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Doom is a powerful STR carry that usually takes the role of ganker or mid-game carry in competitive games: his ultimate,
Doom, is one of the best counters to everyone and, particularly, those carries or gankers that are difficult to deal with (
Weaver,
Puck,
Timbersaw,
Huskar...). His low armor make him one of the less survivable STR Heroes, but his farming capabilities and high damage and movement speed make him able to dominate the mid game. People pick him because he's versatile: you can build him in many different ways from utility to ganker - much like
Elder Titan or
Tusk - and he can be played in a wide variety of roles: safe lane carry, mid or even jungle. His high STR gain make him a vaild candidate to no-
Heart of Tarrasque builds, especially because armor (which is always better than HP after reaching ~2200HP) is so important on him.
Pros
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Cons
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![]() ![]() You need to max out this skill as soon as possible for two reasons: the lower mana cost which, given your tiny mana pool, is a very good upgrade; and the lower cooldown time which makes you able to use it more and more often. The gold increase is also a good way to improve your income. This skill, combined with Scorched Earth, makes this Hero able to jungle from level 1. |
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![]() You want to max this second because you'll be ganking or teamfighting a lot after level 7-8: for this reason, you want max points in your main chasing tool and damage steroid. In the late game the extra damage isn't much (unless you stack it with a Radiance, but it's still not worth it most of the time), but the heal and movement speed are still noticeable especially with an Armlet of Mordiggian. Even though it doesn't scale so well, it's useful throughout the whole game. The bonus heal and damage are very good for pushing and jungling purposes: 480 HP in 16 seconds isn't bad at all. Remember that you can use ![]() |
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This skill is often overlooked since the level multiplier is something really situational, but it actually deals the same damage as many AoE nukes. Some players tried to max it out first: while I don't think it's necessarily a bad idea, leaving Devour at level 1 reduces your farming capabilities. This is not always a bad thing (just think about ![]() ![]() ![]() ![]() ![]() This skill is really good for interrupting channeling spells and TP Scrolls or dealing the killing blow, but you don't want to rely on it for your ganks since your ultimate already deals a lot of damage over time. The multiplier adds 20% of the enemy's max HP as bonus damage, but remember it gets mitigated by magic resistance: don't use it too early even on enemies with the right level, unless you can't reach melee range at all. |
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![]() Always have enough mana to throw it when you need to teamfight: consider buying a Shiva's Guard or Vladmir's Offering if your mana is always low. When teamfighting always aim for the most dangerous enemy (preferably some squishy Hero), whether they're storng teamfighters or slippery carries: you can improve your initiation with a ![]() ![]() Never, never waste your ![]() |
This chapter is divided in two sections: one related to jungle and one related to teamfights and late game. The two different explanations are split by a line.
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When jungling, the Wildwings are your best friends. The Thoughness Aura, since your armor is low until you get the right items, will be really useful in the jungling phase. Then there's the Tornado, which is able to clear stacked camps in a matter of seconds. "OH MY GOD THIS MEANS I HAVE TO STACK CAMPS AND THEN KILL THEM WITH A TORNADO, RIGHT?" No, not at all. Let your supports stack the camps if they want to (but it's not necessary), because wasting time getting stacks is not beneficial for your easly jungling phase as you won't have enough mana to use the Tornado early on. But after you get a ![]() After the laning phase, Wildwings aren't very useful. Okay, they have an aura, but you'd better take the one of the big Satyr or Alpha Wolf in this case. Still, the extra armor is decent for when you still have to build a Shiva's or Cuirass |
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The Unholy Aura is even better than the aura from the Wildwings: 4HP/s is a lot, almost like a free ![]() You also have an AoE nuke, but I discourage using it when jungling as ![]() After the laning/jungling phase, the Satyr is mainly useful for his aura that works as good as the Mekansm aura (with which should stack, doubling its effect). The nuke shouldn't be that big of a problem for enemies anymore, but it's pretty good for level 1 first blood attempts thanks to its big range. |
