Sunday, April 27, 2014

Doom's Guide

Build : Jungling Doom

DotA2 Hero: Doom Bringer
OFFENSE
Damage
53-69
DEFENSE
Armor
0
OTHER
Movement Speed
290
ATTRIBUTES
Strength
106
Agility
33.5
Intelligence
65.5
BASIC STATS
Health
2468
Mana
1079


Purchase Order
STARTING ITEMS

EARLY GAME

CORE

SITUATIONAL
     
FINAL INVENTORY
     

Hero Skills
DEVOUR

1
3
5
7
SCORCHED EARTH

2
4
8
9

LVL? DEATH

10
12
13
14

DOOM

6
11
16

STATS

15
17
18
19
20
21
22
23
24
25


Introduction
Lucifer the Doom Bringer is a melee Strength Hero who fulfils a number of roles. He is primarily played as a carry or utility Hero who can jungle effectively from early game. Now that Devour can be used on all creeps from level 1, Lucy is a very good jungler as long as he has enough mana for his spells. Late game, he is a terrifying force, making everyone whose level is a multiplier of 3 very, very scared.

Early Game: The Jungle
Doom can play lane or jungle, but I prefer jungle. This allows for a solo top lane for maybe a Dark Seer or another good offlaner. If necessary, you can move up from the jungle to help get ganks.

Whenever you can, level up Devour. This increases your gold, kills the biggest creep, and lowers the mana cost and cooldown. Your next priority is Scorched Earth. This is good because it heals you, and damages enemies. Consider levelling up Scorched Earth instead of your ultimate at level 6 depending on how your game is going.

Now that I've looked over skills, let's look at creep camps and how they affect Doom. Devour will give youall the abilities the eaten creep had, which makes picking your target important come mid game, but early game just eat the biggest creep and right-click the rest to death. A good camp early game is the one with the three different-sized Satyrs - the biggest one gives you 4 HP/ps regen as an aura. Another good camp is the Wildkin - the biggest one gives you 3 armour and the two smaller ones are incredibly weak. In my experience, though, the best camp is the Hill Troll camp with the Summoner and the two smaller trolls. Eat the bigger one and you can summon skeletons to tank the others for you. In addition to this, they should still be alive for your next camp. Getting this camp also lets you hit level 2 and have Scorched Earth for the next camp, which you may or may not need. Doom can take on any camp from level one, as long as Devour is up.

After your first camp, finish off your Ring of Basilius and courier it to you. Then, head to the easy camp and kill them. Hopefully, you will have any camp but the ghosts because Frost Attack is incredibly annoying and slows you down excessively. By the time you've done that, you will be level 2 (or halfway to three if you got lucky with camps) and have Devour off cooldown. Alternate between a large/medium camp and an easy camp, but this time you're rushing Hand of Midas. As this build focuses more on Doom as a hard carry with crazy AoE, Hand is a great item to get you your Radiance/Heart. Aim to have Midas by the 8-minute mark, earlier if you get some ganks at top. After Midas, start building either Radiance or Vanguard. I prefer Radiance due to its flash-farming abilities, but Vanguard is cheaper and builds off of your Stout Shield if you're OCD. It really depends on whether you want to play it safe and tanky or you feel like your team needs more damage. Either way, you're out of the jungle at 15-20 minutes.

One thing to remember: At the start of the game, announce to your allies that you are jungling. This is not only polite but also affects the lanes. If possible, do not be afraid to leave te jungle to gank, especially once you get your ultimate. You *may* lose some GPM, but you are also helping your laning allies and curtailing your enemy's farm, which more than makes up for it. Be careful doing this, though - Doom has basically no combat presence until level 6, and even after that he does basically nothing when your ultimate is off cooldown.
Mid Game: Slice Your Throat
Now you've got a bit of farm, you're ready to go out into the world of the lanes. You have your ulti, and so you have to decide which target you want to silence. Good choices are characters like Weaver, Clinkz or Invoker. Doom has high movement speed thanks to Scorched Earth and Phase Boots, so he can tower dive fairly effectively.

The creep abilities you've stolen will now be an important choice. In md-game, probably the best is the Kobold Foreman aura of +15% movement speed. This gets your speed up to nearly 500 with Phase Boots and Scorched Earth active, which as you expect is kind of terrifying considering you're a 10-foot tall demon lord. Another solid coice is the Alpha Wolf, which not only gives you critical strike but a 30% damage increase aura. If you're teamfighting a lot, you definitely want the wolf. If it's more of a ganker's game, then take the speed aura.

In mid-game, you should be working towards your Radiance and Rod of Atos. The Rod is a great item for Doom, as it gives him a slow and solves his mana problem. If you're facing a team of right-clickers, you will want to replace the Rod with Blade Mail and get it before Radiance.

Radiance is good for Doom due to its synergy with Scorched Earth. With those two, enemies near you take nearly 100 (!) damage a second just from standing near you. With a speed aura, you're a terrifying ganker. With the wolf abilities, you win teamfights. LVL (?) Death is also a good ability, just pick your target. It also microstuns, so it can be used to stop channels and TPs.
Late Game: Doom Reigns
If you've had a good early game and got some kills mid game, you should have a solid item setup. Your next target is the Heart of Tarrasque. Heart makes you extremely tanky and gives you a bunch of Strength as well. Your right-click will be considerable and you should be hard carrying your team now. By this point, you should definitely eat an Alpha Wolf if you haven't already. Alternatively, get an Assault Cuirass which gives you much-needed armour and more effect to your allies.

Your toolkit will be:

-Heavy right-click damage from Heart, Radiance and your critical strike.
-Fast attack speed from Hand - but don't hesitate to sell it if you need the inventory. Replace it with Assault Cuirass late game.
-100 damage per second to enemies near you.
-A +30% damage aura to you and your allies.
-Well over three thousand health with a lot of HP regen.
-A Cripple from your great big Rod.
-And finally, Blade Mail. This is a situational item which you shouldn't get every game, but against some teams it is a very worthwhile investment.
After the Core
After you have all your core finish off your extension - not forgetting the Black King Bar, as you are after all a carry. Fit the BKB in where you see fit - if you are against a team with OD, Shadow Shaman and disables, you'll want it as early as feasible!

Drum and Mek have a place, as a possibility instead of Vanguard or Radiance. If you don't have a Mek carrier, consider getting it, as it gives armour and adds five to all stats as well as the mek aura. Drums work in a similar way, although they are probably better than Mek. The problem with these two is that Vanguard makes you tankier and Radiance makes you deal more damage. With these two items you will act as more of a utility Doom, and it makes it even longer before you can go on murder sprees through their hapless team.
Conclusion
This does require a lot of farm and odds are you won't get all these items in one game (it comes to about 25k gold). That said, Doom is a very fun Hero to play and has more early-game power (not *that* early game. Level 6 onwards, unless you like right-clicking mindlessly) than other carries like Faceless Void or Anti-Fun. He does require you to think about picking your targets, so that may take some practice.

That, then, is my guide to Doom. If this one turns out well, I may do one for Invoker or Enigma or something. Hope you learnt something useful here, and good farming.



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