* 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.
* 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 Marksmanship, which is not disabled by Doom.
* Any heroes with low mana pools will die quickly or even instantly to Sanity's Eclipse: Doom, Phantom Assassin, Troll Warlord.
* Outworld Destroyer's pure damage from Arcane Orb can go through Cold Embrace.
* Outworld Destroyer can negate the healing from Cold Embrace using Astral Imprisonment, and steal mana while doing so.
* Outworld Destroyer's damage during Winter's Curse is reduced due to Arcane Orb being unable to target allies.
Additional:
* Winter Wyvern must never put her allies in Cold Embrace against Outworld Destroyer as Arcane Orb will continue to deal damage to the defenseless hero.
* Arcane Orb does not hit his allies when he is taunted by Winter's Curse, making it weak against allies, but strong versus enemies.
* Astral Imprisonment can protect a target inflicted with Winter's Curse.
* Any heroes with silences can negate the majority of Outworld Destroyer's damage output: Death Prophet, Night Stalker, Drow Ranger, Doom .
* Cold Embrace makes its target immovable, allowing Ancient Apparition to easily land Ice Blast, or a Cold Feet stun.
* Ice Blast also negates healing from Cold Embrace.
Additional:
* Ice Blast disables the healing component of Cold Embrace, making it essentially a 4 second stun on an ally and a perfect setup for Ice Blast.
* If Cold Feet is cast on an Allied hero affected by Cold Embrace, it will almost guarantee the Ally comes out stunned.
* 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.
* Since Doom does not disable auto-cast abilities, Viper's 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.
* 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.
* Cold Embrace is a death sentence against Pugna, since its the perfect setup for all his abilities, especially Life Drain.
* Decrepify can be cast to save the ally under Winter's Curse effect, wasting most of its duration.
* Winter Wyvern's abilities require a lot of mana, allowing Nether Ward to deal lots of damage.
* Cold Embrace is a perfect setup for Mystic Flare.
* Winter Wyvern is a spellcaster, and the 6 second silence from Ancient Seal can prevent her from contributing much.
* Because Skywrath Mage tends to stay back in fights, Winter Wyvern will have to get close to a teamfight to cast Winter's Curse on him. And if she chooses to cast it on one of his allies, his low attack speed and damage means that he won't do much.
* However, bear in mind that Skywrath Mage has seriously awful armor, and that can make him an adequate target to being turned against his own team with Winter's Curse, which can result in his death quickly.
Additional:
* Cold Embrace is the perfect setup for Mystic Flare, and his 6-second silence is good against Winter Wyvern in general.
* 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.
* Heroes with low mana pools (eg.Doom andTidehunter) will feel the effects of Silencer's Intelligence Steal far more than others.
* Heavy nukers will do well against Cold Embrace (Lina, Zeus etc).
Additional:
* Any ally that Winter Wyvern tries to save with Cold Embrace can still be damaged by all of Zeus's spells.
* If Winter Wyvern tries to juke vision by flying up a cliff or in the trees, Zeus can gain vision there with Lightning Bolt or Thundergod's Wrath.
* If Zeus is forced to attack an ally by Winter's Curse, his unimpressive attack damage and attack speed means they won't be hurt much by him. Zeus will also stay near the back of fights away from his allies, making a deadly Curse less likely.
* High health heroes (Axe, Doom) fall fast with Fury Swipes stacks.
* Even though Ursa is a hero who relies on direct attacks to be effective, Fury Swipes does not work on allies if Ursa is affected by Winter's Curse, mitigating a majority of Ursa's damage. In addition, Ursa's unimpressive attack speed and attack damage without Overpower and Fury Swipes means that he deals little to no damage to allies during Winter's Curse.
* Aghanim's Scepter upgraded Enrage allows Ursa to survive Winter Wyvern's initiation with Winter's Curse.
* Doom makes Ursa less disruptive, and it cannot be dispelled with Enrage upgraded with Aghanim's Scepter.
* Heavy nukers will do well against Cold Embrace (Lina, Zeus etc).
* Heroes who often build Linken's Sphere: Weaver, Morphling, Medusa.
* Heroes who can disable Mars but cannot do any damage to him, meaning he just tanks their abilities: Doom, Magnus.
* 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 and Ghoul Frenzy. This is particularly devastating in the laning stage, where Doom may have to play a much more passive, conservative play style as a result.