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Centaurs are probably the most common choice for early jungling since you find them in both medium and hard camps. But still, the extra movement speed from the Swiftness Aura, even if it speeds up your jungling by a bit, is not good at all early on; not as nice as the defensive auras above or the damage steroid below for sure. Don't even try using War Stomp in the jungle. Just don't. In teamfights, the War Stomp is as good as an initiation spell: 2 seconds of AoE stun is nothing to laugh at, especially if you have a ![]() ![]() The aura is decent late game, but it's outclassed by the Satyr's and the Alpha Wolf's. Consider getting another creep if you don't have enough mana or initiation tools to use the Stomp. |
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Wolves are way better than Centaurs for getting more damage: not only they grant you critical strikes, the Packleader's Aura also improves your damage (and the damage of your allies) by 30%! It isn't much when jungling, but it makes this creep a very good candidate for the late game. Don't bother eating an Alpha Wolf before getting at least a second level of ![]() ![]() The late game is when the aura shines: 30% more damage is two times better than the damage bonus of ![]() ![]() ![]() |
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Trolls are your best friends. Eat a big troll, get the smaller ones and use the Raise Dead ability: it costs 50 mana, but it's still a good trade-off since you're trading the extra regen and damage from ![]() As for the Centaurs, don't bother using Ensnare on creeps. Late game-wise this skill is not useful, but it really does its job if you plan on ganking: pair the Ensnare with ![]() ![]() The Raise Dead ability becomes useless, but it still gives you some extra defenses when pushing I guess. |
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Don't use this ability for jungling purposes: 100 mana is more than you can afford. If you really want to, wait until you have to return to base or your mana is 200+. The Thunder Clap is also pretty useless in fights (outclassed by the War Stomp that also comes with the Swiftness Aura), but it's still a decent substitute since it trades stun with damage. The movement speed slow and damage are minimal, but they're still something. On the other side, this skill is what wins early ganks and makes first bloods: it's also a decent tool for slowing down an enemy you're ganking. |
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As for the Alpha Wolves you shouldn't eat Ogres, but eating the blue one is actually terrific for your jungling phase: 8 extra armor (in comparison to the 3 extra armor from the Thoughness Aura), movement and attack speed slow much like ![]() ![]() ![]() This creep is super useful when fighting Roshan: the attack speed slow affects him and the extra armor always comes in handy when fighting in his lair; you can potentially solo Roshan with ![]() |
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Hill Trolls are another very good choice for jungling, maybe even the best one, but since you find them in the small camp you'll probably never eat one. Still, if you're lucky and your supports pull a Hill Troll camp when your ![]() Not only the Hill Trolls grant you a spammable Heal that cost 5 mana, they also give you a way to sustain it with the Mana Aura: 2 extra mana regen, compared to the 0.65 extra regen from the ![]() Late-game wise this is one of the worst auras. Try not to go into teamfights without a better aura since 2mana/s is nice but not quite as much as the auras above. You won't need it to jungle after you build some damage or survivability either. |
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The aura from the Kobolds might not seem much and, in fact, is pretty useless when jungling. Considering you also have to waste a ![]() In the mid game 12% extra movement speed, especially with ![]() ![]() ![]() ![]() It's also a decent aura if you want to gank early on: if at least one of your teammates has a lockdown, being able to run faster than the enemy will probably ensure the kill. |
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The little Satyr is useless for your jungling phase, so don't waste time eating it before you can get your core and a bigger mana pool. On the other side, even though his Purge costs 120 mana it's rarely useless: not only it's one of the cheapest counters to ![]() ![]() ![]() ![]() ![]() ![]() ![]() Like the ![]() |
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As above, don't use this skill for jungling: don't eat a Harpie unless you have to go back to base and the small camp is between you and the base. In the ganking phase this skill is actually the best nuke you can get on ![]() |
While Doom's scaling into late game is okay, the mid game is when he shines: if you focus on utility items and stick to teamfights, since your damage is already high thanks to
Scorched Earth you'll be able to put pressure on the enemy team while giving auras to your teammates. Don't underestimate Doom's damage early on, he hits pretty hard.
