Doom counter and synergy picks
Pick Doom with Wraith King to increase win-rate from 45.2% to 50.8% or against Morphling to increase win-rate to 52.4% in Patch 7.39b.
Good with...
...based on stats [7.39b]
Hero | Change in Win Rate ▼ |
---|---|
5.6% | |
5.5% | |
5.1% | |
4.7% | |
4.6% | |
3.6% | |
3.5% | |
3.4% | |
3.3% | |
3.3% | |
3.2% | |
3.1% | |
2.9% | |
2.6% | |
2.6% |
...based on gameplay [7.39b]
Doom's Doom is usually dealt with by retreating and hiding somewhere in safety until it expires. Bloodseeker can provide global vision of the Doomed target with Thirst and quickly catch up to it to secure the kill. Both Rupture and Doom do Pure Damage and the combination of the two completely cripples a target, sentencing it to its "doom".
Doom's Doom is usually dealt with by retreating and hiding somewhere in safety until it expires. Charge of Darkness provides global follow up damage and vision of the Doomed target to secure the kill, allowing Doom to ult more freely and more often as he has consistent follow up from Spirit Breaker. Both Nether Strike and Charge of Darkness proc Greater Bash, that can interrupt any Doomed targets that are trying to TP out to safety even if they have Debuff Immunity.
Doom's Doom is usually dealt with by retreating and hiding somewhere in safety until it expires. Spectre provides global follow up damage and vision of the Doomed target with Shadow Step and Spectral Dagger to secure the kill, allowing Doom to ult more freely and more often as he has consistent follow up from Spectre.
The two pair well in lane as they are melee/ranged. Soul Bind works with Doom, doubling its effect. Infernal Blade and War Stomp, which Doom can acquire trough Devouring a Centaur Conqueror, can set up Ink Swell, while Scorched Earth helps Doom catch up and stick to his target.
Doom's Doom is usually dealt with by retreating and hiding somewhere in safety until it expires. Thundergod's Wrath and Nimbus (Aghanim's Scepter Upgrade) provide global follow up damage and vision of the Doomed target to secure the kill, allowing Doom to ult more freely and more often as he has consistent follow up from Zeus. Nimbus can additionally interrupt any Doomed targets that are trying to TP out to safety.
Doom and Phoenix make a strong combo as allies. Doom can lock down a key enemy with his ultimate, preventing them from using abilities or items, while Phoenix can follow up with powerful area damage and control using Supernova and Fire Spirits. Phoenix’s Supernova forces enemies to focus on the egg, giving Doom more time to finish off other targets or reposition. Together, they control team fights well—Doom disables single threats, and Phoenix applies sustained area pressure and crowd control. Their abilities complement each other by combining lockdown with zone control.
Doom and Bounty Hunter work well together as allies. Bounty Hunter’s invisibility and map control let him scout and pick off enemies, making it easier for Doom to find key targets to doom. When Bounty spots a carry or important enemy, Doom can follow up with his ultimate to lock that hero down completely. Meanwhile, Bounty’s track helps the team gain gold and pressure, which supports Doom’s presence in fights. Together, they create strong pick-off potential and map control that can snowball the game.
Doom and Clockwerk make a powerful duo in fights. Clockwerk’s Hookshot and Battery Assault let him initiate and trap enemies in tight spaces, making it easier for Doom to land his ultimate on priority targets. Once Clockwerk isolates a hero, Doom can quickly silence and disable them, preventing any escape or counterplay. Their combination excels at locking down and bursting key enemies, controlling fights by cutting off enemies’ movement and abilities. Together, they create strong pick-off potential and lockdown synergy.
Doom and Void Spirit work well together because both excel at picking off key targets quickly. Void Spirit’s mobility and burst damage let him jump in and weaken or control enemies, setting them up for Doom to follow with his ultimate and completely disable them. Doom’s silence and disable keep the target locked down while Void Spirit can move freely to finish off others or reposition. Together, they create strong lockdown and damage combo, making it hard for enemies to escape or fight back.
Doom and Leshrac as allies can be very effective in team fights. Leshrac provides strong area damage and crowd control with his spells, which can soften up multiple enemies before Doom locks down a key target with his ultimate. While Doom disables and silences one important enemy, Leshrac’s burst and stun abilities keep the rest of the enemy team controlled and taking damage. Their combo offers a mix of single-target lockdown and heavy AoE damage, making it tough for opponents to survive or escape.
...core items [7.39b]
A core Boots upgrade to make up for your low armor against high physical damage lineups. Also helps close the gap and Doom enemy heroes with the Phase active.
A core item that offers movement speed and attack speed and lets you stay on top of enemy heroes and run them down with Scorched Earth.
A core farming item to scale towards the late game with items. Pairs well with Devour to speed up your farm. Also gives you some much needed attack speed.