* Many physical-only single-target heroes like Lifestealer, Sven, Wraith King, Phantom Assassin, Templar Assassin can have their damage mitigated by Cold Embrace.
* 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.
* Many physical-only single-target heroes like Lifestealer, Sven, Wraith King, Phantom Assassin, Templar Assassin can have their damage mitigated by Cold Embrace.
* 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.
* Winter Wyvern's Arctic Burn can also be a useful tool against Centaur, who generally has very high health. Winter's Curse on Centaur can cause Retaliate to damage allies who are forced to attack him.
* Cold Embrace is no salvation against Lucent Beam and Eclipse.
* Moon Glaives will not hit a hero affected by Winter's Curse, making it weak against allies, but strong versus enemies.
* Luna has better night vision provided by Lunar Blessing than Winter Wyvern when affected by Arctic Burn.
Additional:
* Cold Embrace is no salvation against Lucent Beam and Eclipse.
* Moon Glaives will not hit a hero affected by Winter's Curse, making it weak against allies, but strong versus enemies.
* Luna has better night vision provided by Lunar Blessing than Winter Wyvern when affected by Arctic Burn.
* 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.
* Arctic Burn and Splinter Blast's debuffs are can be dispelled with with Dark Pact. Arctic Burn also cannot be used to escape against Pounce.
* Even though Cold Embrace can protect it's owner from Slark's direct attacks, Slark can still gain Essence Shift stacks from attacking heroes affected by it.
* However, Essence Shift works against allies, and Slark's low health pool means that if he's the target for Winter's Curse, he will go down very quickly as Winter's Curse cannot be dispelled at all.
* Heroes with silencing abilities can be particularly deadly when Slark is trying to escape: Silencer, Death Prophet, Puck, Doom.
* 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.
* Cold Embrace can heal herself or an ally, as well as protecting them from Clinkz's physical attacks and wasting his mana if Searing Arrows is on autocast.
* Winter's Curse allows Winter Wyvern to turn Clinkz's high damage and high attack speed against his allies, or take advantage of Clinkz's fragility if he can't use Skeleton Walk.
* Infernal Blade's damage is calculated by percentage of maximum health. Since Spectre is usually tanky, it will hurt her more than most normal attacks.
* Doom can take out Spectre out of a teamfight completely. When combined with the level 25 talent {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent}, it will disable both Desolate and Dispersion, taking away her extra damage and durability.
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.
* Arctic Burn makes it nearly impossible for Spectre to juke into the trees.
* Cold Embrace negates all of Spectre's physical damage. Furthermore, Cold Embrace will generally outheal Desolate.
* Winter's Curse can taunt illusions, not only wasting the entire duration of Haunt but also turning its illusions against Spectre's own team.
* 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.
* Winter's Curse, when directly targeted on Enigma, goes through Black King Bar, stopping Enigma's Black Hole channeling. It also turns his team against him, potentially killing him. Even if Enigma gets Linken's Sphere on top of Black King Bar, Splinter Blast can be used to pop Linken's Sphere, and Winter's Curse will stop Black Hole channeling.
* Splinter Blast can be targeted on an eidolon, killing off other eidolons and damaging nearby heroes as well.
* 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.
* Broodmother, Nature's Prophet, Phantom Lancer by their nature offer very good target for Splinter Blast and Winter's Curse.
* 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.
* Any hero that can nullify effects of Chronosphere: (Keeper of the Light with Aghanim's Scepter during daytime, Winter Wyvern), banishing him or Faceless Void (Outworld Destroyer, Shadow Demon, Earth Spirit with Aghanim's Scepter) or protecting him in other ways (Dazzle, Oracle, Abaddon) can greatly limit Chronosphere's potential.
* Heroes with the ability to heal allies will not be able to heal heroes affected by Doom: Chen, Dazzle, Io, Oracle, Omniknight, Witch Doctor, Winter Wyvern, Abaddon, etc.
* Cold Embrace can render the extra attack speed from Overcharge meaningless.
* Splinter Blast and Winter's Curse are very affective against Io, as it has to stay close to his Tethered target.
* Doom makes Ogre Magi less disruptive.
* Infernal Blade effectively negates Ogre Magi's durability.
* With Aghanim's Scepter, he can disable Multicast.
* Winter Wyvern's Winter's Curse works very well against the increased attack speed from Bloodlust.