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First off, choose either the ![]() ![]() A ![]() ![]() ![]() Two or three ![]() ![]() |
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If you're mid, always remember to rush a ![]() I really like rushing a ![]() ![]() Now, choose your boots: ![]() ![]() ![]() A ![]() ![]() |
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This is no doubt the most used item on a safe lane ![]() ![]() |
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A no-brainer when you want to play a mid-game carry: extra stats mean so much for ![]() ![]() |
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The ![]() ![]() ![]() ![]() ![]() |
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This should always be your favourite item: if you can't initiate with a Blink Dagger or Shadow Blade because you fear you might get killed, be a man and walk between your enemies with an activated ![]() |
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If you have enough mana to combine it with creep abilities, a ![]() ![]() |
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For the ![]() ![]() ![]() ![]() |
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Shiva's is the item that suits best on a utility ![]() |
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This item is sometimes outclassed by Shiva's Guard, but it brings more to the table if your team has more than a core Hero (basically, if you aren't the only farm-dependent Hero): extra attack speed and armor for your team plus armor reduction to enemy Heroes and buildings mean faster pushes and better teamfights. And, as ![]() |
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Vlad's gives less armor than the previous items, but makes up for it with extra lifesteal to all the melee Heroes in your team: always buy one if you're planning to fight Roshan consistently and/or there are many melees in your team. You should still buy one of the previous items if you need to make something happen in teamfights, as ![]() |
Taking advantage of Doom's ultimate and high base damage, you can focus on a quick
Shadow Blade and go to gank enemies with a small HP pool (especially carries or counterpushers). The damage given by this item will be enough until the later stages of the game, so you can focus on defensive items or armor getting more and more advantage in teamfights.
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The starting items are the same as above for a simple reason: you don't know what build you'll use until you see how the game goes; you don't want to take a Shadow Blade before your teammates say no-one is building a Mekansm or get extra defenses when you need to shut down a Weaver.
As said before, get either the ![]() ![]() ![]() |
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If you're mid always rush that ![]() ![]() Buy a ![]() ![]() ![]() Again, the ![]() ![]() ![]() Now, you can finally buy your ![]() |
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A no-brainer when you want to play a mid-game carry: extra stats mean so much for ![]() ![]() |
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The ![]() ![]() ![]() ![]() ![]() |
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Vlad's is one of the best late-game items because it costs a mere 2050 gold, is made from cheap components and gives a very strong aura: unlike the Drum of Endurance or Blade Mail, you can keep it even if the game gets very long (like, 50+ minutes). Don't get a ![]() |
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This is a very underrated item, especially on ![]() ![]() ![]() |
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In the other chapter we talked about how useful this item is for offensive purposes; now we'll talk about the defensive ones, too: you obviously get magic immunity and extra HP from it, but it's also useful for making the enemies waste their spells. If you're quick enough, you can activate it after you get targeted by a ![]() ![]() ![]() |
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Shiva's is the item that suits best on a ![]() |
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This item is sometimes outclassed by Shiva's Guard, but it brings more to the table if your team has more than a core Hero (basically, if you aren't the only farm-dependent Hero): extra attack speed and armor for your team plus armor reduction to enemy Heroes and buildings mean faster pushes and better teamfights. And, as ![]() |
As said in the "Build 4" it's an outdated build, but if your team has no hard carry (and has gankers and Mekansm holders), head to the safe lane and start farming your
Radiance. You might want to get a survivability item first: many players used to get a
Vanguard but, since it doesn't give you more mana, I think the
Drum of Endurance - which also gives you some mid-game presence - is a more suitable choice; it also costs less. Now, as
Devour should speed up your farm, you should be able to get that
Radiance at a reasonable amount of time and get a quick
Black King Bar in the jungle, after which you can start winning teamfights. Don't be afraid to teleport and gank/teamfight somewhere when you're building your core, as
Doom can recover from losses pretty fast and victories make your attempts really worth it.
