* Phantom Lancer's illusions can make it difficult to Doom the original. Should Doom figure out the original hero, the illusions can make it difficult to cast any abilities, as their hitboxes can be used to body-block the Phantom Lancer.
* Phantom Lancer is an ideal Diffusal Blade carrier. With it, he can quite easily deplete Doom's already poor mana pool, potentially making him unable to cast his abilities to escape, retaliate or heal.
* Doom lacks any effective ability to clear waves of creeps and illusions, as the vast majority of his abilities are single-target. Without an answer, Doom may find it difficult to deal with Phantom Lancer's presence.
* Doppelganger can dispel Leech Seed. It can also destroy large amounts of trees, counteracting Nature's Guise and Eyes in the Forest.
* Doom's
Doom marks Phantom Lancer with a highly visible effect, and also silences and mutes him.
* Heroes with undispellable debuffs will help identify the real Phantom Lancer through visual effects or debuff indicators, provided that it was cast on the real Phantom Lancer to begin with:
* Doom's
Doom marks Phantom Lancer with a highly visible effect, and also silences and mutes him.
* Bloodseeker's
Rupture shows a clear red trail effect on the real Phantom Lancer.
* Ancient Apparition's
Ice Blast will only debuff Phantom Lancer and not his illusions.
* Grimstroke's
Soulbind is undispellable.
* Shadow Demon's
Demonic Purge is undispellable.
* Monkey King's
Jingu Mastery is undispellable and puts a big yellow Mark over his head.
* Heroes who can disable Mars but cannot do any damage to him, meaning he just tanks their abilities: Doom,
Magnus.
* Heroes with the capability of removing or destroying trees greatly hinders the effectiveness of Treant Protector's abilities: Batrider,
Nature's Prophet,
Lina,
Enigma,
Mars
* Corrosive Haze will reveal Treant Protector even when he is under the effects of Nature's Guise.
* With Dual Breath, Liquid Fire and Macropyre Jakiro can quickly remove all Living Armor from a target.
* Ice Path allows Jakiro to prevent Treant Protector from using Overgrowth while staying at a safe distance.
* Due to Doom's naturally high health, strength gain and common itemization for durability, Heartstopper Aura is particularly effective. The health loss is also large enough that, throughout all stages of the game, the aura effectively neuters the health regeneration granted by Devour.
* Necrophos can help to keep both himself and his allies alive during Doom through his natural regeneration granted by Heartstopper Aura (which is not disabled by Doom), or in the case of an ally, through his
Death Pulse. Additionally, Necrophos is an ideal
Mekansm carrier. Should one be bought, kills against Necrophos' team can be difficult to secure due to the damage-over-time nature of Doom and his abilities.
* Doom typically wants to be a hero that soaks attention from the enemy team and takes the role of an initiator and disabler. As such, Doom is an ideal target for Reaper's Scythe, as it is likely Doom will be at the fore-front of any fight.
* Spiderlings melt away Living Armor almost instantly.
* The vision from Eyes In The Forest may prove dangerous for Broodmother, however.
* Feast deals damage and heals Lifestealer based on the target's maximum HP, which is greatly effective against naturally high HP heroes such as Doom.
* Rage allows Lifestealer to become spell immune to negate the magical damage of Infernal Blade and Scorched Earth.
* Doom has no effective means of escape from Open Wounds. This is particularly devastating in lane, where Doom may have to play a much more passive, conservative play style as a result.
* Whenever Doom casts his ultimate, Centaur Warrunner can cast Stampede and allow the Doomed hero to run away, wasting Doom's ultimate.
Additional:
* Stampede can be used to free an ally from the grasp of Doom. Without any means of effective lockdown, kills can be difficult to secure when against an enemy Centaur Warrunner. Also, Centaur's tendency to have lots of health and HP regen tend to help counter Doom.
* Living Armor can be destroyed quickly with Ion Shell.
* Light Strike Array and Dragon Slave allows Lina to destroy trees, countering Nature's Guise and
Eyes in the Forest.
* Lina has many tools to remove Living Armor's protection.
* Doom's low armor makes him weak against Alchemist's high physical damage output.
