* Heroes who outrange Drow Ranger such as Sniper, Tinker.
* 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.
* As long as Mars is facing her with Bulwark, even if pushed away with Gust, Drow Ranger will do no effectual damage against him. Mars' ability to endure her onslaught usually gives him enough time to cast Arena of Blood, of which she has a very slim chance surviving without Gust.
* With Bulwark's active ability, Mars can protect allies pursued by Drow Ranger by redirecting her projectiles to his shield instead.
* Heroes who can disable Mars but cannot do any damage to him, meaning he just tanks their abilities: Doom, Magnus.
* Phantom Rush lets Phantom Lancer get close quickly and disable Marksmanship.
* As Phantom Lancer commonly buys Manta Style, he can easily dispel Gust and then chase after Drow Ranger.
* Because Phantom Lancer is a natural Diffusal Blade carrier, he can easily burn Drow Ranger's mana and render her unable to use Frost Arrow and Gust to save herself.
* 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.
* Innately fragile heroes will die almost instantly to Reality Rift while Chaos Knight has illusions active: Drow Ranger, Bane, Necrophos, Crystal Maiden.
Additional:
* Reality Rift will disable Drow Ranger's Marksmanship, along with Chaos Bolt he can keep her locked for enough time to be killed.
* Single-target disablers will have difficulty locking down a Chaos Knight with Phantasm active: Bane, Beastmaster, Bloodseeker, Clockwerk, Doom, Shadow Shaman.
* Another hero heavily based on attacks and no mobility, being an easy prey for Treant strong disarms and motion reduction skills.
* 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.
* Atrophy Aura reduces Drow Ranger's damage significantly, as she relies completely on agility to be effective.
* 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.
* 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.
* Doom generally does not impede Sven in almost any way, provided he has activated God's Strength beforehand.
* Drow Ranger's low mobility and lack of defensive abilities make her an easy gank target in the early to mid-game.
* A Dueling Drow Ranger will lose her precious Marksmanship, reduce her damage output significantly, and will more likely lose that Duel.
* 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.
* Drow Ranger's lack of mobility and area-of-effect abilities makes her easy prey for Broodmother and her Spiderlings.
* Getting trapped in Power Cogs usually means the end for Drow Ranger.
Additional:
* Hookshot lets Clockwerk close the gap to Drow Ranger, disabling her Marksmanship bonus.
* Power Cogs and Battery Assault keep Drow Ranger from escaping.
* Power Cogs and Battery Assault also keep Drow Ranger close, nullifying Marksmanship.
* 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.
* Static Link weakens Drow Ranger's attack damage while strengthening Razor's attack damage.
* Plasma Field & Storm Surge keeps Razor close to Drow Ranger, continuously disabling Marksmanship.
* Blink Strike gets Riki close to Drow Ranger and disable Marksmanship.
* Cloak and Dagger allow Riki stay close to Drow Ranger without her noticing him, which allows him to disable Marksmanship.
Additional:
* With Blink Strike, Riki can get close to Drow Ranger and disable her Marksmanship, and Smoke Screen will prevent her from using Gust.
* 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.
* Shapeshift allows Lycan to get close and disable Marksmanship.
* Shapeshift also makes him immune to slows like Drow Ranger's Frost Arrows.
Additional:
* The Wolves's speed causes the knockback from Gust to be ineffective.
* Drow Ranger lacks escapes and loses her Marksmanship when someone is near her. Lycan can take advantage of these weaknesses of Drow Ranger.
* Drow Ranger has a very low health pool, allowing Lion to burst her down.
* Lack of any innate escape mechanism makes her an easy target for Lion's disables.
* Early on she can't deal as much damage to be life threatning. Her Gust is her best weapon against Lion.
* Snowball and Ice Shards keep Drow Ranger down and preventing her from running away.
* Snowball also lets Tusk get to Drow Ranger and stop her Marksmanship bonus. It can also be to save allies affected by Gust.
* Tag Team allows Tusk to slow her down and land a killing blow on her.
* Walrus PUNCH! slows Drow Ranger and deals a huge amount of damage to her, due to her low health (and low armor without Marksmanship, since Tusk can quickly close the gap to Drow Ranger).
