Lore & Bio
The history of the Fallen One is not to be forgotten, yet to remember it carries a heavy toll. He is Lucifer, he is the Doom of everything, the wrath of men and creatures of all realms. He exacts destruction everywhere he reaches, he’s the devourer of worlds, the being that all fear. He burns and will not be consumed, he devours but is never satiated. And most of all, he kills and will kill beyond all imagination. He will not hesitate to kill you if you stand against him.
But Lucifer is not such at first. He was once a favored general who resided in the realm behind the light, but due to circumstances have been cast out; because of his relentless defiance, because of his unwillingness to kneel. This brought about his own destruction as well as the annihilation of everything later on.
Six times, the amount of times that his name was tolled from Vashundol’s great bell. Six and sixty times were the amount of times that his wings were branded, until merely smoking stumps remained. Once without wings, he slipped loose from what binded him within the light, then fell screaming to earth. The fall created a crater in the desert, called Paradise lost. He was reborn, evil beyond any doubt.
Now he attacks mercilessly, and without a motive or humane objective. He is the only living being that’s able to move freely between the seven dark dominions. He is Doom. He has limitless thirst and unimaginable talents, which spell disasters and apocalypse. He is hell personified, a walking abomination. Defiant to the last and everything. World domination is soon to be his.
In-game description of Doom is as follows:
“One way or another, Doom shuts down his enemies. Devouring creeps to claim the various skills they had in life, he can place a lingering silence upon a foe's spells and items with his ultimate as he torches his foes.”
Attribute & Stats
Strength: 24 + 3.7 each level;
Agility: 11 + 0.9 each level;
Intelligence: 15 + 2.1 each level;
Health regeneration: + 2.65 each second;
Mana regeneration: + 0.75 each second;
Magic Resistance: 25%;
Turn Rate: 0.6;
Attack Range: 200;
Projectile speed: Instant;
Attack Animation: 0.5+0.7;
Sight Range: 1800/800;
Base Attack time: 1.9 seconds per attack;
Damage Block: 16.
Abilities & Talents
Skills building guide
Since Doom is typically an off-lane hero, it’s recommended that Doom maximizes skills and abilities that allow him to deal with multiple heroes. First, Doom needs to max Devour in order to farm more efficiently and quicker. In addition to that, Scorched Earth can help with sustain and allow him to move faster when being ganked, increasing the chance of escape. Infernal Blade is a useful ability for dealing damage, so you can max it third once the game reaches mid or late.
Devour (Unit Target, Toggle, Instant Kill)
Effect: Doom will consume an enemy or neutral creep, thereby acquiring any special abilities that it possessed. If autocast is deactivated, Doom will not acquire said abilities. Duration is equal to the cooldown.
Cast Animation: 0.3+0.5
Cast Range: 300
Gold Bonus: 60/120/180/240
Max Creep Level: 4/5/6/6
Digest Duration: 60
Total heal: 240/640/1040/1440
Can be toggled off to not steal the creep ability, but still devour it.
Bonus gold is gained after digestion. If Doom dies while digesting the creep, he does not get the gold.
Digestion duration matches cooldown.
The bonus gold is unreliable gold.
Cannot gain abilities from summons.
Cannot target Roshan.
Can target all neutral creeps and summons, except for with the exception of Couriers, Roshan, ancient creeps and creep-heroes. With the level 15 Talent talent, Devour can target ancient creeps.
The targeted creep is instantly killed, granting its bounty and experience like a regular last hit.
Autocast enables acquiring abilities of neutral creeps. It does not cast the ability automatically.
- When autocast is on, devouring a creep with no abilities does not remove the already acquired abilities.
- Can only gain abilities from neutral creeps. Other units' abilities cannot be gained. Abilities are gained instantly upon devouring the creep.
- The abilities use the original cast point of the neutral creeps they come from, however, the cast backswing differs depending on the ability acquired (see chart).
- Abilities from neutral creeps are kept permanently, even through death, until another neutral creep with abilities is devoured with Autocast on.
- When devouring Ancient Black Dragon icon.png Ancient Black Dragons, Doom gets Fireball and Splash Attack, but not Dragonhide Aura.
- In Ability Draft, Devour only grants passive abilities of devoured neutral creeps. Active abilities are not gained. Devour's cooldown is not reset by Rearm.