A core item that enables you to jump and Doom specific targets on the enemy team. Goes well with devoured Centaur stomp ability.
A core item to avoid most disables on the enemy team and ensure you get your Doom off and chase enemies in a fight. Makes you more tanky and fearless when running at Doomed enemy heroes.
Good against...
...based on stats [7.39b]
Hero | Change in Win Rate ▼ |
---|---|
7.2% | |
6.8% | |
6.6% | |
6.6% | |
6.5% | |
5.7% | |
5.4% | |
4.9% | |
4.1% | |
4.1% | |
4.1% | |
3.8% | |
3.7% | |
3.7% | |
3.6% |
...based on gameplay [7.39b]
Doom's Doom negates Chemical Rage's healing completely, which is Alch's main defensive tool. This usually forces Alch to flee from the fight entirely and wait it out. He can Devour a Vhoul Assassin neutral to almost entirely decrease Chemical Rage's sustain outside of Doom.
Doom's ultimate essentially takes Axe out of the game for a period of time. When put on autocast his Infernal Blade can trigger during Berserker's Call stunning Axe briefly and doing Max HP percentage damage.
Doom's ult - Doom completely negates Leshrac's sustain in fights, crippling him significantly and forces him to flee the fight altogether or risk getting bursted. He's a natural Shiva builder and can Devour a Vhoul Assassin, which makes him greatly effective even outside of Doom.
Necro's main mechanic is healing trough Death Pulse, Death Seeker (Aghanim's Shard Upgrade) and Sadist stacks, which Doom completely prevents. Doom can Devour several creeps and use them against Necro - some of the more notable ones are: Satyr Banisher to Purge Ghost Shroud; Centaur Courser for Cloak Aura, which is a Magic Resistance AURA (basically Pipe but twice as better); Vhoul Assassin for Envenomed Weapon to almost entirely reduce Sadist's and general HP regen.
Doom is able to prevent Spectre from receiving any heals by using his ult - Doom on her, effectively removing her from the fight. In lane, he is able to reliably pressure her with all 3 of his basic spells if he finds a suitable neutral creep. Additionally, as the game goes on Doom can enhance his ult with Break.
Doom’s ultimate completely disables Morphling’s abilities and items. Since Morphling relies heavily on shifting attributes between strength and agility to survive and deal damage, being doomed stops him from doing that entirely. He can’t use Waveform to escape or any item like Black King Bar or Manta Style to save himself. Doom also deals continuous damage which makes it harder for Morphling to survive. Essentially, Doom locks Morphling down and makes him vulnerable, preventing him from playing his usual hit-and-run or tanky style.
Doom is generally a strong counter to Ember Spirit because his ultimate disables Ember’s abilities and items, which are crucial for Ember’s mobility and damage output. Ember relies heavily on his spells like Sleight of Fist and Flame Guard, and items Black King Bar to stay alive and deal damage in fights. When doomed, Ember can’t use Sleight of Fist to escape or initiate, nor can he activate Flame Guard to absorb damage. Doom’s damage-over-time and silence make it difficult for Ember to stay in fights or escape, allowing Doom to burst him down or control the fight effectively.
Doom counters Faceless Void by disabling his abilities and items with his ultimate. Void can’t use Chronosphere or Time Walk when doomed, losing his main tools for control and escape. Doom’s silence prevents Void from activating Black King Bar. This leaves Void vulnerable to Doom’s damage and lockdown.
Doom shuts down Naga Siren by disabling her abilities and items with his ultimate. Naga relies on Song of the Siren to control fights and escape, but when doomed, she can’t use it. Without her illusions and disables, Naga becomes easy to kill. Doom’s damage over time also wears her down quickly.
Doom is effective against Underlord because his ultimate disables Underlord’s abilities and items. Underlord relies on Firestorm for damage and Pit of Malice for control, but when doomed, he can’t use them. This limits Underlord’s teamfight impact and zoning. Doom’s damage over time can quickly bring him down despite his tankiness.
Bad against...
...based on stats [7.39b]
Hero | Change in Win Rate ▲ |
---|---|
-7.6% | |
-6.1% | |
-5.5% | |
-5.3% | |
-5.0% | |
-4.3% | |
-3.9% | |
-3.8% | |
-3.5% | |
-3.3% | |
-3.2% | |
-3.1% | |
-2.7% | |
-2.6% | |
-2.6% |
...based on gameplay [7.39b]
Tempest Double allows Arc to fight even when Doomed, diminishing Doom's impact. His Magnetic Field provides evasion for him and his team making Infernal Blade clunky to use due to Doom's increased attack range. Arc's split pushing and kiting potential make it hard for Doom to control him, effectively countering Doom's single-target, ultimate-dependant playstyle.
