Doom counter and synergy picks
Pick Doom with Wraith King to increase win-rate from 45.3% to 52.5% or against Wraith King to increase win-rate to 63.1% in Patch 7.38c.
Good with...
...based on stats [7.38c]
Hero | Change in Win Rate ▼ |
---|---|
7.2% | |
4.4% | |
4.3% | |
4.0% | |
3.7% | |
3.6% | |
3.6% | |
3.2% | |
2.9% | |
2.9% | |
2.9% | |
2.6% | |
2.5% | |
2.4% | |
2.3% |
...based on gameplay [under review]
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.
...core items [under review] [E]
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 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 to become tanky with armor and increase your mana pool to synergize with Refresher for double Doom. Also helps with AoE slow that goes with Scorched Earth.
A core item to avoid most disables on the enemy team and ensure you get your Doom off in fights. Makes you more tanky and fearless when running at Doomed enemy heroes.
A core item that enables you to jump and Doom specific targets on the enemy team. Goes well with devoured Centaur stomp ability.
Good against...
...based on stats [7.38c]
Hero | Change in Win Rate ▼ |
---|---|
17.8% | |
12.8% | |
12.7% | |
12.3% | |
12.3% | |
12.2% | |
11.7% | |
11.7% | |
11.6% | |
11.6% | |
11.3% | |
11.2% | |
11.0% | |
11.0% | |
10.9% |
...based on gameplay [under review]
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.
Bad against...
...based on stats [7.38c]
Hero | Change in Win Rate ▲ |
---|---|
-4.0% | |
-4.0% | |
-3.9% | |
-3.1% | |
-2.9% | |
-2.9% | |
-2.6% | |
-1.9% | |
-1.8% | |
-1.5% | |
-1.4% | |
-1.3% | |
-1.2% | |
-1.2% | |
-1.0% |
...based on gameplay [under review]
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.
...counter items [under review]
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 [7.38c]
Hero | Change in Win Rate ▲ |
---|---|
-6.5% | |
-5.8% | |
-5.6% | |
-5.1% | |
-5.0% | |
-4.7% | |
-4.6% | |
-4.0% | |
-3.7% | |
-3.7% | |
-3.5% | |
-3.3% | |
-3.2% | |
-3.1% | |
-3.0% |