* Besides Lone Druid and Meepo, Doom is potentially good versus every hero since Doom will render any hero helpless for up to 16 seconds. This is particularly true for fragile heroes that heavily rely on mobility to stay alive.
* Winter's Curse in late game is pretty much the end for Meepo or any of his nearby allies. Natural counter for Winter's Curse like Linken's Sphere or Lotus Orb is meaningless to her if she can land it on one of Meepo's clones.
Additional:
* Meepo's clones usually gets grouped in teamfight making any of them ideal target for Winter's Curse, forcing Meepo to literally kill himself. Also, unlike other heroes he cannot protect himself with Linken's Sphere.
* While Meepo's clones are grouped up, Splinter Blast will hit almost every clone, slowing Meepo and making him easier to fight.
* 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.
* Heroes who can stop Axe from getting close will severely inhibit his presence in fights: Bristleback, Crystal Maiden, Batrider, Arc Warden, Winter Wyvern, Clockwerk
* 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
* Many physical-only single-target heroes like Lifestealer, Sven, Wraith King, Phantom Assassin, Templar Assassin can have their damage mitigated by Cold Embrace.
* 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.
* Many physical-only single-target heroes like Lifestealer, Sven, Wraith King, Phantom Assassin, Templar Assassin can have their damage mitigated by Cold Embrace.
* Doom completely takes Windranger out of a team fight, a hero who relies heavily on using abilities and items to contribute in team fights.
Additional:
* Doom completely takes Windranger out of a team fight, a hero who relies heavily on using abilities and items to contribute in team fights.
* 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.
* Doom completely takes Mirana out of a team fight, a hero who relies heavily on using abilities and items to contribute in team fights.
* 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 chooses the Level 25 talent {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent}, he can disable Bristleback and Warpath, taking away much of his durability and damage potential in team fights.
* Cold Embrace mitigates Primal Roar's single-target initiation on allies.
* Winter's Curse can turn Beastmaster's summons and Inner Beast against his teammate.
Additional:
* Beastmaster's summons and Inner Beast are very useful to attack his cursed teammate.
* Cold Embrace effectively mitigates Primal Roar's single-target initiation on allies.
* Doom can completely shut down Dazzle through Doom, as it prevents him from casting his abilities and, by extension, gaining Bad Juju stacks.
* Ember Spirit cannot use his Activate Fire Remnant to escape while affected by Doom.
* 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.
* 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.
* However, Doom must be careful when using Doom as a well-timed Counterspell can block and reflect it back against Doom himself.
* The Level 25 talent {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent} will also disable Mana Break and Counterspell's passive component, which makes Anti-Mage significantly less effective in fights and more susceptible to the high magical damage of Doom's abilities and his allies.
* Infernal Blade deals high damage to Pudge due to his scaling health and strength gain from 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.
* Cold Embrace can protect Troll Warlord's target, especially during Battle Trance.
* Winter's Curse can turn Troll Warlord's high physical damage and attack speed against his allies.
Additional:
* Cold Embrace will protect your ally from being damaged if he gets focused by Troll, although be careful as Fervor will keep gaining stacks even while Cold Embrace is active.
* Fervor works on allies.
* His high attack speed will help to kill his cursed ally faster.
* 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.
* Doom is generally tanky and has naturally high health, allowing him to survive Puck's onslaught in any stage of the game.
* His namesake ultimate Doom is one of the best solutions to counter Puck, as it will silence Puck for a lengthy duration. A Puck silenced for more than 3 seconds usually ends up dead.
* In addition, if Doom chooses the Level 25 talent Doom applies Mute, Puck will not be able to use items altogether, most especially Blink Dagger and Eul's Scepter of Divinity, making Doom a nightmare to deal with as Puck.
* Doom prevents Storm Spirit from using all of his abilities and items, rendering Storm Spirit useless in a fight.
* Doom can stop Death Prophet from casting spells, which makes her useless during team fights if she didn't cast Exorcism before the fight, and also nullifies healing from Exorcism and Spirit Syphon. Furthermore, Doom can use Scorched Earth to chase after her.
* 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.
* Winter's Curse and Splinter Blast can devastate Underlord's team when they are grouped up for the teleportation with Fiend's Gate.
