How to play Lucifer the Doombringer
Linken’s Sphere (Block)- Doom will be completely blocked by Linken’s if it is cooled. No disable, no DoT at all, and Doom will be wasted.
Aphotic Shield (Remove)- LoA obviously cannot cast this on himself if he was the one Doomed (No longer true as of version 6.39)
Borrowed Time (Remove) - LoA can’t cast this to remove Doom on the spot. It will go off & remove Doom once LoA goes below 400hps
Kraken’s Shell (Remove) - Leviathan’s Shell removes buffs every 11/10/9/8 secs from when it was learned; Doom can last from .1-7.9 seconds on TH (Durations Changed as of 6.39–10 seconds at all lvls in previous versions)
Backtrack (Avoid) - Backtrack has a 10%/15%/20%/25% chance to “avoid” the damage Doom deals each second
Dispersion (Avoid) - Dispersion has a 4%/8%/12%/16% chance to “avoid”, return the damage, and ministun within a 400 AOE per each sec of Doom’s dmg
Naga’s Song of the Siren (Ignore) - Doomed target hit by Song will become invulnerable, and the duration of Doom will be wasted per sec of sleep
Eul’s Cyclones (Ignore) - doom + cyclone on target = no damage (target is invulnerable) and Doom’s duration continues to wear off
Chen’s Test of Faith (teleport allied hero) (Ignore) - Whether you Doom Chen after he has casted or you doom the target, the target will still be teleported home on time
Bane Elemental’s Nightmare (Ignore) Nightmare makes a target invulnerable for a brief second, at which time Doom cannot be cast on that target, but soon after it can be casted, but will not wake the unit up nor will Doom’s damage ticks harm the enemy. This will waste Doom’s duration per second of sleep. The only damage you’ll notice is the -20hp/sec (direct life removal) from nightmare.
Void’s Chronosphere (Pause) - A doomed target under chronosphere will not receive damage from Doom, and the duration will be paused, unlike naga’s siren where the duration continues to wear off. Once the unit comes out of chronosphere it will be damaged and under doom for the remaining duration it had prior to being chrono’d
Obsidian’s Astral Imprisonment (Pause) - Casting astral on a doomed target will pause the duration of Doom, and deal no damage to the astral’d target. Just like chronosphere’s effects.
Aghanim’s Scepter (Enhance) -
6.41 Doom without Aghanim’s Scepter: 12/14/16 second duration, 180/150/120 second cooldown, mana cost 150/200/250, range 650, 40/60/80 DPS
6.41 Doom with Aghanim’s Scepter: 14/16/18 second duration, 150/120/120 second cooldown, mana cost 150/200/250, range 650, 50/70/90 DPS
*Doom can be cast on units with Repel or Avatar.
*A Doomed target can be denied (attacked and/or killed), once it falls below 25% percent Hps. If an ally scores the last hit on his comrade who is under Doom, Lucifer will get no bonus gold for the kill. The killed target will still lose gold. No experience will be granted.
- Using Guinsoo (hex spell) costs 100 mana.
- The cooldown is 23 seconds.
- It turns its target into a sheep for 3 full seconds.
- A sheep is set to 100 base movement speed (% increases still work)
- Guinsoo casts from 600 units (range) away. Voodoo spell casts from 500 units.
- This disable has 0 cast time.
When facing disablers, you should always use Guinsoo first to secure that you can get Doom off. Facing silencers? You can still use Guinsoo while silenced. You should never worry about being out-silenced. You could fall victim to using too much disable. Talk to your team; plan who will stun what. It’s really wasteful when a team blows nearly all their disables on one target.
The best part about Doom with Guinsoo is that he can use the sheep stick many times in replacement or conservation of Doom (ultimate).