Additional:
* Chemical Rage out-heals Doom to a large degree throughout all stages of the game. Should Alchemist be chemically enraged before being Doomed, Alchemist can become a difficult target to effectively lockdown and kill, thanks to the health regeneration and movement speed bonuses granted by his ultimate.
* Alchemist is an ineffective target for Doom. Alchemist isn't totally reliant on his skills to be effective during a teamfight, due to the right-click nature of the hero.
* Doom does not disable Mana Shield. As such, Doom's damage is largely mitigated by her mana shield. Additionally, Medusa is not reliant on her abilities to be effective during a teamfight, making Medusa an unproductive hero to target.
* Medusa is an ideal Linken's Sphere carrier. Should one be purchased, and without any additional disables, Doom may find that few opportunities exist to effectively lockdown, disable, and kill Medusa.
* Doom generally does not impede Sven in any way, provided he has activated God's Strength beforehand.
* All of Treant Protector's abilities are worth stealing, and Rubick is able to cast them with no animation time.
* Firefly will cut trees with ease, cleaning-up an area that's been enchanted with Eyes In The Forest, and potentially revealing a Treant under the effects of
Nature's Guise.
* Batrider's DoT spells are also good versus Living Armor.
* Single-target disablers will have difficulty locking down a Chaos Knight with Phantasm active: Bane,
Beastmaster,
Bloodseeker,
Clockwerk,
Doom,
Shadow Shaman.
* Heroes with the ability to heal allies, or those with good defensive abilities: Chen,
Dazzle,
Io,
Oracle,
Omniknight,
Witch Doctor,
Winter Wyvern,
Abaddon, etc.
* Heroes that depend on disrupting fights with ability combos or big ultimate abilities are vulnerable to the long stun of Fiend's Grip: Disruptor,
Death Prophet,
Enigma,
Faceless Void,
Invoker,
Lich,
Magnus,
Mars,
Medusa,
Outworld Destroyer,
Phoenix,
Puck,
Queen of Pain,
Shadow Fiend,
Treant Protector,
Underlord,
Winter Wyvern,
Witch Doctor,
Zeus.
* Heroes with the ability to heal allies, or those with good defensive abilities: Chen,
Dazzle,
Io,
Oracle,
Omniknight,
Witch Doctor,
Winter Wyvern,
Abaddon, etc.
* Heroes with a slow attack rate will find themselves struggling to take out Tombstone, like Doom.
* Invisibility reliant heroes: Heroes with invisibility abilities or those that have invested into invisibility items are hindered by Bounty Hunter's Track. Few examples of such heroes are:Clinkz,
Riki,
Treant Protector, etc.
* Heroes with low mana pools (eg.Doom and
Tidehunter) will feel the effects of Silencer's Intelligence Steal far more than others.
* Heroes who often build Linken's Sphere:
Weaver,
Morphling,
Medusa.
* Heroes with invisibility will be detected by Thirst when they have low enough health: Bounty Hunter,
Templar Assassin,
Riki,
Clinkz,
Weaver,
Treant Protector,
Nyx Assassin.
* Heroes who often build Linken's Sphere:
Weaver,
Morphling,
Medusa.
* Terrorblade can use
Sunder to save his allies who are Doomed.
* Wraith King has three passive abilities and only a single active ability, so Doom does not hinder him significantly.
* Doom expires upon death, so it is effectively removed after Reincarnation activates.
Additional:
* Even if he is Doomed, Wraith King can tear down Doom with physical attacks, and can still reincarnate as long as it is off-cooldown.
* Clinkz,
Sniper,
Lone Druid,
Troll Warlord,
Legion Commander and
Wraith King are some of the Heroes that base themselves on attacks with little or no spell power, so they suffer in the grassy hands of Overgrowth.
* Due to the nature of the hero, Sniper is typically situated in the back of the fight, potentially making him a difficult target to initiate on and fight.
* Sniper is largely a right-click hero, and as such isn't as an effective of a Doom target as other heroes.
* Thanks to Shrapnel and
Headshot, Sniper is able to effectively 'kite' Doom, preventing him from closing the distance between the two.
* Clinkz,
Sniper,
Lone Druid,
Troll Warlord,
Legion Commander and
Wraith King are some of the Heroes that base themselves on attacks with little or no spell power, so they suffer in the grassy hands of Overgrowth.
* Monkey King is one of the few other heroes who can easily traverse through trees, counteracting Treant Protector's ability to hide in trees.