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I think getting a ![]() ![]() ![]() ![]() |
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I still consider ![]() ![]() ![]() ![]() Again, the ![]() ![]() Now, your pre-core item: I chose to put here the ![]() ![]() ![]() ![]() |
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The armlet is one of the most common items on STR carries: more attack speed that, as I said, is really important on STR Heroes; more armor, HP regen and damage. Consider also that it's a very cost-efficient item. Consider buying a Vladmir's Offering after your BKB for two reasons: you already have some extra armor from the Armlet and don't need the one from Shiva's or AC that much, and the lifesteal is complementary to the Unholy Rage. On the other side, since you already have ![]() ![]() ![]() |
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Finally, you can start saving gold for your ![]() ![]() ![]() ![]() Remember also that it's a really good farming item, so getting your BKB after it should be really easy (~7 minutes, I daresay). This means you might end up selling your ![]() |
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This should always be your favourite item: as you can't initiate with a Blink Dagger or Shadow Blade because you need to get more and more carry items, be a man and walk between your enemies with an activated ![]() |
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Shiva's is the item that suits best on a utility ![]() |
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This item is sometimes outclassed by Shiva's Guard, but it brings more to the table when playing carry ![]() ![]() |
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Vlad's gives less armor than the previous items, but makes up for it with extra lifesteal to all the melee Heroes in your team: always buy one if you're planning to fight Roshan consistently and/or there are many melees in your team. You should still buy one of the previous items if you need to make something happen in teamfights, as ![]() |
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Simply the best item to get after the Assault Cuirass. As ![]() The ![]() |
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This is one of the highest DPS items in the game: you usually want to spend your money on an Assault Cuirass to get extra attack speed, but if you already have armor and one of your teammates is going to make an AC why don't you buy a ![]() The extra attack speed and damage make it a really good choice for improving your permastun capabilities with the Abyssal Blade; the lightning procs you get from attacking (and being attacked if you cast the shield on yourself) deal a lot of damage to illusion and the enemies you aren't targetting. |
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Unlike the other items this is easier to buy: the two ![]() The armor reduction applies to buildings too, so this is a perfect item for pushing and destroying barracks. |
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Do you want to play racecar ![]() ![]() ![]() ![]() ![]() Keep in mind that the extra agility of the ![]() ![]() The illusions, since STR Heroes are naturally tanky, should be pretty difficult to kill especially after you get a Skadi or Heart. But still, as you should be building damage and not strength, they won't probably deal much damage. |
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I usually refuse to get a Heart of Tarrasque on ![]() ![]() Even though it doesn't give extra HP regen as the Heart does, you still have ![]() |
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A good addition to ![]() Being able to ![]() |
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Labeled by many as the "best" item in the game, I think he works well on a STR carry like ![]() ![]() Try not to waste the Hex on the wrong target or you'll commit a huge mistake. Most teamfight are won with a good disable at the right time, late game-wise. |
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You don't usually see ![]() ![]() Being able to ![]() ![]() |
01:00
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Hopefully, you should've killed one of the camps by the first minute using one or two ![]() ![]() |
02:00
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If the mid already has his Bottle (or is far from getting one), get your ![]() ![]() ![]() ![]() ![]() |
3:00+
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From now on, your mana regen is high enough to let you use both ![]() ![]() ![]() ![]() ![]() |
8:00
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This is the average time for a ![]() ![]() ![]() ![]() ![]() ![]() |
While the "typical" skill build is pretty standard - Max out Devour first, then
Scorched Earth, then LVL? Death -, there are many builds you can experiment with: getting LVL? Death first, leaving one point in
Devour, not skilling LVL? Death at all et cetera. What the usual build gives, though, is extra gold early game because of the maxed-out
Devour and mid game presence (both teamfight-wise and gank-wise) thanks to your
Scorched Earth. The cooldown of the first skill gets lowered too: this plus not having your third skill makes up for the lack of early mana of
Doom. In every build, though, you have to max out
Doom as soon as possible: this ultimate is what makes Doom what he is.
For a jungling Doom always follow the usual build: having full points in
Devour is your main priority; getting extra regen and damage from
Scorched Earth is next.
1-5-2014: Added Chen and
Enchantress in the "Friends and Foes" section.
1-4-2014: Removed the Daedalus because of the Alpha Wolf's Packleader's Aura.
Added the Desolator,
Armlet of Mordiggian and
Manta Style to the item build.
Added Trolls and Kobolds in the "Neutral Abilities" section.
Added Lich between the friends in the "Friends and Foes" section.
1-3-2013: Written the first part of the guide.
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