Sheep or sometimes Doom the enemy moron who comes Leroying out at your team before all his teammates can catch up. He will die quickly and have no escape mechanisms (Leroy might have thought he had blink, invis, etc. available). Your team who is pushing can easily take him down quick. 5v4 power-play if you used Doom, and if you used sheep, you can now make a 5v3 instantly. When you decide to Guinsoo Leroy Jenkins, make sure your team is in range to follow up with nukes and disables, to land the kill, or take him out of the fight. If he is just kind of dancing around the battle line and backing up, do not Guinsoo him—wait for when you can unleash a combo. If you get in a 5v3 situation, you have won this battle with ease. The other three heroes will be overwhelmed, and you have a lot of time to take out the tower/raxes. Within 23 seconds you will be able to sheep again.
Ok, Leroy didn’t join this game, and all your enemies enter the battle simultaneously. So many targets…so little time. Do not sit there contemplating for 10 seconds on who to sheep. You must know who is lethal and who needs to be sheeped. Who would you rather Doom than sheep? Heavy disablers, nukers, or DPS units are excellent targets to Sheep or Doom. Sheep stick can be used on a hero like Soul Keeper to knock out one of his images, and discover who the real hero is. This keeps you from wasting Doom on imagers. For someone like Plancer, make sure he is the real deal—wait for him to lance. Sometimes one enemy is so crucial to the team that you will want to Doom and sheep him. There are many combinations, and it would be impossible to go through all of them. With practice and experience you will learn precisely how to make your opponents cry and moan about: “Imba hex”.
Great read for a guide on Guinsoo (and Hex spell) by YOUR:
http://forums.dota-allstars.com/index.php?showtopic=84049
- The teleportation cost is 75 mana.
- The cooldown is 60 seconds.
- You must channel the teleportation for 4 un-interrupted seconds (TP scroll is 3secs).
- You must target an allied unit (non-hero) or building.
This guy is pretty straight forward. You go fast, and can teleport. Teleport away from ganks when you’re in a bind. Get around a corner (fog), and tp to safety. BoT is considered by many, a farming item. This is true for many reasons. You can go hunting for heroes, farm neutrals, and then TP back to an allied tower location for a large incoming enemy creep wave that has built up. Or, you can afford to push one lane far (keep an eye on mini-map for ganks), and then TP back to another lane to farm there. Obviously, the pure MS bonus will help you chase down your prey.
TP over to your allied heroes who are in a bind, or being hunted. You should hopefully be one of the stronger heroes in the early/mid-game. TP over and turn the tides on that 1v2, or 2v3. Disable the deadliest caster hunting your buddy, and rack up whatever kills you can safely. You can use this tactic to be very offensive at your enemies, defensive for your teammates, and deceptive with actually planning a bait like this. Note that teleporting to allied structures with BoT will not give +9999 armor; this is only achieved when teleporting with TP scrolls (and you must click directly on the structure, not the mini-map or around the structure). BoT is excellent for chasing down heroes you know are going to die from Doom in order to get your exp. With BoT you have 390 movespeed, and with level four Scorched Earth you have 506 (522 is the max—haste run gives this).
Doombringer’s Role in the Team [XX]
I’ll give you a hint. Bring Doom. When it comes to team battles, the most important thing you have to do is decide who has to be Doomed the most. Who do you absolutely have to disable? The second most important thing is timing your doom, and perhaps using it on a lesser desired target named Leroy Jenkins who decided to enter battle a little too early—pawn his head for an instant 5v4 power-play. Doom the person who’s offensive is greatest and can be disabled. You need to know this in advance! I cannot stress this enough. If you are browsing enemy item builds, levels, and threat levels right before the push, you will not cast Doom in time. You need to get this ultimate off quickly, before the target can use up their nukes/active skills/etc. With the refresher build, you need to be on the ball twice as hard. Know your team’s two main threats, and stay sharp so you can get them disabled as quickly as possible, before the fight practically begins.
Your second role in the team is to provide a presence that the enemy force does not want to approach. Aim your Lvl? Death at targets that will take the bonus damage, or save it for channeling enemies. You can disable a whole person’s spell arsenal, and another enemy’s crucial ultimate (channeling spells). You are a disabling brute, and this is how you will protect the team so well.
