
- With the level 15
- 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.
- Only acquires the first and second ability of the neutral creep. If it has a third ability, it is not acquired.
- This means when cast on an Ancient Black Dragon, it acquires Fireball and Splash Attack, but not Dragonhide Aura.
- The acquired abilities appear in the dedicated fourth and fifth ability slot.
- Devouring a creep with no abilities does not remove the already acquired abilities.
- Does not acquire any of the attack classes 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 here).
- Abilities from neutral creeps are kept permanently, even through death, until another neutral creep with abilities is devoured with Autocast on.
Scorched Earth
Cast Animation: 0+0.5
Radius: 600
Aura Linger Duration: 0.5
Duration: 10/12/14/16
Modifiers [?]
modifier_doom_bringer_scorched_earth_effect
Death
modifier_doom_bringer_scorched_earth_effect_aura
Undispellable
The Fallen One spreads destruction in his wake, sparing none from the flame which sustains him.
Notes:
- Scorched Earth interrupts Doom's channeling abilities upon cast.
- Scorched Earth's radius is centered on Doom for the full duration.
- If the caster gets hidden, Scorched Earth stops applying its area damage and its visual effect disappears, until the caster is no longer hidden.
- The movement speed bonus is provided by an aura, which lingers for 0.5 seconds.
- 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 (
380/624/924/1280) damage to a single enemy when within range for the entire duration (before reductions).
- The damage increasing
talent immediately upgrades damage of the current cast.
- However, leveling the ability up does not update the current cast.
- The movement speed increasing
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
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: 20/30/40/50
Damage Duration: 4
Infernal Blade stun duration is increased. If the enemy's level is a multiple of 3, or above level 24, they will be stunned for a longer duration and take bonus damage.
Spell Immunity Notes:
Attempts to deal damage if debuff was placed before spell immunity and when not dispelled.
Modifiers [?]
Lucifer shares the fire branding bestowed upon him at the time of his exile.
Notes:
- The cast range of Infernal Blade is based on the attack range of the caster.
- The cast range can be further increased by other attack range bonuses. However, it is not affected by cast range bonuses.
- Both Autocast and manually casting it uses Doom's current attack range.
- Infernal Blade only works with regular attacks. Instant attacks cannot trigger it.
- Cannot be cast on Roshan.
- Deals damage in 1-second intervals, starting 1 second after the debuff is applied, resulting in 4 instances.
- Can deal up to 80/120/160/200 + 4%/8%/12%/16% (
12.4%/16.4%/20.4%/24.4%) 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 or leveling up the ability does not update the damage of the current instances.
- The max health as damage increasing
- 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, 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:
Doom
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
When a name is tolled from the bell of Vashundol, doom is sure to follow.
Notes:
- 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.
- With Aghanim's Scepter, Doom applies a break on the target for its duration, disabling passive abilities.
- Cannot be cast on ancient creeps.
- Deals damage in 1-second intervals, starting immediately upon cast, resulting in 16 (
22) instances.
- Can deal up to 480/720/960 (
660/990/1320) damage (before reductions).
- With the damage increasing
talent, it can deal up to 960/1200/1440 (
1320/1650/1980) damage.
- With the damage increasing
- Leveling up the ability does not update the damage of already debuffs.
- 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.
Neutral Abilities Cast Times[]
The following are active abilities that can be acquired with Devour, and their cast animations on Doom.
Acquirable Castable Abilities with Devour | |||
---|---|---|---|
Neutral Creep Abilities | Cast Point | Doom's Cast Backswing | |
![]() |
0.3 | 0.8 | ![]() |
![]() |
0.35 | 0.75 | ![]() |
![]() |
0 | 1.1 | ![]() |
![]() |
0.3 | 0.8 | ![]() |
![]() |
0.4 | 0.7 | - |
![]() |
0.3 | 0.8 | - |
![]() |
0 | 1.1 | - |
![]() |
0.2 | 0.9 | - |
![]() |
0 | 0 | - |
![]() |
0.3 | 0.8 | - |
![]() |
0.4 | 0.7 | - |
![]() |
0.3 | 0.8 | - |
![]() |
0.5 | 0.6 | - |
![]() |
0.3 | 0.8 | - |
![]() |
2.7 | 0 | - |
![]() |
0.3 | 0.8 | - |
![]() |
0.56 | 0.54 | - |
![]() |
0.2 | 0.9 | - |
![]() |
0.3 | 0.8 | - |
![]() |
0.5 | 0.6 | - |
![]() |
0.2 | 0.9 | - |
![]() |
0.4 | 0.7 | - |
![]() |
0 | 1.1 | - |
Talents[]
Hero Talents | ||
---|---|---|
+150% Cleave | 25 | +2.1% Infernal Blade Damage |
+15% Scorched Earth Movement Speed | 20 | +30 Doom DPS |
Devour Can Target Ancients | 15 | -8s Scorched Earth Cooldown |
+20 Scorched Earth Damage | 10 | +12% Magic Resistance |
Notes:
- 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
Version
Description
- Devour
- Now grants 1/3/5/7 armor while digesting the creep.
- Reduced gold bonus from 60/110/160/210 to 50/100/150/200.
- Infernal Blade
- Increased base damage per second from 16/24/32/40 to 20/30/40/50.
- Reduced max health as damage per second from 1.25%/2.5%/3.75%/5% to 1%/2%/3%/4%.
- Increased Doom mana cost from 150/200/250 to 150/225/300.
- Reduced 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%.
Recommended Items[]
Starting items:
- Tango restores health to stay in lane.
- Healing Salve restores health quickly to stay in the lane.
- Gauntlets of Strength gives Doom strength and builds into Soul Ring.
- Iron Branch provides bonus attributes and can later be upgraded into a Magic Wand.
Early game:
- Soul Ring solves his mana problem during the early game.
- 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 give bonus armor making him tankier and with Scorched Earth give even more mobility.
- Magic Wand provides burst health and mana regen that can often be enough to survive.
Late game:
- 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 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 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 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 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 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 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 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 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 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 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 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 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 applies Break to Doom's ultimate, allowing him to shut down enemies with troublesome passives.
- 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 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, 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 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 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.
Gameplay[]
Audio[]
History[]
Equipment[]
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Trivia[]
- 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, ▶️ "Heheheh, see no evil.", refers to the Three wise monkeys and their associated phrase: "See no evil, hear no evil, speak no evil." 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.
Gallery[]
Low Violence model