* Monkey King can scout Drow Ranger's positioning from the trees, and can jump on her without much trouble, disabling Marksmanship
* She lacks innate mobility to escape from Wukong's Command, whose bonus armor gives MK one extra edge in the fight
* Heroes with weaker mobility will struggle to keep up with Night Stalker: Gyrocopter, Ursa, Drow Ranger
* Invisible heroes are very difficult for Drow Ranger to deal with such as Bounty Hunter, Riki and heroes who commonly buy a Shadow Blade.
* Heroes with a slow attack rate will find themselves struggling to take out Tombstone, like Doom.
* Marci can be effective against vulnerable squishy heroes that cannot deal with heroes that jump onto them - Sniper, Drow Ranger, Lina, Rubick, etc.
* Heroes with high physical damage output but lack of reliable escape mechanisms are always a good target for a solo gank: Sniper, Shadow Fiend, Troll Warlord, Drow Ranger. Those heroes, however, are dangerous if they manage to close the gap, so take caution.
* Generally, heroes that can close the gap on Drow Ranger to cancel her Marksmanship such as Phantom Assassin, Spirit Breaker, and Tusk are effective at limiting her power and bursting her down.
* Heroes who depend on attacks (such as Shadow Fiend or Drow Ranger) can be nullified by Fire Spirits' attack speed slow.
* Heroes who have low or high armor but very high health will be difficult for drow to burst down quickly: Primal Beast, Axe, Centaur Warrunner.
* Heroes who rely on physical damage output to be effective will fare badly against Muerta's Pierce the Veil: Phantom Assassin, Terrorblade, Drow Ranger, Lifestealer, Anti-Mage, Alchemist, Lycan, Clinkz, Sniper.
* Morphling can use Waveform to close the gap between him and Drow Ranger, but should be careful of Gust and Frost Arrows.
* Morphling is a natural Manta Style carrier, which dispels the silence from Gust.
* Heroes who often build Linken's Sphere: Weaver, Morphling, Medusa.
* Attribute Shift (Strength Gain) may not be quick enough to fend off an attacking Drow Ranger.
* Morphling likes to sit on low health with high agility, something Drow Ranger does not particularly care for and will still hit him hard with Marksmanship procs.
* Morph is a similar story, none of Drow Ranger's spells are particularly good against her.
* 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.
* Drow Ranger's lack of escape abilities makes her an easy target for Relocate ganks.
* 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.
* A well-timed Dark Pact can dispel Frost Arrows and Gust, letting Slark engage and escape freely.
* Essence Shift is very detrimental for Drow Ranger as the loss of agility means that Marksmanship will also suffer from getting weakened.
* Shadow Dance lets Slark quickly close the gap and deal heavy damage without giving Drow Ranger a chance to retaliate.
* Pounce counteracts Frost Arrows's slow, and also allows Slark easily pin Drow Ranger down or flee from her.
* Depth Shroud from Aghanim's Shard will allow Slark to save both, himself and his allies and will also allow them to freely fight back against Drow Ranger without her noticing them.
Additional:
* Pounce and items like Shadow Blade makes it very difficult for Drow Ranger to keep her distance from Slark, thereby losing her Marksmanship bonus.
* Gust is rarely enough to keep Slark at bay, as Drow Ranger has no movement abilities and will simply be chased down afterwards.
* Drow Ranger's heavy dependence on agility also makes her significantly weaker after being drained by Essence Shift.
* Heroes with silencing abilities can be particularly deadly when Slark is trying to escape: Silencer, Death Prophet, Puck, Doom.
* Often you can burst Drow Ranger down before she has a chance to try and Gust you away. Try to have a teammate bait her Gust out before you Blink and get the drop on her.
* Heroes reliant on abilities to output damage or escape can be shut down by Gust: Queen of Pain.
* Life Break closes the distance between Huskar and Drow Ranger, dealing large amounts of damage and disabling Marksmanship.
* Berserker's Blood and Burning Spear allow Huskar to beat Drow Ranger directly and pile on damage.
* 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.
* Heroes with high base damage (Morphling, Tiny, Drow Ranger), heroes with mana burning abilities (Anti-Mage), and Diffusal Blade users (Juggernaut or Riki) will suffer from Reflection's illusions.