Just as you would with Doom, decide whom to use your Guinsoo on and when. Using it at the wrong moment could render it wasted; make sure when you cast your allies are in range and are able to exploit the hexed target’s vulnerable state. Use it on important casters about to unload a fury of pain or disables.
Keep Scorched Earth up in the battlefield for chasing and IAS power. Once inside the main base, do not worry about devour. Use every moment to attack the tower, barracks, or heroes. Done with spells.
Disable, Cover Fire, Disable, Focus Fire and Team Leadership. These are things you want to provide.
Doom does not tank with his body effectively. He has no benefits from it, unless you think being a martyr is one of them. Good body tanks have skills to help them do it well and turn it into an advantage: Axe, LoA, Centaur, etc. All you have is good hps, but you don’t have good armor. Doom takes fire off his allies (concept of a tank) via disable.
Strategy Step-by-Step [XXI]
Levels 1-6:
You’re using devour every chance you get (safely and on low hp creeps) and only last hitting. Last hitting is where you don’t attack creeps at all, until you can kill it in one strike and get the bounty gold. Pay close attention to enemy levels and don’t waste Lvl?D! (don’t spam it until Arcane). Watch the chat-log and the mini-map. Hopefully your teammates will call enemy heroes that are missing, and you should call your own lane as well. “Lina MIA bottom”. You watch the mini-map as insurance as people will often forget to call their lanes. You want to hang out behind your creeps (away from enemy heroes) until you can last hit or devour. Don’t worry about denying (last hitting allied creeps) unless it is 1v1 and they are melee. Once you get Arcane ring, you can start harassing heavily with your nukes, and killing. Be sure to hit your partner with the arcane ring.
You want to pay close attention to your level and enemies’ levels to calculate kills in your head. Keep in mind when they last leveled, and when you think they will level up next. Do not put extra points into Lvl Death until you are ready to nuke/kill with the bonus damage. Calculating damage for LvDeath + Doom combos and landing them both was explained in the Skill Usage section above. Go read that if you have not and don’t know what I’m talking about. Hide behind tree lines and wait until enemies come out too far to sneak up on them with your nuke combo. You can also probably get in a hit or two this way from your sword. Runes spawn every 2 minutes in the river. You may want or need to see if you can get a good one to create a kill. Invisible and haste runes are your best friend. If you can’t score any kills yet, just be patient. Even if you don’t kill anyone in this range you are okay so long as you are keeping your hps/mana up and farm well with devour.
Levels 7-11:

Hopefully you did earn a kill or two here or in the previous range, and your lane is now empty. You’re farming, farmin, farmin, and more importantly—watching the other lanes and mini-map. Who’s hot, who’s not? Is an enemy being fed? Does he fall in your Lvl?D! range with low enough hps to kill with your current power? Go get em. Whichever enemy is doing the best is your top priority for hunting. Is there anyone else now that is an easy kill for you? If Doom has been ready (cooled) for a while, you are not doing your job, and need to go kill someone! How long have you been farming in your lane alone? You’re overdue to be ganked, and need to be extremely cautious of this fact, paying close attention to the mini-map. Back out of the lane or hide when it gets a little “too quiet”. Don’t hunt for too long. Don’t farm in one spot for too long.
Once you get Scorched Earth use it sparingly. It is level 1 and it sucks. Place it down when you’re doing your solo farming thing. Don’t rely on its regen. Don’t rely on it for damage. Use it when heading to the fountain always. Use it to get from one side of the map to the other. To get to your chicken, etc. Use it to setup a chase, but not during one. It is not worth the time to cast this yet for the MS boost. Once you get it lvl 3-4, you can begin using it frequently and to chase. Here’s what you’re not doing right now: camping neutrals. Go help the team, they like you. You can gobble a neutral from time to time, on the way to Point A from Point B, or going back to the fountain. Your main focus now is mining gold from the lanes. Whether it be lanes with creeps, heroes, or towers, you are capable to take out all of these with teamwork. You are now capitalizing on your higher level (gap), and increasing the level gap between you and your enemies.
