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Heroes/Doom
Doom
StrengthMelee

Doom

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. <br><br>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.

Base STR

24 +3.6

Base AGI

15 +1.5

Base INT

15 +1.9

Move Speed

290

Attack Range

200

Base Armor

2

Attack DMG

32–42

Projectile

900

Lvl ? Pain

Lvl ? Pain

PassiveInnate

Doom's attacks curse enemy heroes. After 2.5s, the cursed hero bursts with a pillar of fire, damaging itself and all units in a 66 AoE for 10% of the damage taken from Doom during the curse. The damage and radius of the curse is 66% stronger if the enemy's level is a multiple of 6.

  • Also applies to all attacks when Doom is at max level.
Devour

Devour

Unit TargetAghanim's Shard

Cooldown

66s

Mana

40 / 50 / 60 / 70

Consumes an enemy or neutral creep, acquiring any special abilities that it possessed. If alt-cast is activated, Doom will not acquire the creep's abilities. Duration is equal to the cooldown.

BONUS GOLD:

35 / 70 / 105 / 140

CREEP MAX LEVEL:

4 / 5 / 6 / 6

BASE CHARGE RESTORE TIME:

0

  • Gives Doom the original bounty of the creep, along with the bonus gold.
  • If you devour a creep without abilities, you'll keep the abilities you had previously.

Lucifer's appetite and greed are never sated.

Scorched Earth

Scorched Earth

No Target

Cooldown

41 / 39 / 37 / 35s

Mana

60 / 70 / 80 / 90

Carpets the nearby earth in flames which damage enemies, while also granting Doom increased movement speed and health regeneration.

DAMAGE:

20 / 30 / 40 / 50

BONUS HP REGEN:

7 / 8 / 9 / 10

RADIUS:

666

BONUS MOVE SPEED:

7 / 8 / 9 / 10%

DURATION:

10 / 12 / 14 / 16

  • Scorched Earth follows Doom, centered on his location.

The Fallen One spreads destruction in his wake, sparing none from the flame which sustains him.

Infernal Blade

Infernal Blade

Unit Target

Cooldown

13 / 10 / 7 / 4s

Mana

35

Doom swings his burning sword, igniting the enemy. Stuns for 0.66 seconds and applies a 4 second burn that deals a base damage plus a percentage of the target's Max HP as damage per second.

BASE BURN DAMAGE:

15 / 30 / 45 / 60

MAX HP AS DAMAGE:

1 / 2 / 3 / 4%

BURN DURATION:

4

STUN DURATION:

0.66

  • Interrupts channeling abilities.

Lucifer shares the fire branding bestowed upon him at the time of his exile.

Doom

Doom

Unit TargetAghanim's Scepter

Cooldown

140 / 130 / 120s

Mana

150 / 200 / 250

Inflicts a curse that dispels an enemy and prevents them from casting spells or healing in any way, while taking damage over time. DISPEL TYPE: Basic Dispel

DURATION:

12 / 14 / 16

DAMAGE PER SECOND:

22 / 44 / 66

When a name is tolled from the bell of Vashundol, doom is sure to follow.

+10% Magic Resistance
10
+0.2s Infernal Blade Stun Duration
+7% Scorched Earth Movement Speed
15
+1.5% Infernal Blade Max HP As Damage
-10s Doom Cooldown
20
+66 Damage
Doom applies Mute
25
Permanent Scorched Earth
Aghanim's Scepter
Doom

Doom

Doom applies Break to enemies. Allies in a 0 radius around the doomed target also suffer the effects of Doom. Allows Doom to be self-cast to affect enemies around himself with Doom.

Aghanim's Shard
Devour

Devour

Devour has 0 charges and can target Ancients. Stolen creep abilities have 0% increased AoE and 0% increased spell amplification.

Median across all public matches · OpenDota
FormPerformanceLaningFarmFightingExperience

Form

47%

Win rate in recent matches

Performance

80%

KDA ratio (kills + assists / deaths)

Laning

40%

Last hits per minute over full game

Farm

67%

Average gold per minute

Fighting

25%

Average kills + assists per match

Experience

73%

Average XP per minute

Strategy

When to Pick Doom?

Pick Doom when the enemy team has one hero that is single-handedly carrying their entire game plan on their back—because that is exactly what this hero was designed to do, and right now people are severely underestimating how impactful a well-timed Doom ultimate can be in deciding the outcome of an entire teamfight before it even properly begins.

He is underrated right now, and honestly, it makes no sense to me because in a meta where certain heroes are absolutely broken and carrying games by themselves, having a hero whose entire job is to press R and make that hero completely irrelevant for the next fifteen seconds is invaluable.