* Heroes that can maintain vision on Monkey King can see when he uses Tree Dance: Bloodseeker,
Treant Protector with Eyes In The Forest,
Sniper,
Weaver
* Doom prevents Storm Spirit from using all of his abilities and items, rendering Storm Spirit useless in a fight.
* If Storm Spirit is caught in an Overgrowth, he is shut down.
* With the exception of Electric Vortex, he won't be able to cast any relevant skill.
* Doom shuts down Anti-Mage's escape capabilities with Blink. The ability also deals pure damage, which ignores the protection from Counterspell.
* However, a well-timed Counterspell can reflect it back.
* If Doom has Aghanim's Scepter,
Doom can break Mana Break and Counterspell, weakening both his offense and defense.
* Doom's low mana pool causes him to take little damage from Mana Void.
Additional:
* Doom prevents Anti-Mage from maneuvering around a fight or escaping from an initiation using
Blink. Additionally, Doom deals pure damage, which is not affected by
Counterspell. This can quickly whittle away Anti-Mage's naturally poor health pool.
* Be careful when using Doom as a well-timed
Counterspell can block and reflect it back against Doom himself.
* An Aghanim's Scepter upgraded
Doom will also disable
Mana Break and
Counterspell, which makes Anti-Mage significantly less effective in fights and more susceptible to the high magical damage of Doom's abilities and his allies.
* Anti-Mage relies on blinking and attacking. Overgrowth prevents both.
* Be wary that he will eventually farm up a Manta Style that fully dispels Overgrowth. Good players will wait for your ultimate to use their manta. Perhaps an ally has a silence or similar that would force him to use his manta before your ultimate.
* Scorched Earth deals damage to Clinkz during Skeleton Walk.
* Doom shuts down Clinkz entirely, as it prevents him from casting any of his spells and contributing a large amount of damage in teamfights.
* Clinkz will often roam the map alone, and Treant Protector's Nature's Guise allows him to set up kills with his allies on Clinkz from invisibility.
* Treant Protector's very high damage allowing him to trade hits or contest last hits with Clinkz, while Living Armor can be used to sustain the harass.
* Living Armor protects any of Treant's allies ganked by Clinkz.
* In teamfights, Treant Protector's Overgrowth can disarm Clinkz, preventing him from turning invisible and holding him in place even if he has a
Black King Bar.
* Leech Seed slows Clinkz, preventing him from repositioning or fleeing away from danger.
* Doom with the {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent} talent can be useful against heroes with troublesome passive skills while also disabling them for a long time:
Phantom Assassin,
Enchantress,
Huskar,
Underlord.
* Overgrowth prevents Phantom Assassin from using Blink Strike even through her spell immunity.
* Living Armor reduces Phantom Assassin's physical damage whenever she attempts to gank an allied hero.
* All abilities from Mirana can shut down with Doom and Mirana can not escape with Leap since
Doom activated.
* Doom also catch Mirana disabled used combo items Doom from ugrade
Aghanim's Scepter and
Blink Dagger or
Overwhelming Blink make Mirana can not move escaping notably
Leap and
Moonlight Shadow.
* Overgrowth has a great duration, which prevents the units caught from attacking, moving and Blinking. Heroes like Storm Spirit,
Mirana,
Anti-Mage and others won't be able to do much if they're caught.
* Ember Spirit cannot use his Activate Fire Remnant to escape while under effect from
Doom.
* Infernal Blade deals scaling damage and is useful against high HP targets such as Tidehunter.
* Doom prevents Tidehunter from casting his
Gush,
Anchor Smash and
Ravage, making him useless in team fights.
* If Doom gets an Aghanim's Scepter, he can also disable
Kraken Shell, reducing his survivability.
* Doom can shut down with all abilities and items from Puck is strong escape. Since
Doom muted silence activated duration, Puck Can't move freely although Doom build item
Aghanim's Scepter.
* Doom will use build item Blink Dagger and
Silver Edge can important from Doom simply catch Puck.
* Doom alone can easily pick off Crystal Maiden since she is fairly fragile, even with using only basic attacks, Infernal Blade, and
Scorched Earth.
* Doom prevents her from using any abilities in a fight, making her impact negligible.