Levels 12-15:
You’re doing stuff with your buddies frequently–gankin, pushin, saving allies, etc. You’ve still been a focused last hitter and low hp devourer. You use devour whenever you can in tranquil moments. Your Doom is maxed, and you should still be picking on the lowest hp targets for free kills. In team battles, you must decide which two to Doom quickly and cast fast. LvlD anyone who falls within the bonus range, or needs to be interrupted. You’re doing drive-bys with lvl 4 Scorched Earth, and running up and down the battlefield like a soccer player.
Levels 16-25:
Now is when the majority of your push/defense will be taking place. Once you get BKB, you are able to practically rambo into battles in order to get 2 Dooms off before the fight starts. If your team is able to push, so are you. You’ve got a lot of items and spells to manage now, especially since you will be using most of them twice. Remembering everything can be hard at times, but once you get this down pact you will be devastating. You want to learn this fairly quick, so you can execute it at full speed. When you initiate into the enemy base 5v5, lay down scorched earth up the ramp, turn on BKB as soon as you get into range of their disables/nukes (perhaps a bit sooner to be safe), and find your primary target you want to Doom. Remember there will be two, so perhaps get someone first that can still disable you, albeit it wouldn’t be their best decision for instance if it was Primal Roar (no damage/hard to take you down without nukes), but this wastes your time and speed for Dooms. Get him first, and then your other most desired target. You should know these 2 heroes you are selecting well before you decide to push. Cast SE, BKB, Doom, Arcane, Refresher, Doom/Arcane (if you have mana to Doom first, do so), land a good LvlD if you can, and be ready to BKB again after the first one fully goes down. With 2 of their heroes Doomed, and 20 seconds of magic immunity, there should be no reason why you should lose this push. What if a couple of their heroes are very farmed? Well, you should probably have doomed those two. This is your best potential build for playing and winning with Lucifer.
Deciding when to attack heroes or structures–this is an important aspect to learn. Sometimes running into the heat of battle with the allies in order to chop away at heroes will not be too helpful. This is often the case when the enemies have lots of AoE, images, large collision sizes like you, or are low threats. If you run into smack things with your sword against AoE, you’re just going to take damage/get disabled with your comrades (hardly a problem now with BKB). If there is too much condensed fighting, you will not be able to get around the units or hit the target you wish. Doom has a mechanical issue in which he cannot hit a unit that is too close to him. It is an odd, unique, and extremely annoying flaw. If you attempt to enter the fray a lot you will not be very beneficial to your team. Trust me! Only move past the tower/barracks when you don’t waste time running around targets like mad, or when the team absolutely needs you. They won’t want to try and fight them while 2 heroes are disabled and you have seemingly infinite magic immunity. If you can’t outright keep them within range to kill them, simply take the tower, both barracks, and leave.
Provide disables/nukes from a distance on key targets, and focus on the buildings. This is the key goal of a push, and your allied heroes will be better suited for handling the enemy heroes toe to toe. Once you have finished the 2 barracks, get out, unless you’re strong enough to push to the Tree/Throne or another lane—then you probably didn’t need any of this information. In most cases, you will be weakened, low on mana, or outnumbered at the end of a successful tower/barracks take-down. So quit while you’re ahead–there is nothing left for you there but Death. Go back to the fountain, where it is safe, and soothing. Reminisce on the victorious battle with your friends. Give a high five or two, and start organizing the team into the next lane you wish to push.