* Terrorblade can use Sunder to save his allies who are Doomed.
* Metamorphosis will not match the range of Drow Ranger and he will struggle to do damage to her if she is not locked down already by someone else.
* Conjure Image will be destroyed very quickly due to Marksmanship.
* Terrorblade generally likes to be the big bad late game carry who sits in the middle of the fight and kills whoever is closest, which is very unlikely to be Drow Ranger therefore making it likely she will be going on him in teamfights.
* Terrorblade's high base armor and agility items makes him very vulnerable to Marksmanship.
Additional:
* Even though Drow Ranger's damage output is 100% physical, Marksmanship allows Drow Ranger to pierce Terrorblade's high natural base armor and when upgraded with Aghanim's Scepter, it will allow her to clear Terrorblade's illusions.
* Gust can prevent Terrorblade from using Sunder.
* Since Terrorblade doesn't like to buy armor items like Assault Cuirass, he will be very vulnerable to Drow Ranger's high physical burst damage.
* None of Anti-Mage's skills are that effective against Drow Ranger. Gust prevents him from Blinking in or out, Counterspell is totally useless against Drow's physical damage, and as she usually doesn't have a high mana pool, Mana Break and Mana Void don't do much either.
* Be careful however that Anti-Mage may eventually farm enough to Blink on top of you and kill you straight away, considering you have no natural tools to escape from him.
* 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.
* A well-timed Gust will prevent Windranger from escaping or counter-initiating with Windrun.
* Drow Ranger commonly buys Shadow Blade or Silver Edge, which allows her to escape from Focus Fire. Monkey King Bar, a situational item on Drow Ranger, counters Windranger's evasion from Windrun.
* The bonus agility from Marksmanship can shred through Windranger's low armor.
Additional:
* A well-timed Gust prevents Windranger from escaping or counter-initiating with Windrun.
* Drow Ranger can combine Frost Arrows and Eye of Skadi to effectively slow down Windranger if she tries to escape with Windrun, since both slow effects stack with each other.
* Drow Ranger commonly buys Shadow Blade or Silver Edge, which allows her to escape from Focus Fire. Drow Ranger can also buy Monkey King Bar to counter Windranger's evasion from Windrun.
* The bonus agility from Marksmanship can shred through Windranger's low armor.
* 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.
* Clinkz has no stun and likes to keep his distance from targets, making Marksmanship very deadly.
* Clinkz also has low health, making him a perfect hero to initiate onto with Gust.
* Gust can also prevent Clinkz from using Burning Barrage.
* 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.
* Black Hole while definitely a threat to Drow Ranger, is very hard to land as she likes to keep her distance from allies and enemies alike. And if not caught in it, will kill Enigma very quickly due to his low health.
* Malefice can be removed with a Manta Style.
* Drow Ranger being a fairly low health, high armored agility carry doesn't take much damage from Midnight Pulse as others would.
* Demonic Conversion units die very quickly to Marksmanship or even just regular attacks not far into the game within 2 or 3 hits.
* 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.
* Heroes with silence: Death Prophet, Riki, Drow Ranger.
* 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.
* Heroes with low health are especially vulnerable to Marksmanship's high damage output: Clinkz, Crystal Maiden.
* 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.
* Every hero that can withstand or prevent Eclipse at level 7: Juggernaut, Riki, Clockwerk, Drow Ranger, Abaddon, Faceless Void, Weaver, Outworld Destroyer.
* 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.
* 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.
* 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.
* Dragon Knight has no built-in disengage from Frost Arrows, and Marksmanship procs ignore base armor, bypassing Dragon Knight’s durability for the most part, making Drow one of the few heroes that can deal enough sustained damage to solo kill Dragon Knight.
* With Aghanim's Scepter, Frost Arrows also apply hypothermia stacks, reducing her target’s regen, which is especially potent against tanks like Dragon Knight. (A similar effect can also be achieved with an Eye of Skadi).
* 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.
* 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 can completely shut down Dazzle through Doom, as it prevents him from casting his abilities and, by extension, gaining Bad Juju stacks.
* A well-timed Gust will prevent Rubick from casting abilities from Spell Steal, and his lack of capabilities and low health pool usually dies very quickly.
