Lord of the Infernal Blades: Doom in Dota 2
Doom in Dota 2 is a durable disabler who shuts down one target for a long time. He farms fast with Devour, controls space with Scorched Earth, chips tanks with Infernal Blade, and wins fights with Doom, which blocks abilities and prevents healing. This guide explains his lore, abilities, talents, items, and clean play patterns.
The Fallen One
Lucifer was a favored general “behind the light” who refused to kneel. The bell of Vashundol tolled his name, his wings were branded, and he fell to earth—a towering demon who “carries his own hell with him.” He brings misery to anything that stands in his path.
Role and strengths
Doom fills several roles: Carry, Disabler, Initiator, Durable, Nuker. He excels at turning any 5v5 into a 4v5 by blanking a key enemy hero. He scales through gold and levels from Devour, and he punishes slow, spell-reliant lineups.
Core abilities

Devour (Q)
Doom instantly kills an enemy or neutral creep, gains its bounty, and sets a long digest buff that grants armor and pays bonus gold when it ends. With Alt-Cast enabled (default on first level), he acquires two neutral abilities (first and second slots), which appear in his fourth and fifth ability slots.
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Cast range: 300.
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Max creep level by rank: 4/5/6/6.
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Bonus gold: 40/80/120/160.
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Armor bonus: 1/3/5/7.
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Digest duration: 70s (cooldown does not change the duration).
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Cannot target ancients until the Devour Can Target Ancients talent (level 15).
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Successive Devours stack their armor/magic resistance buffs with independent timers.
Notes: Devour does not copy abilities for illusions and does not work on Roshan, couriers, wards, creep-heroes, or ancients until talented. When you consume a neutral, you keep its abilities permanently until you Devour another with Alt-Cast.
Scorched Earth (W)
Doom ignites a 600 radius aura around himself, dealing physical damage per second, giving him move speed, and—with Aghanim’s Shard—healing himself and player-controlled units for 60% of the damage value (heals are fixed per tick and do not scale with spell amp).
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DPS: 20/35/50/65 (talent can add +12).
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Move speed: 7/8/9/10% (talent can add +7%).
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Duration: 10/12/14/16s.
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Cooldown: 60/70/80/90 (talent can reduce by 10s).
Notes: The speed comes from an aura that lingers 0.5s. Damage/healing ticks every 1s up to 10/12/14/16 instances. Recasting refreshes duration and values.
Infernal Blade (E)
A castable attack modifier that mini-stuns for 0.6s and applies a 4s burn: base DPS + percent of target max HP.
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Base DPS: 20/30/40/50.
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Max HP as DPS: 1/2/3/4% (talent can add +2%).
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Cooldown: 13/10/7/4.
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Mana: 40.
Notes: Works only with regular attacks. Stacks fully on repeated casts; each burn instance is independent. Excellent versus high-HP cores.
Doom (R)
A long-duration curse that dispels on application, silences, mutes items, prevents all healing, and deals damage per second. It pierces debuff immunity but is blocked by Linken’s Sphere.
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Cast range: 500.
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DPS: 30/50/70.
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Duration: 12/14/16s.
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Cooldown: 140/130/120.
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Mana: 150/225/300.
Aghanim’s Scepter: Doom becomes an aura in a 300 radius around the primary target (or self if self-cast), applying the same effects to enemies in the aura. The aura does not linger after enemies leave.
Key effect: While Doomed, enemies cannot use abilities or heal from any source. This turns a fight by removing a hero’s spells, passives (with talents), and all forms of recovery.
Itemization
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Starting and early
Grab Tango, Healing Salve, Gauntlets of Strength, Iron Branch, then Soul Ring and Boots of Speed. Soul Ring covers mana for Blade and Scorched Earth. Boots combine with Scorched Earth to chase or escape.
Mid game
Phase Boots help armor and mobility. Magic Wand covers clutch sustain. Hand of Midas is viable in any role, leveraging Devour’s income to hit talents fast. Drum of Endurance adds stats and tempo. Blink Dagger is the cleanest initiation tool to tag priority targets with Doom.
Late game
Shiva’s Guard fixes armor and mana, and the active cripples teamfight movement. Lotus Orb adds armor, regen, and a reflect/cleanse for targeted spells. Refresher Orb lets you Doom two heroes; build only when you have the mana pool to use it.
Situational picks
Shadow Blade gives stealth initiation and farming speed. Blade Mail punishes focus and offsets low mana early. Heaven’s Halberd adds strength, status resistance, and disarm. Crimson Guard covers physical lineups. Assault Cuirass solves armor/attack speed for you and allies. Radiance adds constant burn that stacks with Scorched Earth and applies blind. Heart of Tarrasque turns you into a front-liner between fights. Black King Bar is essential if you risk chain control before casting Doom. Scythe of Vyse adds a ranged hard disable. Guardian Greaves boost survivability and cleanse debuffs.