You should be able to slowly and steadily push each lane down. If you have to do it one by one, that’s fine. Here’s what you go for as the game continues. After this, upgrade into boots of travel, and if you’re still pressing on—finish skadi.Now, if there is one enemy approaching by himself to your siege on the barracks/tower, chase him down for a second or two. This is to allow your team more time on the structures. You will approach him with a high movespeed and high amount of hps—one of two things will happen. He will run or fight. If he flees, chase for 1-2 seconds to keep him running. If he stays, run back to your team (even if you can win). If he follows you into your team, he will be feeding himself (baited). Return to fighting the structures promptly.
Deal with enemy DPS heroes on the side. Clinkz or Sniper pouring out damage from the corners? Go attack them. You will either kill them quickly, or cause them to run. This will take a lot of fire off your allies. They will generally be in back corners or on the sidelines. Sidelines are no issue and you should react quick to whoop them up. If they are in the backline, you may be able to swing wide on the edges to get to them. Don’t try to rush up the middle or a congested area.
Dream Build:

If you’ve farmed this much before you’ve won, you have failed me. Go back, and read the guide again. Try not to skim all of it this time. *wink* If you get all of this in a game that doesn’t last too long over an hour, I commend you! But seriously, stop farming.

Heroes with long stuns or powerful slows. These are skills Doom lacks. He is a good chaser come mid-game, but could always use more help crippling his prey. When it comes to slows, preferably it is a ranged unit. A lot of times melee allies will get in your way during the chase, and your great movespeed is wasted, waiting eagerly behind friends.
Venomancer - Your massive DoT brother. Venomancer’s ultimate, Poison Nova, does some serious damage, but it cannot kill heroes even if they drop to 1hp. Doom doesn’t play by those rules, and will certainly land a kill, slowly but surely. Veno also has passive slow attack (extra DoT) and Shadow Strike (more DoT and much more slow). He gives your Doom’s DoT a serious kick, and provides your lack of slow. An excellent ally for Lucifer.
Holy Knight - Good slow, can charm stunners (reducing damage Lucy would have to tank via sending charmed units first), and enhancing the damage of your Doom and LvlD? nukes with Penitence. Have Chen give ya a shot of health from across the map for your chase scene. Yes, Chen is a Sentinel hero, but the majority of people who play DotA play AP/AR.
Pudge - Bring the enemy to you. Sling the enemy back as it flees. Slow the enemy down for Doom. Hold him for Doom. Just be careful not to run in front of Pudge’s hook path.
Bloodseeker - How to make a hero cry: Rupture+Doom. The target will have no other choice, but to be a sitting, helpless duck.
Viper - Great ranged slowing hero with good DPS. Lucifer will keep the target useless, and Viper will keep it immobilized. This is the perfect duo for hero killing when both their ultimates are up.


Bloodseeker - A very lethal enemy of Doom. He is faster than you, and you cannot disable his passive speed triggering ability (Strygwyr’s Thirst). You also cannot disable his passive Blood Bath, so if he’s killing left and right, he’s going to be at full health again and again. You can’t run away from Rupture or you’re toast, and he can silence you. If you ever see Bloodseeker charging, you will want to sheep or Doom him asap. This way he cannot rupture you, and you can get away, or start chasing him down. If their Bloodseeker gets to be a problem or was fed, I highly suggest purchasing a blink dagger to counter his ultimate.
Omniknight - Lucy never wants to go up against any type of healer. They are perfect counters to Doom’s DoT, as usually you will be casting it as soon as a target is low enough to kill. All 4 of Omniknight’s skills work against you. His heal is perfect for saving enemies you’ve Doomed, his Repel makes it so you cannot Lvl?Death! or Sheep, his Degen Aura makes him extremely difficult to chase, and his Guardian Angel gives 25hp/sec regen to everyone that is near him when casted. This is a powerful counter against Doom, as it will greatly reduce its damage. It will negate the bonus damage of LvlD. Not to mention large AOE (1000 units) immunity from physical attacks is nothing to shake your leg at. You want to Doom him immediately in team battles, before he can cast GA. The good news is Doom can still be casted on a repel’d target, so as long as you can cast faster, you are good to go—Omni generally will not be planning to use GA at the very first second of battle. Disabling the Omniknight immediately is an extremely high priority.
