Gameplay
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Doom Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Doom 26 + 3.5 11 + 0.9 13 + 2.1 Level Base is a versatile carry who can become a powerful late-game threat due to his ability to quickly farm with Devour, his strong nuking power, and his ultimate Doom that lets him disable an enemy for at least 15 seconds. His skill set and fast farming potential allows him to be built in any number of ways to meet the enemy threat. | |
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Ability Builds
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4th Position Roaming Doom | ||||||||||||||||||||||||
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Talents
Hero Talents Main Table of Gained Bonuses The Talent Selection interface. Talents are traits unique to each hero. They are chosen every 5th level starting at level 10, offering a permanent choice between | ||
+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 |
Notes:
- 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.
General
- One of Doom`s greatest weaknesses is his minimal base armor and extremely low agility, making him very vulnerable to physical damage despite being a strength hero, and reducing his physical damage output potential. As well, he has the lowest base attack time in the game, meaning that his attack speed is extremely slow unless boosted by items. Therefore, he must build armor items in order to survive in teamfights, and attack speed items in order to be able to deal any damage to enemies.
- Due to his Devour ability, Doom is a good farmer who can quickly get the gold to purchase many strong core items to alleviate his weaknesses. His ability to obtain gold and experience using this ability also allows him to greatly diversify and play many different roles depending on what his team needs.
- In general, Doom is best played as a safe lane carry, as his ability to farm can allow him to get numerous powerful items that give him strong teamfight presence. The degree to which he can carry is almost unlimited, and can be chosen depending on which stage of the game it is best to end on based on the enemy team`s lineup.
- Doom`s ability to instantly kill creeps with Devour makes him a respectable jungler The heroes in Dota 2 are defined by the roles that they are suited to play as a combination of their attributes, abilities, and items, and the ways that these shape the game. Although the , as he can farm neutral camps relatively quickly with the ability. He can also rotate with any abilities he has gained through consuming creeps to gank the enemy as needed.
- With a few points in Scorched Earth, Doom can be a very strong off-laner, as the spell can give him the mobility and survivability he needs to stay alive. Devour allows him to consume creeps, both enemy and neutral, to guarantee gold and experience gain, while Infernal Blade allows him to inflict surprising amounts of damage against enemy supports that attempt to trade hits with him.
- Doom can also play a utility or support role, as his ultimate gives him a way to contribute to a teamfight regardless of how much farm he has. Devour allows him to obtain gold without being given major farm priority, meaning that even if given the priority of a hard support he can get gold to buy items that help him or his team.
Devour
- Devour allows Doom to instantly kill a target non-friendly creep, gaining the gold and experience bounty immediately and then bonus gold after consuming it.
- Devour is Doom`s strongest early-game spell, as it accelerates his gold and experience gain, giving him an early advantage. It should generally be the first spell that is maxed out, as it allows Doom to obtain early levels and fast core items if left alone by the enemy team.
- Assuming it is always used when off cooldown, Devour increases Doom`s GPM by 21/50/90/150 (90/130/186/270 with talent) - not including the bounty from the creep it is used on. For comparison, Midas gives 132 GPM.
- The ability to steal neutral creep 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 abilities is very strong, as Doom gains both the active and passive abilities. This allows him to choose a creep that gives him the most benefits depending on what opponents he is facing or what he needs in-lane. Good Doom play requires understanding each neutral creep`s strengths and how they can be best utilized depending on the situation; certain creeps are very powerful in the laning stage or give an edge while jungling, while others are powerful for initiating or disabling enemies in fights, and still others provide auras or can place buffs that greatly benefit the whole team in the late game.
- If you are going to jungle at the start of the game, a Satyr Tormenter Satyr Tormenter Jungle Creep Level 6 Health 1100 Health regeneration 1 Mana 400 Mana regeneration 1 Armor 0 Magic resistance 0% Attack damage 49‒55 Acquisition range 500 Attack range 100 Base attack time 1.35 Attack should be first priority to use your Devour on, as its Unholy Aura greatly increases your survivability and regeneration and makes up for Doom`s low attack speed and armor. This is not recommended if you are going to lane, be that as it may, as the aura pushes the lane and either makes you more vulnerable to ganks or hurts your farm, while Shockwave uses too much mana to be spammed in lane for harass.
