Bio
Lucifer, the Doom | |
Play "Hehm ehme meh heh heh, speak of me, and I shall appear. Face me and face the furnace!" | |
Role: | Carry / Disabler / Initiator / Durable / Nuker |
Lore Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Lucifer, the Doom He that burns and is not consumed, devours and : | 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. |
Voice: | John Patrick Lowrie ( Responses Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs v • d • e Voice responses Hero responses Abaddon Alchemist Ancient Apparition Anti-Mage Arc Warden Axe Bane ) |
Abilities
Target Unit
Enemy Units
Pure
(HP Removal)
Notes:
- Can target all neutral creeps Neutral creeps are a type of creep not controlled by any player. They are aligned to neither of the teams, and offer an alternative source of gold and experience. Neutral creeps appear in small camps , except for ancient creeps Neutral creeps are a type of creep not controlled by any player. They are aligned to neither of the teams, and offer an alternative source of gold and experience. Neutral creeps appear in small camps and Roshan For Roshan as he appears in holiday events, see Roshan (Diretide 2012) and Roshan (Diretide 2013) Roshan Ancient Jungle Creep Level 30 Health 5500 Health regeneration 20 Armor 15 Magic resistance 55% Attack damage 65 . Can target ancient creeps when the talent for it is chosen.
- Can target all summons This page is about in-game units. For cosmetic pets, see Summoned Unit. Summons are a type of units that are created with spells. Players do not encounter them, unless they play as, with or against , except for creep-heroes and couriers Couriers may refer to: Animal Courier Flying Courier Custom Courier Play “One divided against its Self cannot stand.” This disambiguation page lists articles with a similar title or acronym. If an internal link led you here, .
- The targeted creep is instantly killed, granting its bounty and experience Main Changelogs “ Play I grow stronger! Click to listen— Storm Spirit ” Experience allows heroes to level up, which makes them stronger and allows them to learn new abilities. Experience is earned like a regular last hit.
- Can only gain abilities from neutral creeps. Abilities are gained instantly upon devouring the creep.
- The abilities use the original cast point of the neutral creeps they come from.
- Be that as it may, the cast backswing differs depending on the spell (see chart).
- Abilities from neutral creeps are kept permanently, even through death, until another neutral creep with abilities is devoured.
- Devouring a creep with no abilities does not remove the already acquired abilities.
- When devouring Ancient Black Dragon Ancient Black Dragon Ancient Jungle Creep Level 6 Health 2000 Health regeneration 2 Mana 500 Mana regeneration 1 Armor 3 Magic resistance 70% Attack damage 48‒81 Acquisition range 300 Attack range 300 Base attack time s, Doom gets Fireball and Splash Attack, but not Dragonhide Aura.
- When devouring Ancient Thunderhide See the creep. For the species in Dota 2 lore, see Thunderhides. Ancient Thunderhide Ancient Jungle Creep Level 6 Health 1400 Health regeneration 0.5 Mana 400 Mana regeneration 1 Armor 2 Magic s, Doom gets Frenzy and War Drums Aura, but not Slam.
- Places a debuff on Doom, which lasts 1 second per 20 health the creep had upon getting devoured. The debuff is lost upon death.
- The bonus gold is unreliable “ Play Now that s how you make gold. Click to listen— Alchemist ” Gold is the currency used to buy items or instantly revive your hero. Gold can be earned from killing heroes, creeps, or buildings. Contents and granted when the debuff expires. Losing it upon death does not grant the gold.
- Doom cannot devour another creep while the debuff is active, even if Devour is off cooldown.
- The debuff lasts longer than Devour`s cooldown when devouring a creep with more than 1400/1200/1000/800 current health.
No Target
Enemies / Self
Magical
Notes:
- Scorched Earth interrupts Doom`s channeling Warlock channeling Upheaval Channeling an ability causes the caster to stop acting for the duration of the spell. Channeled spells may be ended when the channeling unit takes another action or is interrupted by another spells upon cast.
- Scorched Earth`s radius is centered on Doom for the full duration.
- Units under Doom`s control benefit from Scorched Earth when they are inside the radius.
- Restores health in the form of regeneration, so it regenerates 1.6/2.4/3.2/4 ( 3.1/3.9/4.7/5.5) health in 0.1-second intervals, equating to 16/24/32/40 ( 31/39/47/55) health per second.