Practical gameplay
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Laning: offlane focus
Doom works well solo offlane. Use Devour on cooldown to keep gold and levels flowing. A level-6 timing often converts into a kill on the enemy carry with one clean rotation or a support setup. If safe, Devour a neutral on the enemy side to accelerate experience.
Roamer/support variant
Doom can roam because Devour grants neutral abilities that set up ganks: War Stomp, Purge, Thunder Clap, Hurl Boulder, Chain Lightning, Frost Attack, Speed or Unholy Aura. He doesn’t need much lane farm since Devour and runes give steady income.
Neutral ability choices
Selecting the right creep defines Doom’s utility. Early sustain comes from a Hill Troll Priest’s heal and mana regeneration. For control, Centaur Conqueror provides War Stomp, while Satyr Banisher’s Purge offers low-cooldown slows and dispels. Satyr Tormenter’s Shockwave and Harpy Stormcrafter’s Chain Lightning improve farming and harassment. Utility auras like the Kobold Foreman’s Speed Aura or Hellbear Smasher’s Swiftness Aura enhance mobility. Mud Golem’s Hurl Boulder can break Linken’s Sphere before casting Doom. In late game, Ancient creeps become valuable: the Thunderhide grants Frenzy and War Drums Aura, the Black Dragon adds Fireball, armor, and splash damage, and the Granite Golem provides a large HP bonus to your team.
Scorched Earth discipline
Scorched Earth should be used to chase or escape rather than farm, especially early when its cooldown is long. Its mobility and damage often decide whether Doom survives a gank. With Aghanim’s Shard, it becomes a reliable sustain tool in drawn-out fights.
Infernal Blade habits
An early level in Infernal Blade helps interrupt channeled spells and teleport scrolls. Its percent HP burn remains relevant through the late game, making it effective against strength heroes. Since Doom’s mana is limited, it’s better to use Infernal Blade selectively to secure kills or harass key targets.
Casting Doom
Always target the most dangerous enemy hero, especially spell-dependent or item-reliant ones. The ability dispels on cast and stops all spells and healing for up to sixteen seconds. If the target has Linken’s Sphere or Lotus Orb, break them first with a cheap single-target ability or an allied spell before casting. With Aghanim’s Scepter, Doom can affect multiple enemies at once, either around the target or around himself if self-cast. This makes it devastating when enemies group together. In fights, Doom should either isolate a crucial hero or cast on clusters to maximize control.
Teamfight approach
Engage from the fog with Blink or Shadow Blade. Cast Doom on the main threat, then choose your focus. If your goal is a quick numbers advantage, ignore the Doomed target and eliminate its allies first. If your team needs to remove a specific hero, ensure the Doomed enemy can’t escape or be denied below 25% HP. Good coordination wins fights cleanly.
Common pitfalls
Doom’s main weaknesses are his low agility, slow attack speed, and poor base armor. Without items, his DPS and survivability fall off. Investing in armor and attack speed items later in the game keeps him relevant. Managing mana is also vital—Refresher Orb without sufficient mana renders him ineffective.

Pros and cons
Doom’s ultimate is one of the strongest single-target disables in Dota 2, and Devour provides consistent income and utility. His high base strength gives him strong durability and damage scaling. He adapts well to multiple roles. However, he struggles against ranged harassers and slows. His low armor, attack speed, and intelligence make early laning fragile. Other tanks can often fill aura roles better if equally farmed.
Example build path
A standard build begins with Gauntlets, Branches, Tango, and Salve. Early purchases should include Soul Ring and Boots, then transition into Phase Boots, Wand, and Blink or Drum depending on team needs. Core mid-game progression includes Black King Bar into Shiva’s Guard or Assault Cuirass. Late-game options include Refresher Orb for dual ultimates, Lotus Orb for reflection, and Scythe of Vyse for additional lockdown.
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Key reminders
Break Linken’s Sphere before casting Doom. Keep Alt-Cast enabled to acquire neutral abilities efficiently. Save Scorched Earth for combat rather than farming. Use Infernal Blade to interrupt channels and chip down high-HP enemies. Buy Aghanim’s Scepter when facing clustered lineups or passive-heavy heroes.
Finish strong
Doom in Dota 2 wins by disabling enemies while you win the map. Farm with purpose, pick the right neutral tools, and press your level-6 and talent timings. When the bell tolls, make sure it’s for the right target.
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