* Devour allows Doom to acquire a stun, allowing him to cancel Freezing Field without having to use
Doom.
* Treant Protector can usually scout out Magnus in the trees with Eyes in the Forest and disrupt his initiation attempts. He can also counter Magnus' initiation with
Overgrowth.
* Infernal Blade deals high damage to Pudge due to his high strength grow with
Flesh Heap.
* Using Doom with timing against Pudge who had just activated
Rot would usually kill him.
Additional:
* Doom disables the toggling of Rot and, if cast at the right time, may leave Pudge with a potentially lethal health drain.
* Doom's naturally high health, strength gain and damage output makes him a poor target for Pudge.
* The damage of Doom's Infernal Blade scales with the target's maximum health, which is particularly effective against Pudge due to his naturally high health and further health granted by stacks of Flesh Heap.
* Doom can shut down all active abilities from Windranger while can not escape with Windrun and Focus Fire since activated with
Doom.
Additional:
* Doom can shut down all abilities from Windranger's mainly her's strong escape from Windrun.
* Infernal Blade deals passes evasion target from Windrun.
* Focus Fire target from Doom passes burn to Scorched Earth makes Windranger interrupts Focus Fire influence to her health.
* Doom can stop Death Prophet from casting spells, which makes her useless during team fights if she didn't cast Exorcism before the fight. Furthermore, Doom can use
Scorched Earth to chase after her.
* Doom has several disable abilities to choose from jungle creeps (e.g. War Stomp,
Ensnare) to deal with Shadow Fiend who lacks escape abilities.
* When Doom combines creep abilities with Scorched Earth,
Infernal Blade, and
Doom, Shadow Fiend most likely will die as he cannot use Shadowraze and Requiem of Souls to protect himself, and also cannot even flee by using
Shadow Blade or
Blink Dagger.
* Although Shadow Fiend has a high physical damage output, Doom has a large health pool to survive it, meaning Doom's combo with high magical damage output will shutdown Shadow Fiend first.
* Doom usually buys Radiance to improve his damage, making his nuke combo more deadly to Shadow Fiend. The blind also prevents Shadow Fiend from landing his attacks often.
* Treant can give chase should Hoodwink attempt to Scurry away, and
Nature's Grasp can slow her down so Treant Protector's teammates can pin Hoodwink down.
* Doom is effective against every hero, and Void Spirit is no exception. Being unable to cast spells or items during fights for 16 seconds nullifies his impact entirely.
* Doom has a very versatile build and can consume creeps which has abilities that can stun or provide additional magic resistance.
* Doom's high strength gain and versatility in items can be effective against Void Spirit's magical damage.
* Infernal Blade's damage is calculated by a percentage of maximum health, meaning that it will hurt Axe more than most normal attacks, negating some of his durability.
* Doom can pick up several different abilities from neutral creeps using Devour, some of which can be annoying to Axe.
* Mud Golem, Dark Troll Summoner, Harpy Stormcrafter, Satyr Mindstealer or Satyr Tormenter are good examples.
* Doom's naturally low attack speed makes Counter Helix less likely to proc, and his high base health allows him to take a few Helixes with no danger.
* Doom makes Axe less disruptive, preventing him from using his skills or items. At level 25, there is a branch of the talent tree that makes
Doom apply Break, allowing Doom to disable Counter Helix, making Axe effectively useless for a lengthy duration.
Additional:
* Infernal Blade deals scaling damage and is useful against high HP targets such as Axe.
* Doom has low attack speed because of his high Base-Attack-Time, poor agility gain and limited attack-speed granting items which are commonly built. This means Doom will trigger Counter Helix less often and thus is an unideal target for initiation.
* Doom has naturally high HP so it takes longer for Doom to be brought down to the killing threshold of Culling Blade.
* Axe is highly reliant on his abilities and items to be effective during a fight. Without the usage of Berserker's Call and
Blink Dagger due to
Doom, Axe offers very little in the way of damage, effectively removing him from a fight.
* Doom completely takes Invoker out of a team fight, a hero who relies heavily on using abilities and items to contribute in team fights.
Additional:
* Doom is a good way to shut down Invoker, preventing from casting spells and using items for a lengthy time, thus forcing him to invest on
Linken's Sphere.