- The heal and movement speed bonuses are provided by an aura, which lingers for 0.5 seconds, or until the spell ends, whichever is shorter.
- The damage is independent of the aura.
- Deals damage in 1-second intervals, starting 1 second after cast, resulting in up to 10/12/14/16 possible instances.
- Can damage or heal for up to 160/288/448/640 ( 310/468/658/880) health (before reductions).
- Scorched Earth does not stack with itself. Casting the ability while it is active refreshes the buff.
Target Unit / Autocast
Enemies
Magical
Notes:
- Deals damage in 1-second intervals, starting 1 second after the debuff is applied, resulting in 4 instances.
- Can deal up to 100/120/140/160 + 5%/10%/15%/20% ( 13%/18%/23%/28%) of the target`s maximum health as damage (before reductions).
- Multiple instances on the same target fully stack and work independently.
- The stun is provided by a bash, which fully stacks with other bash abilities.
Target Unit
Enemies
Pure
Notes:
- Applies a basic dispel on the target upon cast, removing most buffs in the process.
- Cannot be cast on ancient creeps Neutral creeps are a type of creep not controlled by any player. They are aligned to neither of the teams, and offer an alternative source of gold and experience. Neutral creeps appear in small camps , couriers Couriers may refer to: Animal Courier Flying Courier Custom Courier Play “One divided against its Self cannot stand.” This disambiguation page lists articles with a similar title or acronym. If an internal link led you here, and Roshan For Roshan as he appears in holiday events, see Roshan (Diretide 2012) and Roshan (Diretide 2013) Roshan Ancient Jungle Creep Level 30 Health 5500 Health regeneration 20 Armor 15 Magic resistance 55% Attack damage 65 . Can be cast on creep-heroes and illusions.
- Since Warlock`s Golem and the Primal Split spirits are creep-heroes and ancients, it cannot target those.
- For a list of passive abilities disabled by Doom upgraded with Aghanim`s Scepter, see Break.
- Toggling spells like Rot or Voodoo Restoration stay active when they were active upon getting doomed.
- Doomed units can pick up or drop items and take runes.
- Doomed units can level up their spells and attribute bonus.
- Deals damage in 1-second intervals, starting immediately upon cast, resulting in ( at least) 16 instances.
- Can deal up to ( a minimum of) 400/640/880 ( 1040/1280/1520) damage (before reductions).
- Heroes afflicted by Doom can be denied when their health drops below 25%.
- Multiple casts on the same unit do not stack, but only refresh the duration.
- When upgraded, Doom (ability) checks for Doom`s (hero) presence before each damage interval.
- If Doom is within range, one second gets added to the duration, effectively stopping the duration.
- On each interval, the debuff icon`s duration indicator is updated, showing the remaining duration.
- Does not react on illusions of Doom.
Videos
Info
Lucifer, the Doom, is a melee Attack range is the range at which a hero may perform his or her basic attack on another unit. There are two main subdivisions of attacks: melee and ranged. Attack range can be extended by strength Strength is the attribute that grants health and health regeneration. For each point of strength a hero gets: 20 Health 0.06 Health regeneration Additionally, strength heroes also get 1 attack damage per strength point. To hero Main Mechanics Attributes Table Release Dates Grid Layout Heroes are the essential element of Dota 2, as the course of the match is dependent on their intervention. During with strong farming capabilities, good versatility, and one of the strongest single-target disables in the game. His very low starting armor Armor is an attribute shared by all units. Armor is used to determine the amount of damage reduction (or amplification if an armor value is negative) a unit takes from physical damage sources. Higher armor makes him vulnerable to harassment, but his abilities and high health “ Play Life becomes death becomes new life. As it should be. Click to listen— Treant Protector ” Health (also known as HP, which can be short for: health pool or health points) represents the life 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 Creeps are basic units in Dota 2. Every unit which is not a hero, building, ward or courier is considered a creep. Creeps can belong to either faction, be neutral, or be player-controlled units. Unlike , 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 serves numerous purposes, allowing him to chase, escape, regenerate, and slowly burn his enemies all at once. 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. At long last, 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.
