Hero
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Can prevent a single enemy from using abilities and healing. | |
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: | |
Adjectives: | Arachnophobic, Demon, Fiery, Horns, Red, Wings Legs ( 2 )
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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 Alt-Cast is deactivated, Doom will not acquire the creep's abilities. Duration is equal to the cooldown.
Max Creep Level: 4/5/6/6
Gold Bonus: 40/80/120/160
Armor Bonus: 1/3/5/7
Digest Duration: 70
Devour only grants passive abilities of devoured neutral creeps (except for Dragonhide Aura), active abilities are not gained. The passive abilities are gained in the 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.
- Upon leveling Devour for the first time, it has Alt-cast activated by default, which enables acquiring abilities of neutral creeps.
- The acquired abilities' levels are based on the current level of Devour at the time of acquisition and levels up accordingly based on the Neutral Upgrade interval.
- These abilities appear in the dedicated Fourth and Fifth ability slot.
- Cannot devour Roshan, Couriers, wards, creep-heroes, and ancient creeps.
- TALENTDevour's ancient creeps targeting restriction is removed upon learning the talent.
- The following creeps cannot be devoured due to the level restriction:
- LEVEL 4Can devour all creeps.
- LEVEL 3Can devour all creeps.
- LEVEL 2Cannot devour: Ancient Black Dragon, Ancient Granite Golem, Ancient Ice Shaman, Ancient Thunderhide, Dark Troll Summoner, Satyr Tormenter,
- LEVEL 1Additionally cannot devour: Alpha Wolf, Ancient Frostbitten Golem, Ancient Rock Golem, Ancient Rumblehide, Centaur Conqueror, Hellbear Smasher, Mega Ranged Creep, Necronomicon Archer, Necronomicon Warrior, Ranged Creep, Super Ranged Creep, Warpine Raider, Wildwing Ripper,
- The targeted creep is instantly killed upon cast, granting its bounty and experience like a regular last hit.
- Then it applies the Devour buff on self, granting its armor and magic resistance bonus, then grants unreliable gold when the buff expires.
- TALENTStacks multiplicatively with other magic resistance sources.
- Increases Doom's magic resistance to 36.25%.
- With the magic resistance bonus from this source, every 10 points of intelligence further increases the total magic resistance by 0.85%. [?]
- Despite the ability description stating that the duration is equal to the ability's cooldown, cooldown reduction sources affect the ability's cooldown but not the duration.
- Successive casts fully stack with each instance having its own independent buff duration.
- / Does not grant any Devoured Abilities.
Scorched Earth
Aura Linger Duration: 0.5
Duration: 10/12/14/16
Modifiers [?]
modifier_doom_bringer_scorched_earth_thinker
Undispellable
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.
- Scorched Earth's radius is centered on Doom for its duration.
- The movement speed bonus is provided by an aura and lingers for 0.5 seconds.
- However, the damage and heal per second component is independent of the aura.
- The ability's visual effect disappears while hidden or invulnerable, and Scorched Earth stops applying its damage and heal per second.
- Deals damage and heal in 1-second intervals, starting 1 second after cast, resulting in up to 10/12/14/16 possible instances.
- Can deal up to 200/420/700/1040 ( 320/564/868/1232) damage to a single enemy within the radius for the entire duration (before reductions).
- Leveling up the ability does not update the current instance.
- TALENTHowever, the damage increasing talent immediately updates the damage and heal per second of the current instance.
- Both leveling up and the movement speed increasing talent does not update the movement speed bonus of the current instance.
- Successive casts do not stack but refresh the ability values and duration.
- Acquiring the Ability Upgrade does not update the current active instance.
- Always heal Doom and his player-controlled units for the full amount per instance, regardless of how much damage the target actually takes.
- The healing value is not based on the damage dealt. Therefore, spell amplification sources can not affect the heal value.
- The heal can be affected by lifesteal manipulation source but not heal manipulation.
- Can heal up to 120/252/420/624 ( 192/338.4/520.8/739.2) for the entire duration.
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.
Base Damage per Second: 20/30/40/50
Damage Duration: 4
Bash Duration: 0.6
Modifiers [?]
Lucifer shares the fire branding bestowed upon him at the time of his exile.