- A very good choice during the early game is to devour a Hill Troll Priest Hill Troll Priest Jungle Creep Level 2 Health 450 Health regeneration 0.5 Mana 500 Mana regeneration 1 Armor 0 Magic resistance 0% Attack damage 25‒32 Acquisition range 300 Attack range 600 Base attack time 1.8 , as it is useful if you are either going to jungle or lane. In lane it provides you and your lane partner much higher mana regen (even higher than the bonus Crystal Maiden Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Crystal Maiden 16 + 2 16 + 1.6 16 + 2.9 Level provides with a level 3 or lower Arcane Aura), allowing you to continuously spam your abilities. In addition, its Heal can allow you to heal without using consumables (this is rather inefficient due to the longer cast time it has when used by Doom).
- If you intent to gank often or simply want to score early kills, good choices for Devour targets would be the Ghost Ghost Jungle Creep Level 3 Health 500 Health regeneration 0.5 Mana 400 Mana regeneration 1 Armor 1 Magic resistance 0% Attack damage 45‒50 Acquisition range 300 Attack range 400 Base attack time 1 Attack animation , Centaur Conqueror Centaur Conqueror Jungle Creep Level 5 Health 1100 Health regeneration 1 Mana 200 Mana regeneration 1 Armor 4 Magic resistance 0% Attack damage 49‒55 Acquisition range 500 Attack range 100 Base attack time 1.5 Attack , Hellbear Smasher Hellbear Smasher Jungle Creep Level 5 Health 950 Health regeneration 1 Mana 300 Mana regeneration 1 Armor 4 Magic resistance 0% Attack damage 49‒55 Acquisition range 500 Attack range 100 Base attack time 1.55 Attack or the Satyr Banisher Satyr Banisher Jungle Creep Level 2 Health 300 Health regeneration 0.5 Mana 500 Mana regeneration 1 Armor 0 Magic resistance 0% Attack damage 7‒10 Acquisition range 300 Attack range 300 Base attack time 1.7 Attack . The Ghost`s Frost Attack can in coalition with an Orb of Venom greatly slow the enemy; provided you continue to hit them. A Centaur Conqueror`s War Stomp can potentially stun the enemy for a reasonably lengthy duration and score your team a kill, but its small radius and big delay when cast by Doom makes it very unreliable and requires good positioning to be successfully used. The Satyr Banisher`s Purge is a very strong ganking ability, as it not only greatly slows the enemy and has an extremely low cooldown (3 seconds), but it also dispels many buffs. A Hellbear Smasher Hellbear Smasher Jungle Creep Level 5 Health 950 Health regeneration 1 Mana 300 Mana regeneration 1 Armor 4 Magic resistance 0% Attack damage 49‒55 Acquisition range 500 Attack range 100 Base attack time 1.55 Attack `s Thunder Clap is often times more reliable than War Stomp and its Swiftness Aura allows you to deal more blows, but it pushes your lane once the gank is over so you should quickly replace the abilities with others.
- Mud Golems Mud Golem Jungle Creep Level 4 Health 800 Health regeneration 0.5 Mana 400 Mana regeneration 1 Armor 0 Magic resistance 50% Attack damage 29‒33 Acquisition range 500 Attack range 100 Base attack time 1.35 Attack are also possible choices, as they give you a reliable but somewhat weak nuke and stun in Hurl Boulder, although you should mind the large cooldown. Their greatest strength, be that as it may, is in Shard Split, which spawns two Doomlings on your death, both of which have the Hurl Boulder ability. If the enemy is weakened enough and they do not dispose of the Doomlings quickly, you may get your revenge from beyond the grave.
- Devouring a Kobold Foreman for Speed Aura is also a good choice because it grants a movement speed aura that allows Doom and nearby allies to gank more effectively or outmaneuver the enemy team during fights.
- Obviously, the best choice for late game is the Alpha Wolf Alpha Wolf Jungle Creep Level 4 Health 600 Health regeneration 0.5 Mana regeneration 1 Armor 3 Magic resistance 0% Attack damage 30‒33 Acquisition range 500 Attack range 90 Base attack time 1.35 Attack animation 0.33+0.64 , which not only increases the right-click damage of your entire team with Packleader`s Aura, but it also gives you a Critical Strike, both of which greatly amplify your strength as a carry.