Talents
Hero Talents | ||
+40 Health Regen | 25 | +2% Infernal Blade Damage |
Devour Can Target Ancients | 20 | +40 Doom DPS |
+15 Scorched Earth Damage/Heal | 15 | +25 Movement Speed |
+80 Devour Bonus Gold | 10 | +275 Health |
- Upgrading health increases maximum health capacity and keeps the current health percentage.
- The armor and attack damage are added as bonus armor and bonus attack damage, and therefore do not benefit illusions.
- The health regen is added as a bonus and does not benefit illusions.
Recommended items
Starting items:
- Tango and Healing Salve are important basic regen items to have. Since Doom is a melee hero, he is easy to harass during the laning stage, so having regen can allow him to remain in-lane.
- Stout Shield gives Doom damage block, which is useful both in lane and while jungling, particularly because of his extremely low base armor.
- Iron Branches are cheap and give Doom some all-around attributes. They can be sold later for inventory space at little cost, or used to build into a Magic Wand.
- In general, a Clarity or two are recommended during the laning stage, and especially if jungling, as Doom`s abysmal base intelligence means that he runs completely out of mana after casting less than a handful of spells.
- Iron Talon is a very powerful farming booster for Doom that can allow him to accelerate his farming speed as needed. It boosts his damage against creeps while also providing armor, increasing his physical damage resistance whether it is against creeps or heroes. Using the active on creeps can greatly reduce the amount of time Doom takes to clear a creep camp, and in particular can instantly reduce any neutral creep`s health so that Devour can completely digest them before it comes off cooldown.
Early game:
- Magic Stick provides burst health and mana regen that can often be enough to save Doom`s life. As Doom has very low base intelligence, a full-charge Magic Stick can easily replenish more than half of his mana pool in the early game, giving him the mana to cast most of his spells.
- Boots of Speed are important to get early on all heroes. For Doom, increasing his base movement speed increases his mobility with Scorched Earth, allowing him to chase down or outrun enemies more easily.
- Ring of Basilius gives Doom more armor, vastly alleviating one of his early weaknesses, and gives him some flat mana regen that is very useful on him early on due to his low base intelligence.
- Wind Lace allows Doom to gank enemy heroes more effectively in the early game, and may be upgraded later on into a Drum of Endurance.
Core items:
- Phase Boots give Doom more last-hitting power, allowing him to farm more easily, and gives him a mobility active that can be used alongside Scorched Earth. Mobility is important on Doom as he must be quick to get within range to cast Doom at the right time in ganks and teamfights.
- Hand of Midas is very good item for any role Doom as he can get lots of early gold from Devour to be able to afford it early on.
- Magic Wand is powerful on Doom for all the same reasons as Magic Stick. The increased attributes make him stronger in all areas, and the greater charge storage allows Doom to replenish much more health and mana. A full-charge Magic Wand can give Doom enough mana to cast any one of his spells as needed.
- Vladmir`s Offering is a good mid-game item for Doom that can be built from an already-purchased Ring of Basilius. It gives Doom more armor, health 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 strength.
- Town Portal Scroll is mandatory on all heroes. Doom`s ultimate makes him a strong ally to have in any engagement due to his ability to completely disable an enemy for an extended period of time.
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.
- Drum of Endurance is a good all-around stat 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 aura that increases attack and movement speed to boost his team`s mobility and damage output.
- 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.
- Eul`s Scepter of Divinity grants Doom a versatile active ability to avoid incoming enemy spells, temporarily disable an enemy, or trigger Linken`s Sphere. It also boosts Doom`s movement speed which is important for successfully closing-in on enemies and using
Lucifer, the Doom
Recommended Roles |
Carry Disabler Initiator Durable Nuker |
He that burns and is not consumed, devours and is never sated, kills and is beyond all judgment⃢₀ₔLucifer 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.
Abilities
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Talent Tree
Talent Tree | ||
Devour Can Target Ancients | 25 | +2% Infernal Blade Damage |
+25 Health Regen | 20 | +35 Doom DPS |
+15 Scorched Earth Damage/Heal | 15 | +20 Movement Speed |
+80 Devour Bonus Gold | 10 | +250 Health |
Recommended Items
Standard Build | |||||||||||
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Starting Items | Early Game | Core Items | Situational Items | ||||||||