Spiritbreaker - As mentioned before, SB can charge you while you are devouring creeps, and you will have no way of knowing this until you finish eating. The counter to this is devouring red hp creeps. Doom does not disable Greater Bash or Empowering Haste. Dooming SB will not stop him from charging, and he will land his bash on you or whatever target he is ramming. If you were the target, he can now Nether Strike you before you get the Doom off—also, you may think you have time to Doom him…as the Nether Strike is delayed, but once SB gets it off and enters that phased state, Doom will not prevent him from knocking you around, and neither will Guinsoo. It is terrifying to watch a sheep slam into you and slide you across the dirt. If he is charging—guinsoo first, not Doom. If he opens up with Nether Strike, he probably thinks it will lead to your death, so Guinsoo him and get out of there. This is a poor target to Doom in many situations in terms of disabling. Use teamwork and the Guinsoo stick to bring SB down.
Syllabear - The bad thing about going up against Sylla, is that Dooming him really doesn’t do much. Sylla will always cast rabid as soon as he can on either himself or his bear, so you can’t really prevent him from utilizing this great buff. His synergy skill is not disabled by Doom, and his ultimate will be in the spot he wants it to be in. The bear is casted as soon as it’s ready. Dooming the bear will disable its ability to entangle targets, but this is something you’d never hope to do as it can be quite wasteful. Doom is unlikely to kill the high hp bear, and then you have no doom damage on Sylla. If the bear is giving your team the most trouble of all the heroes, then you will have to Doom it. Luckily, you are rushing the greatest item to counter the bear—Eul’s. When facing Sylla’s bear, you may want to hold off on upgrading to Guinsoo until you have used all your charges. It keeps the bear in the air for a long amount of time. Advise any of your intelligence heroes to grab a Eul’s as well. Keep your distance from the bear, and try to damage the source (Syllabear). He is very vulnerable if you can get past his frightening, offensive, disabling pet.

There are a ton of heroes that will be a pain in your side during the early game. Most are ranged with disables/nukes. Soloing a 1v2 keeps you pretty helpless until you hit level 6 with Doom. At 6, you can disable + nuke one of them and do fairly well. Until you can fight back with Doom and a correct increment of LvlD, simply focus on devouring and last hitting when it is safe. Have your chicken bring your weapons over, and healing pots/tangos if necessary. They can’t stop you entirely from farming, as you can generally go in with enough time to devour a creep now and then, and when they push into your tower you can score some good last hits. Be careful, be patient, and wait for the right moment to show them who is boss.
Nerubian Assassin - Going up against mana burn always sucks for the start of any hero. Doom has piss-poor mana to begin with, and NA can easily keep him drained. Try and get a lane change if possible. Dish out your nukes quickly, and spam your Devour. Get mana regen so you can have just enough to devour and get your mana to zero so you can farm without damaging your hps via mana burn. The good news is, if he wastes all his mana on keeping you at 0, you can still wipe the floor with him blow for blow—if he has extra mana to stun, it’s a different story. Once you hit lvl 6, you can turn the tides. Buy wards with true sight and Doom+Lvl?Death him for a kill. He will not be able to mana burn you, impale, or escape with Vendetta (ww). This will be tough, as mana burn has a decent casting range, and you need to be close to get off your 1-2 Doom+LvDeath combo. Try and set wards down first, then go back around and behind him. You may wish to get a Gem for the team. Go kill Roshan for an Ankh to secure it–NA will never be able to come near you again. If not, sentries are cheap now and easily plopped down before/during a battle.
The heroes above are not much of a problem if you know how to handle them. If you are not caught off guard, any other hero on a 1v1 basis is not an issue. Doom turns most casters into a creep. You are most vulnerable when you are not watching the mini-map for ganks, and when Doom is on its cooldown.