The bonus gold is unreliable and granted when the buff expires. Losing it upon death does not grant the gold.
Multiple instances of the modifier fully stack with each cast.
Scorched Earth (No Target, Magical)
Effect: this is an area ability; Scorched Earth will carpet the nearby earth in flames which will result in damage for enemies, in addition to granting Doom increased movement speed.
Cast Animation: 0+0.5
Damage per Second: 15/30/45/60 (Talent 35/50/65/80)
Move Speed Bonus: 9%/11%/13%/15% (Talent 24%/26%/28%/30%)
Aura Linger Duration: 0.5
Cooldown: 50/45/40/35 (Talent 40/35/30/25)
Scorched Earth interrupts Doom's channeling abilities upon cast.
Scorched Earth's radius is centered on Doom for the full duration.
The movement speed bonus is provided by an aura, which lingers for 0.5 seconds.
The damage is independent from the aura.
Deals damage in 1-second intervals, starting 1 second after cast, resulting in up to 15 possible instances.
Can deal up to 225/450/675/900 (Talent 525/750/975/1200) damage to a single enemy when within range for the entire duration (before reductions).
The damage increasing Talent talent immediately upgrades damage of the current cast. However, leveling the ability up does not update the current cast.
The movement speed increasing Talent talent or leveling up the ability does not update the movement speed of the current cast.
Scorched Earth from multiple successive cast does not stack. Recasting the ability while it is active refreshes the buff.
Infernal Blade (Target Unit/Autocast, Magical)
Effect: Doom will proceed to swing his burning sword, in his act igniting the enemy. Will stun for 0.6 seconds as well as applying a second burn which deals base damage in addition to a percentage of the target’s max HP as damage per second.
Cast Range: 200
Base Damage per second: 16/20/24/28
Max Health as Damage per Second: 1.25%/2.5%/3.75%/5% (Talent 3.65%/4.9%/6.15%/7.4%)
Damage Duration: 4
Bash Duration: 0.6 (With Aghanim's Shard 1.2)
- With Aghanim's Shard Level Multiplier: 3
- With Aghanim's Shard Level Multiplier Damage Bonus: 150
- With Aghanim's Shard Level Multiplier Bash Duration Bonus: 0.6
Aghanim's Shard upgrade: Infernal Blade stun duration is increased from 0.6 to 1.2 seconds. If the enemy's level is a multiple of 3, or above level 24, they will be stunned for an additional 0.6 seconds and take 150 bonus damage.
Does not pierce spell immunity. Attempts to deal damage if debuff was placed before spell immunity and when not dispelled.
Bonus damage per second is a percentage of the enemy's maximum hp.
- Level 1: 64 + 5%
- Level 2: 80 + 10%
- Level 3: 96 + 15%
- Level 4: 112 + 20%
Infernal Blade only works with regular attacks. Instant attacks cannot trigger it.
Cannot be cast on Roshan.
Infernal Blade does not work against allied units, buildings or wards.
Deals damage in 1-second intervals, starting 1 second after the debuff is applied, resulting in 4 instances.
Can deal up to 64/80/96/112 + 5%/10%/15%/20% (Talent 14.6%/19.6%/24.6%/29.6%) of the target's maximum health as damage (before reductions).
Multiple instances on the same target fully stack and work independently. The max health as damage increasing Talent talent or leveling up the ability does not update the damage of the current instances.
The stun is provided by a bash, which fully stacks with other bash abilities. The attack first applies the bash, then the burn debuffs, then its own damage.
With Aghanim's Shard, if the target's level is 3/6/9/12/15/18/21/24/25/26/27/28/29/30, 150 bonus damage is applied and the stun duration is increased to 1.8.
- If the target has the right level, the attack first applies the initial bonus damage before anything else.
- Works against non-hero units as well, so the following units are always hit by the bonus damage and bash duration.
Ancient Black Dragon, Ancient Black Drake, Ancient Granite Golem, Ancient Thunderhide, Dark Troll Summoner, Forged Spirit,Ghost, Giant Wolf, Harpy Stormcrafter, Hill Troll, Lycan Lane Wolf, Melee Creep, Ogre Frostmage, Satyr Tormenter, Spiderling,
Doom (Unit Target, Pure)
Effect: Doom will inflict a curse which dispels an enemy hero and prevents them from either casting spells or using items while taking damage over time.