* Cold Embrace can be used to heal Winter Wyvern's allies, and protect them from the attack damage from Atrophy Aura. Bear in mind, however, that the heroes affected by Cold Embrace are easy targets for Firestorm and Pit of Malice.
* 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.
* 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.
* Arctic Burn allows Winter Wyvern to escape Lycan, even when he uses his ultimate.
* Splinter Blast is very effective in dealing with Lycan's summons.
* Cold Embrace saves allies from Lycan's raw physical damage and can buy allies enough time to turn the tide of battle.
* Winter's Curse stops Lycan in his tracks and is very effective because of his summons.
Additional:
* All of Lycan's damage is physical which is totally negated by Cold Embrace.
* Lycan often moves around with large amount of creeps, wolves created by Summon Wolves and neutral creep dominated by Helm of the Dominator which can be easily cleared by Splinter Blast or used as a great source of damage by Winter's Curse. If you catch Lycan with creeps nearby and affected by Shapeshift using Winter's Curse on him will most certainly end up with his death.
* 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 chooses the Level 25 talent {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent}, he can also disable Kraken Shell, reducing his survivability.
* 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.
* Cold Embrace saves allies from dying in Duels.
* Winter's Curse turns Legion Commander's high damage against her allies, giving the enemy team little time to react.
* However, Winter Wyvern lanes very poorly against Legion Commander due to Press the Attack removing all the debuffs she can give. Winter Wyvern also has little chances of surviving if she gets Dueled herself.
Additional:
* Cold Embrace is very effective against Duel.
* Also, casting Winter's Curse at Legion Commander while an ally is in a Duel will stun her for most of the duration, possibly preventing lethal damage dealt to your ally. It can also turn her high-damage against her teammate.
* 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.
* Infernal Blade deals scaling damage and is useful against high HP targets such as Elder Titan. It also can interrupt Echo Stomp if quick enough.
* Doom has very low base armor and naturally high HP, so he isn't significantly affected by Natural Order.
* 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.
* 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 can easily eat creeps controlled by Enchant, limiting her ganking potential.
* Doom reduces the amount of healing received by Enchantress and her allies from Nature's Attendants. In addition, when Doom chooses the Doom applies Break talent, it can also disable Untouchable.
* Supports who can slow him to the point Trample does very little damage in the lane are also not fun: Lich, Ogre Magi, Winter Wyvern.
* Heroes with other kind of disables that pierce spell immunity can hold Pangolier in place during Rolling Thunder: Axe, Beastmaster, Enigma, Magnus, Pudge, Batrider, Bane, Winter Wyvern
* Heroes with the ability to heal allies will not be able to heal heroes affected by Doom: Chen, Dazzle, Io, Oracle, Omniknight, Witch Doctor, Winter Wyvern, Abaddon, etc.
* Silencer's Global Silence and Doom's Doom makes Earthshaker temporarily useless.
* 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.
* Supports with useful teamfight or contribution spells will be helpless against Doom: Dazzle, Oracle, Warlock.
Additional:
* Doom will not only prevent Warlock from casting his abilities in team fights, but also it reduces the healing from Shadow Word.
* Devour allows Doom to acquire a stun from neutral creeps, allowing him to interrupt Upheaval without having to use Doom.
* 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.
* 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 up to 16 seconds. This is particularly true for fragile heroes that heavily rely on mobility to stay alive.
* Cold Embrace can protect allies from Lone Druid and the Spirit bear, who mainly deal physical damage
* Winter's Curse can turn Lone Druid and the Spirit Bear against his teammates.
* Broodmother, Nature's Prophet, Phantom Lancer by their nature offer very good target for Splinter Blast and Winter's Curse.
* Heroes with the ability to heal allies will not be able to heal heroes affected by Doom: Chen, Dazzle, Io, Oracle, Omniknight, Witch Doctor, Winter Wyvern, Abaddon, etc.
* Single-target disablers will have difficulty locking down a Chaos Knight with Phantasm active: Bane, Beastmaster, Bloodseeker, Clockwerk, Doom, Shadow Shaman.
* Cold Embrace protects targets affected by Reality Rift.
* Winter's Curse turns Phantasm illusions against Chaos Knight or a teammate.
* Splinter Blast deals decent area damage to Phantasm illusions.
* Arctic Burn's percentage-based damage quickly wears down Chaos Knight's high max health.
Additional:
* Winter Wyvern can make Chaos Knight's illusions attack the real one, provided the player knows who it is.