Devour alone makes him one of the most versatile offlaners in the game—the ability to eat a neutral creep and gain its ability means Doom can adapt to almost any situation depending on what the jungle offers, and a Doom with the right creep ability in the right matchup is just an entirely different hero from a Doom who grabbed whatever was available without thinking.

He is disgusting in lineups that have strong follow-up damage that can capitalize on a five-second window of the enemy's best hero doing absolutely nothing—Lina, Zeus, Jakiro—heroes that can pour every cooldown they have into a Doomed target and delete them before the debuff even expires.

He thrives against ability-dependent lineups where one hero's spells are the entire reason their team functions—Enigma without Black Hole, Magnus without Reverse Polarity, Earthshaker without Echo Slam—because Doom doesn't just kill that hero; he removes their entire reason for existing in that teamfight completely.

He pairs beautifully with aggressive, fighting lineups that can snowball a five versus four situation into a game-ending rampage—because the moment Doom presses his ultimate on the enemy carry or offlaner, your team is effectively playing with a man advantage, and every good team in the world knows how to exploit that.

Avoid picking him into lineups where no single hero is clearly the win condition—because if the enemy team is balanced and every hero contributes equally, Doom's ultimate loses a significant amount of its value, and he is just a slow offlaner with a farming spell and a mediocre laning phase.

Also feels genuinely terrible for Linken's Sphere users, because one Linken's block on your ultimate means you just wasted the most important cooldown in your entire kit on absolutely nothing—always check what the enemy is building before you commit to your Doom cast. And if the enemy has a lot of burst that can kill Doom before he even reaches his target to cast the ultimate?

Be very careful about your positioning—because a Doom that dies before pressing R has contributed exactly zero to the teamfight regardless of how good his Devour creep ability is.

Tips & common mistakes

  • The number one Doom mistake in the entire game is Dooming the wrong target. I cannot stress this enough—Doom is the hero that wins the fight for the enemy team, not the hero that is easiest to reach. Dooming a support when the enemy Faceless Void is standing right there is one of the most tilting things you can do to your own teammates.
  • Devour is not just a gold and HP spell—the creep ability you choose completely defines how you play the laning phase and the mid game. Centaur for the stomp, Wildwing for the tornado, Satyr for the purge — know your neutral creep abilities before the game starts and have a plan for what you are farming.
  • Scorched Earth is your best laning and chasing tool, and people treat it like an afterthought. The movement speed and HP regen it provides during the laning phase are enormous—activate it aggressively to chase enemies out of the lane and deny them every single creep they try to get.
  • Infernal Blade stuns and does a percentage of the target's current HP as damage. This means it is most effective on high HP targets — use it on the enemy carry or offlaner in fights, not on the support who is already at half HP and barely matters.
  • Stop saving Doom for the "perfect moment" that never comes. Yes, timing matters—but if you are holding your ultimate for thirty seconds waiting for the ideal situation while your team is dying around you, you have already failed. Cast it on the best available target and trust your team to follow up.
  • Doom with Aghanim's Scepter is a completely different hero — the ability to cast Doom through Linken's Sphere and Black King Bar changes everything about how the enemy has to itemize against you. If you are winning and have the farm, rush Aghanim's and watch the enemy's defensive items suddenly become completely useless.
  • You are an offlaner, not a carry. Stop farming the jungle for twenty minutes, thinking you are going to six-slot and win the game by yourself. Doom's value comes from his ultimate and his presence in fights — if you are not on the map applying pressure and showing up in skirmishes, you are just a guy with a farming spell doing absolutely nothing meaningful.

Summary

Doom is one of those heroes that change the entire dynamic of how the enemy team has to draft, itemize, and play—and right now people are completely undervaluing that in a way that genuinely baffles me.

He is underrated because his impact is not always visible in the kill score or the net worth graph, but ask any enemy carry how it feels to spend five seconds doing absolutely nothing in the most important teamfight of the game and they will tell you exactly how impactful a good Doom is.

Pick him into lineups where one hero clearly carries the enemy's entire game plan, devour the right creep, and press R on the correct target every single time—because a Doom that does those three things correctly will win games that his team had no business winning.

Just don't pick him and then spend the whole game farming the jungle, missing your ultimate on the wrong target, and wondering why nobody on your team is happy with you—because Doom played without game sense and target priority is just an expensive Devour spell that occasionally sets someone on fire for five seconds and accomplishes absolutely nothing else.

Starting Items

branchesgauntletstangocircletmagic_stickquelling_blade

Early Game

bootschainmailphase_bootsbracersoul_ringhand_of_midas

Core

aghanims_shardblack_king_barradianceancient_janggoecho_sabreyasha

Late Game

assaultshivas_guardharpoonultimate_sceptersoul_boosteroctarine_core
Cloak of FlamesSearing SignetGunpowder GauntletWhisper of the DreadDragon ScaleNinja Gear

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