* Infernal Blade deals scaling damage and is useful against high health targets such as Bristleback.
* Doom disables Bristleback's low cooldown abilities, preventing him from triggering Warpath. With his upgraded level 25 talent, it also breaks Bristleback's passive, rendering him more vulnerable.
Additional:
* Infernal Blade deals scaling damage and is useful against high HP targets such as Bristleback.
* Doom prevents Bristleback from casting his two low cooldown abilities, which then prevents him from utilizing
Warpath.
* If Doom gets an Aghanim's Scepter, he can disable
Bristleback and
Warpath, taking away much of his durability and damage potential in team fights.
* Faceless Void relies on
Time Walk for mobility and survivability but he can be prevented from utilizing it through
Doom.
* Doom has a high cooldown duration for every ability except Infernal Blade, so he is not significantly affected by Time Dilation.
* Doom makes Ogre Magi less disruptive.
* Infernal Blade effectively negates Ogre Magi's durability.
* With Aghanim's Scepter, he can disable Multicast.
* Nature's Grasp severely slows down Spirit Breaker, reducing effects of Charge of Darkness and Greater Bash.
* Living Armor can mitigate a large portion of Spirit Breaker's damage since his attacks are slow.
* Treant Protector can also counter-initiate against Spirit Breaker with Leech Seed,
Overgrowth and with his root from {I|Aghanim's Shard
* Aghanim's Scepter gives Treant Protector access to
Eyes In The Forest ability, which allows him to turn trees into wards that provide vision, allowing him to keep his allies warned about Spirit Breaker's attempts to gank them.
Eyes In The Forest will also trigger
Overgrowth if Spirit Breaker is in range of the tree affected by it.
Additional:
* Spirit Breaker's slow attacks cannot harm a hero shielded by Living Armor.
* A well-timed Doom prevents Nyx Assassin escaping with Vendetta and fighting back with Spiked Carapace.
* Doom's high health also allows him to easily shrug off Nyx Assassin's burst damage and fend him off.
* Tinker is heavily dependent on active abilities and Doom prevents him from using any of them.
Additional:
* Tinker is heavily reliant on casting his spells and Doom can disable all of his abilities and items. An
Aghanim's Scepter only makes it harder for Tinker to survive.
* Infernal Blade deals scaling damage and is useful against high HP targets such as Elder Titan. It also can interupt
Echo Stomp if quick enough.
* Doom has very low base armor and naturally high HP, so he isn't significantly affected by Natural Order.
* Infernal Blade's damage is calculated by percentage of max health. Since Spectre is usually tanky, it will hurt her more than most normal attacks.
* Doom can entirely disable Spectre from a teamfight. If upgraded with
Aghanim's Scepter, it will disable her passive skills which is she relies on, crippling her.
Additional:
* Infernal Blade's damage is calculated by percentage of maximum health, meaning that it will hurt Spectre more than most normal attacks, negating some of her tankiness.
* Doom can pick up several different abilities from neutral creeps using Devour, some of which can be annoying to Spectre.
* Mud Golem, Dark Troll Summoner, Harpy Stormcrafter, Satyr Mindstealer or Satyr Tormenter are good examples.
* Doom makes Spectre less disruptive. Combined with
Aghanim's Scepter, it will disable Spectre passive skills, reducing her potential in teamfights.
* Arc Warden relies on items and abilities, as well as his Tempest Double, to deal damage to enemies.
Doom effectively denies that and makes Arc Warden useless in fights.
* Scorched Earth can be used to engage Visage while removing Gravekeeper's Cloak charges.
* Infernal Blade will deal tremendous amounts of damage over time due to Visage's high health pool.
* Doom completely nullifies Gravekeeper's Cloak and prevents Visage from casting spells.
* Doom with the {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent} talent can be useful against heroes with troublesome passive skills while also disabling them for a long time:
Phantom Assassin,
Enchantress,
Huskar,
Underlord.
Additional:
* Devour will easily eating creeps from Enchantress during already cooldown from
Devour.
* Even so cooldown from Doom so long,
Doom can shut down from
Untouchable and can upgrade with
Aghanim's Scepter disable all abilities from Enchantress's.