- Keep in mind, Doom must digest any creep that has been devoured before he can use Devour again, even if it has come off cooldown. Doom digests creeps at a rate of 20 HPTechnology company per second, based on the HPTechnology company of the creep when it was eaten, so at higher levels of Devour it is often necessary to damage a creep somewhat before devouring it.
- Beware that you get the bonus gold at the end of the digestion period, and that you lose the debuff upon death, so if you are killed while you are digesting a creep you do not gain the bonus gold. This means that it is a good habit to work down creeps in order to cut down the digestion period, as getting ganked by the enemy can cost you more than just unreliable gold upon death.
Scorched Earth
- Scorched Earth increases Doom`s movement speed while simultaneously giving him HP regen and magical burn damage in an area around him.
- Due to the amount of health regeneration and damage it provides, Scorched Earth is a good ability to max out early in a match. The self-heal can greatly increase Doom`s survivability in engagements, which in turn helps to keep him alive and active on the map rather than retreating to base to heal or respawning.
- Regardless of leveling priority, at least one early level of Scorched Earth is recommended, as the movement speed boost is the same at all levels. The extra speed can be crucial in the early game to chase enemies down or outrun pursuers.
- Due to its instant cast time, Scorched Earth allows Doom to activate it without breaking stride, which can help him to chase or escape without stopping to cast the spell.
- If jungling, Scorched Earth can give a measure of additional damage output and HP regen. This can be additionally powerful if the Dark Troll Summoner from the Troll Camp The Troll camp is a large camp of neutral creeps. It contains 1 Dark Troll Summoner and 2 Hill Trolls. The Dark Troll Summoner can also summon 2 Skeleton Warriors. The trolls give a total has been previously devoured, as the summoned Skeleton Warriors also gain the HP regen from the spell.
- Scorched Earth is a strong candidate for maxing out early, after Devour. In early game engagements, the burn damage and heal can allow Doom to efficiently trade attacks with the enemy, allowing him to be aggressive in the laning stage.
- Be very mindful of Scorched Earth`s extremely long cooldown. While it costs comparatively little mana to cast, the long cooldown means that using it to farm leaves you vulnerable once the spell`s effects end, as you no longer have a movement speed boost or HP regen spell available for some time. Try to only use Scorched Earth when absolutely necessary, as the mobility and survivability it grants can make a huge difference if you are ganked.
Infernal Blade
- Infernal Blade is an attack modifier that allows Doom to inflict a damage-over time burn on enemies he attacks, damaging them for a portion of their maximum health. The initial strike with the spell also mini-stuns its target.
- Because Infernal Blade`s damage is expressed as a percentage of the target`s maximum HP, it scales into the late game, reliably dealing damage no matter how much health the enemy has. Be that as it may, due to Doom`s need to farm and stay alive in the early game, it is wise to avoid leveling Infernal Blade too much until after both Devour and Scorched Earth are maxed out.
- Due to its ability to mini-stun targets upon attack, an early value point in Infernal Blade can greatly benefit Doom and his team. Stopping an enemy channeled spell or interrupting a Town Portal Scroll can halt powerful enemy spells or prevent them from escaping or reinforcing their teammates.
- Keep in mind that despite its low mana cost, Infernal Blade has a very long cooldown at low levels, limiting its damage output. As well, Doom`s low base intelligence means that even casting the spell a few times in the early game can greatly drain his mana pool, preventing him from casting his other spells as needed. Try to avoid using Infernal Blade profligately, and cast it only when necessary to either inflict harass damage against lane opponents or when the nuke damage is needed for a kill attempt.
- As a castable attack modifier, Doom can manually inflict enemies with Infernal Blade during the laning stage without drawing creep aggro. Even though the percentage-based fraction of damage does not do much, the flat damage portion is much stronger in the laning stage, allowing Doom to inflict powerful harass damage against enemies should he get within range to trade auto-attacks with them.
- When casting Infernal Blade during a fight, try to utilize the mini-stun as a disable if possible. Rather than trying to inflict the debuff on an enemy at the earliest opportunity, it may be wise to avoid stun-stacking if an ally has already disabled the enemy with a leading stun. Try to work down the enemy with regular attacks while they are disabled, and then cast Infernal Blade in order to impede them once they are able to act.