* Alternatively, Winter's Curse can make Chaos Knight and all his illusions attack one of his allies.
* Cold Embrace protects ally who is focused by Chaos Knight.
* Splinter Blast deals decent area damage to Chaos Knight's illusions.
* Chaos Knight's high health pool and tendency to not build magic resistance items will make Arctic Burn deal a lot of damage to him and his illusions.
* 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.
* Both Infernal Blade and Doom can be used to disable Bane while he is channeling Fiend's Grip.
* A similar effect can be achieved by using Devour on {U:Centaur Conqueror}, which will give him access to War Stomp.
* Phantom Lancer's illusions can make it difficult to Doom the real hero. Should Doom figure out the real hero, the illusions can make it difficult to cast any abilities, as their hitboxes can be used to body-block the real 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.
* 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.
* Broodmother, Nature's Prophet, Phantom Lancer by their nature offer very good target for Splinter Blast and Winter's Curse.
* Doom generally does not impede Sven in almost any way, provided he has activated God's Strength beforehand.
* Cold Embrace saves any ally Sven initiates on and wastes the duration of God's Strength in team fights.
* Winter's Curse can be devastating to Sven's team, as his massive damage can take out a teammate before there is much time to react.
* Timbersaw relies on dealing massive amounts of pure damage, making Cold Embrace a good setup for his nukes.
* If he has Reactive Armor stacks, Timbersaw can tank the damage from his allies if he is targeted by Winter's Curse. If he's not the target, Timbersaw's abysmal attack damage will contribute next to nothing when he is cursed to attack an ally.
* As Timbersaw commonly buys Lotus Orb, he can use it to reflect Winter's Curse back to Winter Wyvern if she uses it impulsively on him or any other hero while affected by it.
* 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 him.
* Additionally, when Doom chooses the {ValueColor:1|Doom applies Break|25tal} {Symbol:Talent} talent, Doom disables 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.
* Heroes who often build Linken's Sphere: Weaver, Morphling, Medusa.
* Winter Wyvern's Winter's Curse turns Morphling's high attack damage and attack speed against his targeted teammate.
* Terrorblade can use Sunder to save his allies who are Doomed.
* Terrorblade and his illusions deal huge damage, which might used against him and his team with Winter's Curse.
* Cold Embrace is the perfect setup for all his nukes - Chaos Meteor, E.M.P. and especially global Sun Strike.
* 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.
* All of Tinker's damage is magical and pure, which makes Cold Embrace a good setup for his nukes.
* Winter's Curse is very hard to cast on Tinker because he usually stays in the back-lines in team-fights. In turn, Tinker has mediocre attack damage and will contribute very little when he is cursed to attack an ally. He can also save his ally under Winter's Curse effect with Ethereal Blade and Defense Matrix.
* Tinker is heavily dependent on his abilities and Doom prevents him from using any of them.
* This becomes even worse if Doom chooses the level 25 talent {ValueColor:1|Doom applies Mute|25tal} {Symbol:Talent}, which will prevent Tinker from using items such as Blink Dagger.
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.
* Doom's low armor makes him weak against Alchemist's high physical damage output.
* Doom can disable Chemical Rage's increased healing, rendering Alchemist helpless against Doom.
* Attacks from Infernal Blade can deal serious damage to Alchemist as it deals damage based on the hero's maximum health.
* Guardian Angel completely counters Winter's Curse if Omniknight is able to cast it.
Additional:
* Guardian Angel completely counters Winter's Curse, allowing his team to survive Winter Wyvern's initiation.
* Purification and Repel are very useful against Arctic Burn, Splinter Blast and Winter's Curse as well.
* 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 Repel 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.
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Doom
* Heroes with a slow attack rate will find themselves struggling to take out Tombstone, like Doom.
Winter Wyvern
* Winter Wyvern cannot handle the Zombies created by Undying's Tombstone very well. In most situations, Zombies will have more movement speed than her.
* Undying can gain one or two easy Decay stacks on an ally in Cold Embrace. The ally will still take the damage as well.
Additional:
* Winter Wyvern cannot handle the Zombies created by Tombstone very well. In most situations, Zombies will have more movement speed than her.
* Undying can gain one or two easy Decay stacks on an ally in Cold Embrace. The ally will still take the damage as well, since it is magical.