* Heroes with powerful rooting abilities will disable most of Pangolier's skills, a bonus point if it pierces spell immunity since it will also be able to stop Pangolier during his Rolling Thunder: Treant Protector,
Meepo,
Crystal Maiden,
Dark Willow,
Underlord,
Naga Siren
* In general, melee heroes without blink mechanisms or spell immunity will have a hard time positioning against Pit of Malice: Sven,
Tiny,
Wraith King,
Dragon Knight,
Meepo,
Doom,
Bounty Hunter,
Dark Seer,
Undying,
Alchemist,
Legion Commander.
* Doom with the {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent} talent can be useful against heroes with troublesome passive skills while also disabling them for a long time:
Phantom Assassin,
Enchantress,
Huskar,
Underlord.
Additional:
* Infernal Blade does damage based on percentage health, and is useful against high health pool hero like Underlord.
* Doom can prevent Underlord from spamming his abilities and most important is to prevent him from using Fiend's Gate to escape.
* In general, heroes that provide vision will see Fiend's Gate coming: Techies,
Templar Assassin,
Treant Protector
* Weak damage but high tick rate or persist in a long time: Slark,
Gyrocopter,
Queen of Pain,
Shadow Shaman (
Shackles),
Jakiro,
Pugna,
Doom
* Heroes that can quickly deal damage to her, regardless of how weak they are, can easily break through her Refraction:
* Multiple attackers thanks to summoned units or clones: Meepo,
Witch Doctor,
Lycan,
Enigma,
Shadow Shaman
* Multiple attackers thanks to illusions: Phantom Lancer,
Chaos Knight,
Naga Siren (bonus for her
Ensnare). Also despite the visual effects, Templar Assassin does not spill damage against illusions or buildings, so she is not a really good hero to clean up illusions.
* Weak damage but high tick rate or persist in a long time: Slark,
Gyrocopter,
Queen of Pain,
Shadow Shaman (
Shackles),
Jakiro,
Pugna,
Doom
* Heroes with silencing abilities can be particularly deadly when Slark is trying to escape: Silencer,
Death Prophet,
Puck,
Doom.
* Heroes with global abilities can give Legion Commander's opponent an edge in Duels from anywhere on the map: Nature's Prophet,
Ancient Apparition,
Zeus,
Invoker,
Treant Protector
* Heroes with silences: Puck,
Doom,
Riki.
* Heroes with abilities that can save teammates are also effective such as Shadow Demon,
Dazzle,
Oracle,
Bane,
Pugna,
Tusk,
Winter Wyvern,
Io,
Underlord,
Treant Protector and
Keeper of the Light.
* Supports with useful teamfight or contribution spells will be helpless against Doom: Dazzle,
Oracle,
Warlock.
* Silencer's
Global Silence and
Doom's
Doom makes Earthshaker temporarily useless.
* Heroes that can keep Luna locked down for a long time can be a threat (she is very item and spell dependent): Faceless Void,
Legion Commander,
Doom.
* Treant Protector grants protection against his attacks with
Living Armor and his ultimate,
Overgrowth is a massive AoE disarm and root that pierces spell immunity, causing trouble to Lycan. You will find yourself in need of an ally's dispel or forced to pop
Black King Bar for its dispel.
Additional:
* Lycan has no kind of teleport, being only able to walk, and heavily relies on his attacks. As Overgrowth roots and disarms the targets, Lycan can't do much in an overgrowth field.
* Clinkz,
Sniper,
Lone Druid,
Troll Warlord,
Legion Commander and
Wraith King are some of the Heroes that base themselves on attacks with little or no spell power, so they suffer in the grassy hands of Overgrowth.
* Doom with the {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent} talent can be useful against heroes with troublesome passive skills while also disabling them for a long time:
Phantom Assassin,
Enchantress,
Huskar,
Underlord.
* Treant Protector's
Living Armor will also negate Tidebringer's damage.
* Besides Lone Druid and
Meepo, Doom is potentially good versus every hero since Doom will render any hero helpless for a prolonged 16 seconds. This is particularly true for fragile heroes that heavily rely on mobility to stay alive.
* Heroes with the capability of removing or destroying trees greatly hinders the effectiveness of Treant Protector's abilities: Batrider,
Nature's Prophet,
Lina,
Enigma,
Mars
* Doom pierces spell immunity and can prevent Enigma from casting any spells or using items until the duration of the spell depletes, as well as cancelling a
Black Hole.