- Infernal Blade's cast range can only be further increased by attack range bonuses of the same range type as the caster. However, it is not affected by cast range bonuses.
- Both Autocast and manually casting it uses Doom's current attack range.
- Only works with regular attacks. Instant attacks cannot trigger Infernal Blade.
- 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%/16%/20%/24%) of the target's max health as damage (before reductions).
- Successive casts on the same target fully stack and its debuff works independently.
- Both leveling up the ability and the max health as damage increasing talent does not update the damage of the current instances.
- Infernal Blade first applies the bash, the burn debuff, then the attack damage.
- Stacks with other bash sources, with its duration following the regular rule of stuns — the longer one overrides the shorter one.
Devoured Ability 1
DF
Ability
Passive
Passive
This slot will be replaced by abilities acquired with Devour.
Ability Slot Cast Animation Time: 1.1
Acquired Ability Duration: Permanent
- 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.
- Devouring a creep with no abilities does not remove the already acquired abilities.
- Does not acquire any of the attack class abilities, Martyrdom or the Inspiration Aura.
- 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 Alt-cast activated.
- 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).
- Uses the player-controlled radius for acquired aura abilities.
- expr
- Cast point:
Original Cast Point of Acquired Ability
- Cast backswing:
1.1 - OriginalCastPoint, 0 when OriginalCastPoint ≥ 1.1
- Cast point:
- Devoured abilities acquired are based on Doom's current acquired ability.
- Abilities acquired from Devour are considered hero abilities and are cast on the secondary target if it is a unit-targeted ability.
Devoured Ability 2
FG
Ability
Passive
Passive
This slot will be replaced by abilities acquired with Devour.
Ability Slot Cast Animation Time: 1.1
Acquired Ability Duration: Permanent
- The following abilities will take up this slot when acquired via Devour:
- Other notes of Devoured Ability 1 fully apply.
- expr
- Cast point:
Original Cast Point of Acquired Ability
- Cast backswing:
1.1 - OriginalCastPoint, 0 when OriginalCastPoint ≥ 1.1
- Cast point:
Inflicts a curse that dispels an enemy Hero and prevents them from casting spells or healing in any way, while taking damage over time.
Damage per Second: 30/50/70
Duration: 12/14/16
Allies in a 300 radius around the doomed target also suffer the effects of Doom. Allows Doom to be self-cast to affect enemies around caster.
Spell Block / Reflection Notes:
May indirectly cast on ancient creeps via Spell Reflection.
Modifiers [?]
modifier_doom_bringer_doom_aura_self
Death
modifier_doom_bringer_doom_enemy
Death
modifier_doom_bringer_doom
Death
When a name is tolled from the bell of Vashundol, doom is sure to follow.
- Applies a basic dispel upon cast on the affected target(s).
- Cannot be cast on ancient creeps.
- Silences the target preventing it from casting abilities, but does not affect the following mechanics:
- The current state of toggled On abilities. They remain On if Doom is cast on them while toggled on.
- Item related player actions (e.g. selling, disassembling etc.).
- Activating runes.
- Leveling up abilities or learning talents.
- Channeling an Outpost.
- Deals damage in 1-second intervals, starting immediately upon cast, resulting in 13/15/17 instances.
- Can deal up to 390/750/1190 damage (before reductions).
- Leveling up the ability does not update the damage of already debuffs.
- Successive casts on the same unit do not stack but refresh the ability values.
- Applies a debuff that freezes health and prevents the following current health increasing effects:
- Flat current health sources.
- Percentage-based current health sources.
- Current health increase from strength items and/or from health bonus items.
- Granite Aura
- However, the debuff does not prevent the following sources from increasing health:
- Setting health sources.
- Max health increasing sources.
- From losing the Death Pact and Whirling Death debuff.
- From gaining/losing the Decay buff/debuff.
- Doom now turns into an aura with 300 radius and it does not linger.
- ↓↓ Double-tapping automatically target self.
- Enemies within the radius of the affected target are also Doomed following the same intervals. Leaving and re-entering the Doom aura does not apply a basic dispel on affected enemies.
- Self-casting ability does not disable Doom in any way and he can use his other abilities and items.