Divided we Stand allows Meepo to keep most of his impact even when Doomed. Most importantly, Megameepo (Aghanim's Scepeter Upgrade) allows Meepo Prime to save any of his Meepo's from Doom and completely prevent the Doomed Meepo from receiving any damage for its duration from any source other than Doom. This greatly complicates Doom's gameplay as post Aghanim's Scepeter he is forced to Doom Meepo Prime, who can just stay back and Poof himself onto the Doomed Meepo to save him.
Mana Shield does not take into account any Armor or Magic Resistance, making it the perfect counter to Doom's Pure Damage. Cold Blooded (Aghanim's Shard Upgrade) when combined with Aghanim's Scepeter allows Dusa to stun Doom upon casting Doom and naturally create distance. Doom lacks Mana Burn and the Attack Speed to justify a Diffusal/Disperser and struggles greatly to get trough Dusa's Manapool.
If you Doom the Spirit Bear LD can just resummon it if it happens to die, if you Doom LD then the Spirit Bear runs rampant. True Form's transformation time does not get interrupted by Doom and is not considered a heal, providing its HP bonus despite Doom's healing negation.
Spell Steal allows Rubick to cast a significantly improved version of Doom as it increases its duration and damage greatly, while reducing its cooldown. Telekinesis once improved with Aghanim's Shard can be used as a pseudo save for any Doomed targets and reposition them to safety.
Night Stalker thrives in darkness, gaining increased vision, movement speed, and silence, which makes it harder for Doom to control or escape him. Night Stalker’s tankiness and ability to chase down targets during nighttime make it difficult for Doom to survive or get his full combo off effectively.
Batrider’s Flaming Lasso can catch Doom early in fights and lock him down before Doom can react. Batrider’s burst damage and mobility let him focus Doom quickly, preventing Doom from using his ultimate effectively. If Doom gets caught first, he can be killed before turning the fight around. So against Batrider, Doom needs to be careful with positioning and timing to avoid getting disabled and burst down early.
Wraith King’s Reincarnation gives him a built-in second life, which makes him naturally resilient against Doom. Even if Doom uses his ultimate to silence and disable Wraith King, when Wraith King dies, he comes back with full health and mana, allowing him to fight back. This makes it harder for Doom to lock him down and kill him outright
Tusk can be a great save against Doom’s ultimate because of his Snowball ability. When an ally is doomed and about to get focused, Tusk can quickly roll in with Snowball, grab that ally and others, and give them a moment of invulnerability inside the snowball. This can disrupt Doom’s damage and disable, giving the doomed ally a chance to survive or escape once the Snowball ends. So Tusk’s save potential really helps counter Doom’s lockdown in team fights.
Lina can definitely punish Doom if she catches him off guard from the backlines. Her high burst damage with abilities like Laguna Blade can quickly melt Doom before he gets a chance to use his ultimate or tank up. Since Doom isn’t very mobile, if Lina positions well and jumps on him early, she can take him out of the fight fast. So Lina’s burst and range make her a real threat to Doom.
...counter items [7.39b]
Lowers the armor of Doom with right clicks to reduce his tankiness and burst him down with phyiscal damage as well as prevent him from running at you as easily.
Gives you movement speed to match Doom's movement speed gain from Scorched Earth to chase or get away from him.
Gives you movement speed to match Doom's movement speed gain from Scorched Earth to chase or get away from him.
Provides armor and helps lower the HP regen on Doom and chase him down with a movement speed slow on right clicks.
Helps significantly lower the HP regen on Doom with Soul Release charges and make it easier to burst him down.
Lets you reflect Doom and turn the tables on him in a fight. Also gives you a dispel against the Infernal Blade damage.
Gives you magic resistance to significantly reduce the damage taken from Doom's magic heavy toolkit.
Gives you and your team magic resistance and barrier to significantly reduce the damage taken from Doom's magic heavy toolkit.
Gives you debuff immunity and magic resistance to reduce the damage taken from Doom's magic heavy toolkit as well as stand your ground and fight while Doomed.
Reduces the duration of Doom with status resistance.
Gives you magic resistance and barrier to significantly reduce the damage taken from Doom's magic heavy toolkit as well as save yourself or an ally caught by Doom.
Lets you kite Doom by pushing yourself or an ally away from him.
Lets you block and not instantly get caught by Doom.
Lets you save yourself or an ally caught by Doom and reposition away from him.
Bad with...
...based on stats [7.39b]
Hero | Change in Win Rate ▲ |
---|---|
-8.0% | |
-7.1% | |
-5.0% | |
-4.9% | |
-4.7% | |
-4.5% | |
-4.2% | |
-4.0% | |
-3.5% | |
-3.5% | |
-3.5% | |
-3.3% | |
-3.2% | |
-3.0% | |
-2.9% |