* While Doom can be blocked by a
Linken's Sphere, which is a common item on Enigma,
Aghanim's Scepter upgraded
Doom allows Doom to cast Doom on himself to affect enemies near him, and if Doom can combine this with
Blink Dagger, he will be able to jump on Enigma while he is channeling
Black Hole.
Aghanim's Scepter upgraded
Doom can also cancel
Black Hole if any of Enigma's allies affected by
Doom gets too close to him for it's duration, ignoring both,
Black King Bar and
Linken's Sphere.
* High health heroes (Axe,
Doom) fall fast with Fury Swipes stacks.
* Doom makes Ursa less disruptive, and it cannot be dispelled with Enrage upgraded with
Aghanim's Scepter.
* Heroes with the ability to heal allies, or those with good defensive abilities: Chen,
Dazzle,
Io,
Oracle,
Omniknight,
Witch Doctor,
Winter Wyvern,
Abaddon, etc.
* Doom applies a basic dispel upon cast, so it can remove
Guardian Angel.
* Casting Doom on Omniknight will also prevent him from healing allies with
Purification, or casting buffs like
Heavenly Grace and
Guardian Angel, basically turning him into a harmless creep.
Additional:
* Doom turns Omniknight into a walking creep, or completely takes out his buffed cores, also removing Heavenly Grace and Guardian Angel in the process.
* With Devour used on Satyr Banisher, Doom will have access to Satyr Banisher's
Purge, which will allow him to remove Heavenly Grace and Guardian Angel.
* Heroes with the ability to heal allies, or those with good defensive abilities: Chen,
Dazzle,
Io,
Oracle,
Omniknight,
Witch Doctor,
Winter Wyvern,
Abaddon, etc.
* Doom can completely shut down Dazzle through Doom, as it prevents him from casting his abilities and, by extension, gaining Bad Juju stacks.
* Heroes with the ability to heal allies, or those with good defensive abilities: Chen,
Dazzle,
Io,
Oracle,
Omniknight,
Witch Doctor,
Winter Wyvern,
Abaddon, etc.
* Living Armor can be used to save a hero from a Relocate gank.
* Heroes with the ability to heal allies, or those with good defensive abilities: Chen,
Dazzle,
Io,
Oracle,
Omniknight,
Witch Doctor,
Winter Wyvern,
Abaddon, etc.
* Doom will make Abaddon unable to use Mist Coil, Aphotic Shield, and the active component of Borrowed Time, also upgraded with
Aghanim's Scepter can break Curse of Avernus and the passive component of Borrowed Time ,which means his allies could be easily disabled or killed.
* Heroes with the ability to heal allies, or those with good defensive abilities: Chen,
Dazzle,
Io,
Oracle,
Omniknight,
Witch Doctor,
Winter Wyvern,
Abaddon, etc.
* Doom can easily kill Chen's creeps and obtain their abilities with Devour.
* Scorched Earth's area-of-effect can clear multiple of Chen's creeps at once.
* Doom renders Chen completely helpless, and unable to save himself or his allies with
Hand of God.
Aghanim's Scepter upgraded
Doom also allows Doom to cast
Doom on himself and disable both, Chen and his creeps around him.
* Lone Druid is essentially two heroes. Dooming one over the other still leaves Lone Druid or his bear able to do their job during a fight. Additionally, Lone Druid is not hindered as much as other heroes by the silence and mute of Doom since the hero relies more on attacks than abilities.
Additional:
* Doom will be very hestitant to use Doom on the Spirit Bear, and using it on Lone Druid himself will not stop the bear from attacking him especially if True Form has already been used.
* Devour does not work on the Spirit Bear and pushes the lane so Lone Druid can safely farm under tower.
* Besides Lone Druid and
Meepo, Doom is potentially good versus every hero since Doom will render any hero helpless for a prolonged 16 seconds. This is particularly true for fragile heroes that heavily rely on mobility to stay alive.
* Clinkz,
Sniper,
Lone Druid,
Troll Warlord,
Legion Commander and
Wraith King are some of the Heroes that base themselves on attacks with little or no spell power, so they suffer in the grassy hands of Overgrowth.
* Timbersaw can use his plethora of tree cutting abilities to level entire sections of the forest, making hiding in the trees more difficult for Treant Protector and his team.