- Doom first applies the damage, then the aura.
- While active, both acquiring and losing Aghanim's Scepter does not update the current instance.
- Fully affect Couriers while active.
- TALENTBoth Doom applies Mute and Doom applies Break talent do not update the current active instance.
- Can indirectly affect ancient creeps if they are the secondary target, while Doom is cast on the primary target.
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 | |
Ancient Black Dragon – Fireball | 0.3 | 0.8 | |
Ancient Ice Shaman – Icefire Bomb | 0.35 | 0.75 | |
Ancient Thunderhide – Frenzy | 0 | 1.1 | |
Ancient Thunderhide – Slam | 0.3 | 0.8 | |
Centaur Conqueror – War Stomp | 0.4 | 0.7 | - |
Dark Troll Summoner – Raise Dead | 0.3 | 0.8 | - |
Fell Spirit – Vex | 0 | 1.1 | - |
Giant Wolf – Intimidate | 0.2 | 0.9 | - |
Harpy Scout – Take Off | 0 | 0 | - |
Harpy Stormcrafter – Chain Lightning | 0.3 | 0.8 | - |
Hellbear Smasher – Thunder Clap | 0.4 | 0.7 | - |
Hill Troll – Ensnare | 0.3 | 0.8 | - |
Hill Troll Priest – Heal | 0.5 | 0.6 | - |
Mud Golem – Hurl Boulder | 0.3 | 0.8 | - |
Ogre Bruiser – Ogre Smash! | 2.7 | 0 | - |
Shard Golem – Hurl Boulder | 0.3 | 0.8 | - |
Ogre Frostmage – Ice Armor | 0.56 | 0.54 | - |
Satyr Banisher – Purge | 0.2 | 0.9 | - |
Satyr Mindstealer – Mana Burn | 0.3 | 0.8 | - |
Satyr Tormenter – Shockwave | 0.5 | 0.6 | - |
Warpine Raider – Seed Shot | 0.2 | 0.9 | - |
Wildwing – Tornado | 0.4 | 0.7 | - |
Wildwing Ripper – Hurricane | 0 | 1.1 | - |
Talents[]
Hero Talents | ||
---|---|---|
Doom applies Break | 25 | Doom applies Mute |
+2% Infernal Blade Damage | 20 | -10s Scorched Earth Cooldown |
Devour Can Target Ancients | 15 | +7% Scorched Earth Movement Speed |
+12 Scorched Earth Damage | 10 | Devour Grants 15% Magic Resistance |
Recent Changes[]
<div> <div class="updatetablehead"> <div id="version">Version</div><div id="description">Description</div> </div> <div class="updatetablebody">
- Reduced Scorched Earth Move Speed bonus from 8%/9%/10%/11% to 7%/8%/9%/10%.
- Reduced Devour duration from 16 to 12/14/16.
- Talents:
- LVL 10+15 Scorched Earth Damage decreased to +12..
- Increased base movement speed from 285 to 290.
- Devour acquired neutral creep abilities now level up automatically accordingly to the in-game time.
- Reduced Infernal Blade cooldown from 16/12/8/4 to 13/10/7/4.
- RemovedDoom denying functionality. [?]
- Talents:
- LVL 20+1.8% Infernal Blade max health as damage per second increased to +2%.
- Devour
- Increased digest duration from 65 to 70.
- Increased cooldown from 65 to 70.
- Talents:
- LVL 20-12s Scorched Earth cooldown reduced to -10s.
</div> </div>
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.
- 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.
- 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.
- 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.
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.
- 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.
Situational items:
- 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.
- 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.
- 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.
- 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.
Dota Plus Progress[]
Main Article: Hero Challenges
Relics track a hero's actions and statistics, and display in-game notifications when a milestone is reached. They are only available to Dota Plus subscribers.
Relics | Voice Lines | |
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Bronze |
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Silver |
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Gold |
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Platinum |
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Master |
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Grandmaster |
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Equipment[]
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Trivia[]
- In DotA, Doom used to be known as "Doom Bringer", which was first kept in the transition to Dota 2. Later with the January 10, 2013 update, his name was changed likely to avoid copyright conflicts with "Blizzard Entertainment".
- 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.
- 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