Rarely will you see these terrifying combos in a pub, -ar, or un-organized game with random people. These are common in clan matches and league games. If you are alone against a deadly duo, stay the fuck away. Hug your tower and never let go. Your options are: zero harassing, limited farming at the tower, and waiting until you have Doom or ally(s) to head over and gank for you. Don’t even try to go up and devour creeps, as it will be risking your life. Devour at the tower, and sometimes run even further away as they approach the tower. These pairs are extremely difficult to live through in the early game, and your main focus now is to survive.
Every hero has an edge, and each hero can be lethal. Doom has a lot of disables against a hero’s edge, and thus can truly handle almost anyone. Learn what Doom disables and doesn’t disable—refer to the list. Once you have that knowledge under your belt, you are ready to face anything.
The [Replays] Section
Version 2.1 Replays

Partial_IH_15_1.w3g ( 968.54k )
Number of downloads: 594
Tree Destroyed at 59:09
Guinsoo Build
-Allpick
Sentinel: Tinker, Rhasta, Morphling, Sniper, Lina
Scourge: Leshrac, Sand King, Bloodseeker, Terrorblade, Doom
This was a partial inhouse, partial TDA. We had 7 people we knew, 5 on Scourge and 2 on Sent. Cruel and harsh, I know, but our Bloodseeker dropped early, and our Leshrac was playing on a laptop (finger mouse and all). The other 3 TDA players were decent. I start off with Bloodseeker in the middle lane vs. Tinker and Rhasta. Talk about suck. Good example of how to play it safe and devour only when it’s safe. They kill my partner once, but they couldn’t really do anything to me. The rest of the game is a bit of rape. Pretty good replay.

35_3_Pub_doom.w3g ( 988.84k )
Number of downloads: 587
Tree Destroyed at 74:13
Guinsoo Build
-Allpick
Sentinel: Prophet, Enchantress, Juggernaut, Ursa, Tinker
Scourge: Clinkz, Stealth Assassin, Void, Doombringer, Terrorblade
This was a pub, but a difficult early game lineup to face. The Sentinel team actually all were in a clan and pretty decent—I realized this weeks later, after playing with these guys in the past and recognizing the names. Our feeders leave once they take out our mid raxes, and it became 2v5 with me and Terrorblade being the only ones left. Terrorblade took all the leaver items, and we left most, if not all, of our Faceless Void’s gear on him. Just a tiny bit of micro for base defense. I actually consider this a very good replay. The difficulty was fair, you can see all the tactics I use put to work, and how effective the build truly can be. A couple sent players were screwin around here and there, being cocky (thinking they had it won), but gave it their all once they realized the game was slipping through their fingertips. I complete a dream build here: the four core items, skadi, a butterfly, and end up winning the game with 9k gold to spare.

Refresher_Doom_IH.w3g ( 938.95k )
Number of downloads: 625
Forced Forfeit at 63:26, just before we were about to push the last lane down.
Aghanim’s / Refresher Build
-Random Draft
Sentinel: Twinhead, Pugna, Tinker, Drow, Skeleton King
Scourge: Doombringer, Phantom Lancer, Bloodseeker, Krobelus, Vengeful Spirit
This was an Inhouse game for the Sentinel team, and an Inhouse for the Scourge team with 2 random TDA players. This is an excellent example of the effectiveness of a Scepter/Fresher Doom, showing its brutal power well played all game. Take crucial notice to the excellent teamwork required to aid in this strategy. It didn’t take long to win at all once I had my Refresher. You will also notice how very similar the strategy and early to mid game is between this build and the Guinsoo setup. The key differences are the lack of early to mid disable power, which my team was able to make up for, and I provided a stronger form of disable later on with 2 ultimates. An excellent replay with very fair opponents.

