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Doom

Written By Unknown on Sabtu, 07 September 2013 | 21.00

Doom
Doom.png
Dire icon.png The Dire
Strength
26 + 3.2
Agility
11 + 0.9
Intelligence
13 + 2.1
Level 11625
Hit Points 644 1594 2468
Mana 169 598 1079
Damage 53-69 103-119 149-165
Armor 0.542.716.36
Attacks / Second 0.65 0.740.89
Movement Speed 290
Turn Rate 0.5
Sight Range 1800/800
Attack Range Melee
Missile Speed Instant
Attack Duration 0.5+0.7
Cast Duration0.3+0.51
Base Attack Time 1.7
Lucifer the Doom is a melee strength Hero with strong farming capabilities, good versatility, and one of the strongest single-target spells in the game. His very low starting armor makes him vulnerable to harassment, but his abilities and high health allow him to lane or even jungle quite effectively. A ruthless demon, he possesses malicious abilities revolving around greed, fire, and death. His Devour ability allows him to consume creeps, providing additional gold and allowing him to absorb any powers that creep had, which potentially allows him to have up to six total hero skills. Because there are numerous neutral creep abilities to choose from to supplement his other skills, the role that he chooses to play is quite flexible. Scorched Earth serves numerous purposes, allowing him to chase, escape, regenerate, and slowly burn his enemies all at once. LVL? Death is a spammable nuke that does either modest or massive damage to the enemy, depending on the enemy's level. Finally, his namesake ult Doom serves as one of the strongest single target lockdown abilities in the game. A unit afflicted with Doom takes intense damage over a lengthy duration, while having all his active abilities - even those from items - completely silenced. With numerous expensive items in his arsenal and a key enemy hero rendered useless for a teamfight, a farmed Doom ensures that nobody can extinguish his flame.

Contents

  • 1 Bio
  • 2 Abilities
  • 3 Recommended items




Bio

Doom Lucifer, the Doom
 "You're doomed."
Role: Pip tank.png Durable / Pip carry.png Carry / Pip ganker.png Nuker
Lore:
He that burns and is not consumed, devours and is never sated, kills and is beyond all judgment--Lucifer brings doom to all who would stand against him. Bearing away souls on the tip of a fiery sword, he is the Fallen One, a once-favored general from the realm behind the light, cast out for the sin of defiance: he would not kneel.


Six times his name was tolled from the great bell of Vashundol. Six and sixty times his wings were branded, until only smoking stumps remained. Without wings, he slipped loose from the tethers that bound him within the light and he fell screaming to earth. A crater in the desert, Paradise lost. Now he attacks without mercy, without motive, the only living being able to move freely between the seven dark dominions. Lashed by inescapable needs, twisted by unimaginable talents, the Doom carries his own hell with him wherever he goes. Defiant to the last. Eventually, the world will belong to Doom.


Abilities


Devour
Devour icon.png
Ability Affects
Target Unit Creeps
Consumes an enemy or neutral creep, acquiring any special abilities that it possessed.
Range: 300
Gold Bonus: 25/50/75/100
Cooldown 70/60/50/40 Mana 60/50/40/30
Lucifer's appetite and greed are never sated.
Notes:
  • Can target all creeps other than Ancient, Mechanical or Hero-Creeps (like Warlock's Golem or Visage's Familiars.)
  • Can only gain the abilities of neutral creeps.
  • Does not go through Magic Immunity. Therefore, Golems cannot be devoured.
  • If a neutral creep who possesses abilities is targeted, you gain all its active and passive abilities until you replace them with another creep's abilities. Devouring a creep without abilities will do nothing.
  • Gives Doom the original bounty of the creep, along with the bonus gold corresponding to each level of the skill.
  • The less HP a unit has when it is devoured, the less time it will take Doom to devour it. It takes one second for Doom to devour 20HP from the devoured target.


Scorched Earth
Scorched Earth icon.png
Ability Affects Damage
No Target Enemies Magical
Carpets the nearby earth in flames, damaging enemies while Doom gains bonus HP regen and increased movement speed.
Radius: 600
Duration: 10/12/14/16 seconds
Damage/Heal Per Second: 12/18/24/30
Movement Speed Bonus: 16%
Cooldown 60/55/50/45 Mana 60/65/70/75
The Fallen One spreads destruction in his wake, sparing none from the flame which sustains him.
Notes:
  • The flames follow Doom for the duration of the ability.
  • The regeneration and increased move speed from Scorched Earth are also conferred upon other units Doom controls.
  • Total damage dealt/healed: 120/216/336/480


LVL? Death
LVL Death icon.png
Ability Affects Damage
Target Unit Enemy Heroes Magical
Dissipates a piece of an enemy Hero's soul, mini-stunning and dealing bonus damage equal to 20% of the target's maximum health when the enemy's level is a multiple of a specific number or 25.
Range: 600
Damage: 125/175/225/275 (+ Bonus damage equal to 20% of the target's max health)
Level Multiple: 6/5/4/3 or 25
Cooldown 8 Mana 110
Lucifer shares the fire branding bestowed upon him at the time of his exile.

Doom
Doom skill icon.png
Ability Affects Damage
Target Unit Enemies Universal
Inflicts a curse that prevents an enemy Hero from casting spells or using items, while taking damage over time. Doom also disables most passive abilities.
Range: 550
Duration: 15 (16*)
Damage Per Second: 30/50/70 (50/80/110*)
Cooldown 110 Mana 150/200/250
Can be Improved by Aghanim's Scepter (* shows the improved values). Increases damage and duration. Duration doesn't count down while the target is within 550 range of Doom.
When a name is tolled from the bell of Vashundol, doom is sure to follow.
Notes:
  • Units afflicted by Doom can be denied when their HP drops below 25%
  • Unlike other silences, Doom prevents the target from using items and disables some passive abilities.
  • While the list of exceptions and peculiarities regarding which passive abilities Doom disables is available on Play DotA, in general it is only vital to know that critical strike, evasion, non-aura based lifesteal and bash (though not Greater Bash) are disabled for Doomed targets.
  • Total damage dealt over time: 450/750/1050 (800/1280/1760*)

Recommended items



Explanation:
  • Stout Shield and Tango/Healing Salve are taken first to let you stay on lane until you get other items.
  • Ring of Health (later Vanguard) is taken fast to be able to stay in lane even after being harassed.
  • Ring of Basilius is taken for the cheap mana regeneration and armor you will need.
  • Radiance is rushed to make it more effective (the earlier the better).
  • Phase Boots are chosen over the others as it gives you a really powerful normal attack and being able to move through units (which is great as Doom's collision box is huge) as well as improving your chase with Radiance and Scorched Earth, the activated movement speed also stacks with the movement gained from Scorched Earth.
  • Shiva's Guard can be useful to solve both of Doom's major problems: A lack of armor and a small mana pool. It also works nicely with his scorched earth to clear waves or jungle camps, and to catch up to targets in fights.
  • Any other items from the armor department particularly, makes Doom even harder to kill, as well as harassing/weakening the opposing team.

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