* Timbersaw can easily cut down Treant Protector's Eyes In The Forest once his team has detection. He may even do it unknowingly due to the sheer destructive and chaotic nature of his abilities.
Additional:
* Not only are all of Timbersaw's active abilities capable of cutting down trees, but Whirling Death and
Timber Chain also require it to be effective, counteracting both Treant Protector's Nature's Guise and Eyes in the Forest abilities.
* Infernal Blade deals scaling damage and is useful against high HP targets such as Timbersaw.
* Timbersaw is extremely reliant on his abilities to be effective during a team fight - both for mobility, damage and crowd control. Timbersaw offers very little impactful right-click damage, and thus Doom is particularly crippling against this hero.
* Additionally, when upgraded with Aghanim's Scepter,
Doom breaks
Reactive Armor, which effectively removes the durability which Timbersaw is commonly known for.
Additional:
* Doom shuts down Timbersaw completely, negating his mobility and preventing him from doing any damage. It also breaks Reactive Armor's passive bonuses from
Aghanim's Scepter.
* Infernal Blade can stun Timbersaw several times in a fight, potentially interrupting Timber Chain. Also it's useful since Timbersaw has high HP due to the damage scales based on max HP.
* Drow Ranger can be difficult to get on top of, thanks to her Frost Arrows and
Gust. With these two abilities, Drow Ranger is able to effectively 'kite' Doom and minimize his impact during team fights and laning stage.
* Much of Drow Ranger's effectiveness comes from her passive, which is not disabled by Doom.
* Another hero heavily based on attacks and no mobility, being an easy prey for Treant strong disarms and motion reduction skills.
* Nature's Prophet's Nature's Call can destroy trees that Treant Protecter is hiding in, revealing him.
* Doom can eats Nature's Prophet's treants with Devour and gains lots of gold.
* Doom can buy Radiance or use his
Scorched Earth to quickly wipe out a swarm of Treants.
* Doom and a ministun from
Infernal Blade's prevents Nature's Prophet from escaping with Sprout and Teleportation.
* Any heroes with low mana pools will die quickly or even instantly to Sanity's Eclipse: Doom,
Phantom Assassin,
Troll Warlord.
* Any heroes with silences can negate the majority of Outworld Destroyer's damage output: Death Prophet,
Night Stalker,
Drow Ranger,
Doom .
* Heroes with the ability to heal allies, or those with good defensive abilities: Chen,
Dazzle,
Io,
Oracle,
Omniknight,
Witch Doctor,
Winter Wyvern,
Abaddon, etc.
* Supports with useful teamfight or contribution spells will be helpless against Doom: Dazzle,
Oracle,
Warlock.
To start select enemy heroes in the field above. It's intended to be used with multiple heroes. The more enemy heroes you provide the better results you will get.
This website was made to help you in pick stage of online game Dota 2. It calculates rating for each possible counterpicks based on tips from web-based database made up entirely of user contributions Dota 2 wiki.
You will get the list of recommended hero counters with a list of tips written by Dota 2 wiki contributors explaining why it's good against the particular hero. In comparison to other similar websites, which show only rating based on average hero win rate from dotabuff or similar service.
Take it with a bit of grain of salt, especially if the recommendation has a low rating (<= 1), some heroes
may win a lane in an early game but would lose in late game (and vice versa). That's why sometimes
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Doom
* The slow applied from
Corrosive Skin offsets the movement speed bonus granted by Scorched Earth and the tick-based damage from Infernal Blade and Doom will continually slow Doom down. This allows Viper, much like Sniper, to 'kite' Doom and keep him at a safe distance between the two. Additionally,
Corrosive Skin applies an attack-speed slow which is fairly crippling to a hero such as Doom that, naturally, has a high base attack-time, poor agility gain and builds little attack-speed items.
Poison Attack will continue to work. Doom may find it hard to close the distance between himself and Viper, and thusly difficult to effectively lockdown and continually deal damage through his abilities.
* Since Doom does not disable auto-cast abilities, Viper's
Treant Protector
* Melee heroes with low mobility can be kited and killed by Viper:
Treant Protector,
Kunkka,
Alchemist,
Troll Warlord,
Wraith King,
Tiny,
Sven.