* Drow Ranger can dispel Fade Bolt's reduction debuff with Manta Style.
* Doom prevents Storm Spirit from using all of his abilities and items, rendering Storm Spirit useless in a fight.
* 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.
* 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.
* Gust can shut down most of Dawnbreaker's abilities, rendering her useless.
* Frost Arrows followed by a high attack speed, makes it hard for Dawnbreaker to escape.
* 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.
* Gust can hit Dark Willow beyond a defensive Bramble Maze, and before she gets close enough to hit Drow Ranger with Bedlam.
* Drow Ranger's long range allows her to hit Dark Willow's team without venturing into her Bramble Maze.
* Drow Ranger can use Gust to push back Juggernaut before he can get in range to use Omnislash or Blade Fury.
* 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.
* 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.
* Doom makes Ogre Magi less disruptive.
* Infernal Blade effectively negates Ogre Magi's durability.
* With Aghanim's Scepter, he can disable Multicast.
* Ember Spirit cannot use his Activate Fire Remnant to escape while affected by Doom.
* 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.
* 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 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 forced movement abilities or non-interrupting forced movement, such as Lion, Drow Ranger, Magnus, Mars, as they can cancel blast-off mid air, removing his ability to initiate or escape.
* Any hero that can outrange Plague Ward can neutralize them without putting themselves at risk of receiving Poison Sting: Arc Warden, Chen, Clinkz, Drow Ranger, Lina, Mirana, Nature's Prophet, Pugna and Sniper.
* Special mention to heroes that outrange Plague Ward after obtaining talents that increase attack range.
* Powerful physical hitters that can destroy Pangolier during his rolling from afar: Drow Ranger, Sniper, Templar Assassin, Arc Warden
* As a spellcaster, silences will nullify him entirely. Some notable examples are Death Prophet, Drow Ranger, Bloodseeker, Disruptor and many others.
* Doom, as usual, fits this description nicely.
* Long ranged heroes like Sniper or Drow Ranger can kite Tiny effectively if he doesn't get the jump on them first.
* Heroes with silences: Puck, Doom, Riki.
* 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.
* 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.
* 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 .
* Any heroes with silences can negate the majority of Outworld Destroyer's damage output: Death Prophet, Night Stalker, Drow Ranger, Doom .
* Lich is heavily reliant on his abilities to contribute to team fights, so be wary of enemies that can Silence: Bloodseeker, Death Prophet, Silencer, Drow Ranger, Skywrath Mage.
* With 4 active abilities, Shadow Shaman is weak against silencing foes such as Silencer, Drow Ranger and Death Prophet.
* 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.
* Berserker's Call forces Drow Ranger to attack Axe up close, disabling her Marksmanship bonus.
* Counter Helix occurs more often with Drow Ranger's high attack speed.
* Culling Blade is a dangerous ability against a low health hero like Drow Ranger.
* Ranged heroes that can easily harass Axe: Drow Ranger, Sniper, Lion.
* 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 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.
* Heroes who often build Linken's Sphere: Weaver, Morphling, Medusa.
* A well-timed Gust will prevent Weaver from escaping, and a silenced Weaver usually dies very quickly.
* Weaver gains a lot of armor, which is bypassed by Marksmanship.
Additional:
* A well-timed Gust followed by Frost Arrows will prevent Weaver from escaping with Shukuchi. A Weaver silenced for more than 3 seconds usually dies very quickly.
* Due to her high attack speed, Drow Ranger can easily kill The Swarm beetles.
* Low-health, normally mobile carries who rely entirely on raw attack damage are vulnerable to Bane's nukes and disables: Anti-Mage, Clinkz, Drow Ranger, Faceless Void, Gyrocopter, Juggernaut, Meepo, Mirana, Monkey King, Morphling, Phantom Assassin, Phantom Lancer, Riki, Shadow Fiend, Slark, Sniper, Terrorblade, Troll Warlord, Weaver.
* 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.
* 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.
* Range-reliant heroes: Sniper, Drow Ranger
* 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.
* Mirana can use Leap to jump right next to Drow Ranger or can approach her while under cover of the invisibility granted by Moonlight Shadow, which cancels the bonus granted to Drow Ranger by Marksmanship.