Double_Doom_BKBs.w3g ( 1020.21k )
Number of downloads: 538
Throne destroyed at 57:26
Arcane/Refresher/BKB Build
-Random Draft v6.45
Sentinel: Silencer, Doombringer, Vengeful Spirit, Axe, Nerubian Assassin
Scourge: Bristleback, Furion, Faceless Void, Obsidian Destroyer, Nerubian Weaver
This was a TDA game, and unfortunately a bit of a “smash”. All 5 of us on Sent were friends, we knew one other on Scourge, and the others were okay. My lane had fairly good opponents, and shows how to handle this build and the pure strength you can implore with Arcane Ring and a good lane partner. I buy my Refresher recipe way too early. Try to ignore that. The game shows a good amount of the power that lies within this build, but really it was too easy to display its full potential in this game. At any rate, it should be more than enough to give you the idea behind the strategy, and the way to execute it. I throw Dooms left and right like they’re going out of style. You can watch the NA and I screw around a bit, and some deja vu of pushing top/feeding our vengeful. We were all on vent so you won’t see much communication.
I had 5 other good examples, which are now all outdated with the 1.21e version. If anyone requests to see them, you may post in the thread, but otherwise I’m going to leave them out.

Bottle_Radi_Heart_Doom.w3g ( 686.58k )
Number of downloads: 300
Throne destroyed at 47:10
(New!)Bottle/Radiance/Heart Build
-Random Draft v6.48
Sentinel: Lich, Queen of Pain, Earthshaker, Doom, Axe
Scourge: Void, Templar Assassin, Bane Elemental, Puck, Ursa
This was a TDA game that I knew no one in. The replay shows how well you can control the game if you acquire radiance fast enough. Note how well I do early game. Note the rune control to keep myself afloat. Note my lane—I am paired with Eartshaker (great partner) and up against two melee late game opponents, TA and Ursa. My lane is relatively easy to pull off this build. Our team had great support heroes on it, and the enemy’s was sort of lacking in that department. This made for a great opportunity to hound the enemy team with a build like this. I get up to the Hyperstone of Assault Curiass before the game ends. I had enough gold that I would have finished it within 3-4 minutes likely if the game lasted longer.
Special Thanks to:
Gradenko_2000 - Denko helped me on a grand scale, answering a ton of my questions on Doom’s mechanics over the past few months. He’s my hero. This guide wouldn’t have grown so fast without him.
Aragas, Lucky-Cat, Yagonadai, 4nTr4xX, dieFOOL, sabrA, Warstomp., Fabolous, Akuryou, Nova, PudgeFTW, LoLcano_PwNed, towelle, xtpxboix45, DonTomaso, clogon and rogue_crafter - These were testers who helped me figure out some mechanics (that entire Doom disablage list). Big thanks guys, couldn’t have done that without you!
The_rock_rjc, Sp4m, totallnewbie, and nekdolan – Reminded me of important tidbits I forgot to mention.
The curious posters of the Mechanics Section - Lol. Tons of people had questions about Doom and his skills, mechanics, etc. over and over. This void in people’s knowledge of Doom, and lack of moderator’s ability to answer some questions…was a large factor for me on deciding to make a Doom guide.
GreatCrusades - First of all, his guide challenged me to work a lot harder on my own. Secondly, he offered to help me format it when I was looking for assistance.
I decided to format it myself, but that was some cool sportsmanship on his part.
Judges and Critics at the HGC – I got a ton of feedback during the 5th Hero Guide Contest, and the guide would look nothing like it does today without their input.
Change log:
Axed a lot of info.
Re-arranged entire guide
Re-added some axed info.
Re-did coloring.
Finished New Index.
Format, format, format.
Moved Guide from HGC to Scourge Section…next stop, Premiums.
Adjusted for recent versions (removal of Aegis/etc).
Fixed strategy build screens.
Added a new tip and screen for Scorched Earth.
Removed old Scepter/Refresher build.
Added new Arcane/Refresher/BKB build.
Re-edited for new heroes, and a lot for the new primary build.
New replay for the new build added. Gonna work on a second one.