Doom
- Doom is often considered the most powerful single-target disable in the game, as it silences and mutes its target for at least 15 seconds. Used on the proper enemy, it can convert any 5-vs.-5 fight into an uneven 4-vs.-5 fight.
- Doom is an extremely powerful ganking spell, since it prevents the target from casting spells or using items, rendering them completely helpless. If Doom can be used to pick off one of the enemy`s strongest heroes alone, it can give Doom`s team a numerical advantage even before a teamfight happens, discouraging the enemy from engaging at all.
- Be mindful that Doom`s ultimate has a 0.5 second cast animation, longer than his standard cast animation of 0.3 seconds. This can allow particularly reactive enemies to dodge or evade Doom as he attempts to cast the spell, so the element of surprise is very important in allowing Doom to get the spell off. If possible, try to get a teammate with strong initiating abilities and items disable key enemy targets first, so that they cannot react to Doom coming within range to cast his ultimate.
- The strongest counters to Doom are Linken`s Sphere Item Interactions Old Abilities Changelogs Linken s Sphere This magical sphere once protected one of the most famous heroes in history. Cost4850 (1000) Bought FromArmor Active Transfer Spellblock Passive Spellblock and Lotus Orb Item Interactions Changelogs Lotus Orb The jewel at its center still reflects a pale image of its creator. Cost4000 Bought FromArmor Active Echo Shell Bonus +6 Health regeneration+10 Armor+250 Mana+125% , which can cause the ultimate to be entirely wasted or even reflected back to Doom himself. If possible, try to break an enemy Linken`s Sphere with a cheap unit-targeted ability first, either from an item or a creep ability obtained through Devour. Teammates can also help Doom by using their cheap unit-targeted abilities to break a Linken`s Sphere for him.
- In teamfights, Doom should generally be targeted on the biggest threat on the enemy team, as preventing them from participating in a teamfight can greatly tip the odds in your team`s favor. Be that as it may, the biggest threat may not always be the enemy`s hard carry, so use your best judgment.
- The target that you choose for Doom is extremely important, as the huge 15 second duration can render spell-dependent heroes such as Zeus Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Zeus 19 + 2.6 11 + 1.2 22 + 2.7 Level Base or Lina Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Lina 18 + 1.8 16 + 1.5 27 + 3.2 Level Base absolutely useless. As well, if you can catch an enemy hero carrying key support items like Mekansm or Pipe of Insight, you can prevent those items from being used during the subsequent fight, all the more so if they are being carried by a hero that has powerful teamfight contribution spells, killing two birds with one stone.
- Beware that when enemies drop below 25% of their maximum HP, they can be denied “ Play Denied! Click to listen— Juggernaut ” Denying is the act of preventing enemy heroes from getting the last hit on a friendly unit by last hitting the unit oneself. Enemies earn reduced experience if the by their teammates, preventing Doom and his team from gaining the gold or experience bounty. Additionally, Doom is not guaranteed to kill enemies that break off from a fight, and they can potentially limp away at low health and survive. If the goal is to kill the Doomed target, try to prevent them from escaping in order to prevent any of the two situations from happening.
- Conversely, remember that once an enemy is Doomed, they lose much of their ability to contribute during an engagement. If the goal is to win a teamfight, the Doomed target can be ignored and their teammates should be focused on and killed, allowing Doom`s team to kill the Doomed enemy at their leisure and take map objectives once the rest of the enemy team is defeated.
- When considering purchasing Aghanim`s Scepter, keep in mind that it is best purchased only if the break For the passive ability of Tranquil Boots, see here. Break is a status effect that disables passive abilities from those affected. It does not disable passive components from items such as evasion from Talisman of can be utilized effectively. If the enemy lineup has strong threatening heroes with troublesome passive abilities such as Phantom Assassin Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Phantom Assassin 20 + 2.15 23 + 3.15 15 + 1.4 Level , Bristleback Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Bristleback 22 + 2.2 17 + 1.8 14 + 2.8 Level Base and Spectre Hero Strategy Counters Equipment Gear Responses Sounds Lore Old Abilities Changelogs Known Bugs Spectre 19 + 2.3 23 + 1.8 16 + , applying a break on them can greatly reduce the threat they pose to