* Her low health makes her easy to burst down with Mirana's spells, especially with Aghanim's Scepter.
* Mirana can dodge Gust with good reaction time, or Leap away if Drow tries to slow her without Gust.
* Doom completely takes Mirana out of a team fight, a hero who relies heavily on using abilities and items to contribute in team fights.
* Fragile carries with no reliable escaping mechanism can be bursted down in no time: Sniper, Drow Ranger, Clinkz
* 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
* Spectre can easily close the distance on Drow Ranger with Haunt and stick on her with Spectral Dagger, effectively disables her Marksmanship.
* Spectre does not care if silenced by Gust, since Spectre will catch her up regardless.
* Dispersion can reflect some damage back to Drow Ranger should she chooses to attack.
* Be careful once she got her Silver Edge as an attempt to shut you down.
* 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.
* Time Walk can be used to close the distance within Drow Ranger, hindering her Marksmanship bonus.
* Faceless Void can also lock down Drow Ranger with Chronosphere before she has the chance to retaliate due to her low health pool.
* 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.
* Meat Hook brings Drow Ranger to Pudge, disabling Marksmanship and dealing a huge amount of damage when combined with Rot and Dismember.
* Rot keeps Pudge close to Drow Ranger, continuously disabling Marksmanship.
Additional:
* Meat Hook can pull Drow Ranger to Pudge, disabling her Marksmanship.
* Following up with Dismember will prevent Drow Ranger from using Gust or Shadow Blade.
* 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.
* Heroes with low mana pools (eg.Doom andTidehunter) will feel the effects of Silencer's Intelligence Steal far more than others.
* Heroes who rely on passive abilities and attacks, such as Drow Ranger, Wraith King, and Lone Druid, can render Silencer useless. But remember that a smart Silencer will most likely buy Silver Edge to counter this if he is played as carry.
* Nyx Assassin has a lot of burst damage from his Impale, Mind Flare, Dagon, and the bonus damage from Vendetta. All of this damage is enough to kill Drow Ranger.
* Nyx Assassin is usually invisible most of the time thanks to his ability Vendetta, which allows him to gank Drow Ranger easily.
* However, Gust is extremely dangerous for Nyx Assassin, as it's silence can render Nyx Assassin unable to lock down Drow Ranger. And if Gust hits Nyx Assassin while he is invisible with Vendetta, Drow Ranger will be able to detect him and foil his ganking attempts on her because Gust reveals invisible units.
* 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.
* Generally, heroes that can close the gap on Drow Ranger to cancel her Marksmanship such as Phantom Assassin, Spirit Breaker, and Tusk are effective at limiting her power and bursting her down.
* 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.
* 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.
* While heroes with strong mobility are able to get close or flee from Upheaval, heroes with no escaping abilities or that lack long disables will perish against Warlock. Once the Warlock Golem lands with its stun, its hardly possible to escape when he casts Upheaval. Notable examples: Huskar, Drow Ranger, Lion, Elder Titan, etc.
* 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.
* Magnetic Field protects Arc Warden and allies from Drow Ranger's ranged attacks. She most likely will not enter the field since she will lose Marksmanship's bonus agility.
* Beware however, as Marksmanship procs will still hit since they have True Strike, so the most damaging arrows will still hit you inside Magnetic Field.
Additional:
* Flux along with Spark Wraith allows Arc Warden to quickly burst down Drow Ranger due to her low health.
* However, Drow Ranger can bypass Magnetic Field's evasion bonus thanks to Marksmanship.
* 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.
* Repel can be used to dispel Gust on the allies affected by it.
* In team fights, Guardian Angel renders Drow Ranger's physical damage useless, and Drow Ranger has no way to purge it. And to make thing worse, Drow Ranger is not a common Nullifier wielder to counter this problem at all.
* 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.
* Laser along with Heat-Seeking Missile allows Tinker to quickly burst down Drow Ranger due to her low health.
* Heat-Seeking Missile lets Tinker out-range Drow Ranger and hit her in the backline of a teamfight.
* 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.
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Drow Ranger
* Heroes who have low or high armor but very high health will be difficult for drow to burst down quickly: Primal Beast, Axe, Centaur Warrunner.
Doom
* 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.