Cast Animation: 0.5+0.4
Cast Range: 550
Damage per Second: 30/45/60 (Talent 60/75/90)
Duration: 16 (With Aghanim's Scepter 22)
Aghanim's Scepter upgrade: Doom applies Break and increases duration by 6 seconds.
Blocked by Linken's Sphere and echoed by Lotus Orb.
Units affected by Doom can be denied once their HP drops below 25% of their maximum health.
Dispels buffs from the target when cast.
Applies a basic dispel on the target upon cast, removing most buffs in the process.
Silences and mutes the target, preventing it from casting abilities and using items.
Cannot be cast on ancient creeps. Can be cast on creep-heroes and illusions. In the case of a unit being both a creep-hero and ancient creep, the ancient unit tag takes priority, disallowing it to be targeted.
Deals damage in 1-second intervals, starting immediately upon cast, resulting in 16 (Upgradable by Aghanim's Scepter. 22) instances.
Can deal a total of 480/720/960 (Upgradable by Aghanim's Scepter. 660/990/1320) damage without any talents (before reductions). With the damage increasing talent, it can deal a total of 960/1200/1440 (Upgradable by Aghanim's Scepter. 1320/1650/1980) damage.
Leveling up the ability does not update the damage of already placed Doom debuffs. However, the damage increasing Talent talent does update the damage.
Heroes afflicted by Doom can be denied when their health drops below 25%.
Successive casts on the same unit do not stack, but only refresh the duration.
With Aghanim's Scepter, Doom applies a break on the target for its duration, disabling passive abilities.
Effective items guides
Tango: will help restore health to Doom and keep him in lane for longer, which is crucial for the early game.
Healing Salve: another item which helps to quickly restore health and allow Doom to stay in lane for longer.
Gauntlets of Strength
Gauntlets of Strength: can build into Soul Ring in addition to giving Doom strength.
Iron Branch: can be upgraded into a Magic Wand as well as providing bonus attributes.
Soul Ring: as Doom has limited mana and frequently encounters mana problems during the early game, this item will help a lot in replenishing his stamina.
Boots of Speed
Boots of Speed: this item goes great with Scorched Earth in improving Doom’s general movement speed, helping him to better chase down or run away from enemies.
Phase Boots: this item gives Doom additional sustain and bonus armor to make him tanker, along with Scorched Earth to increase his mobility.
c: provides burst health as well as mana regen which can help Doom survive better.
Shiva's Guard: will add to Doom’s low base intelligence, which means he would be able to cast spells more often while simultaneously alleviating weak armor problems. The active of this item can be used during teamfights so as to debilitate enemies’ movements while also making Doom more powerful in order to chase enemies down.
Lotus Orb: this item helps Doom survive with regeneration and armor. The active dispels and reflects targeted spells, which can be used on allies.
Hand of Midas
Hand of Midas: no matter what role Doom has, this is a good item for him as he can get lots of early gold due to Devour and afford it and then acquire levels for talents.
Vladmir's Offering: this item gives Doom lots of sustain in more armor as well as mana regen, in addition to the required lifesteal to maintain his health pool and bonus physical damage The aura also gives him a greater edge during fights, increasing his overall effectiveness.
Drum of Endurance
Drum of Endurance: this is a good attribute booster with easy buildup to let Doom participate more often during early fights. It also provides Doom with more health, a bigger mana pool in addition to an active which increases attack and movement speed to boost his team’s mobility as well as damage output.
Shadow Blade: this is an item that will help improve Doom’s physical damage output and thereby helping him deal good damage in fights or farm more efficiently. The active allows Doom to invisibly initiate on enemies and deal backstab damage prior to casting his ultimate. This item can also be used as an escape ability when needed.
Blade Mail: for the mid game, Blade Mail is powerful with lots of benefits. It offers increased intelligence which greatly offsets his low base mana pool, along with the armor to alleviate his weakness to physical damage. There’s also the active which works well alongside his huge health pool to punish enemies if they decide to attack him.
Blink Dagger: this is a useful initiating item on Doom, as it helps him get in range quickly and disable enemies with abilities he has gained via Devour, as well as his ultimate. It also greatly improves his mobility, allowing him to move around the map or position himself better for spell casts.
Heaven's Halberd: this item gives Doom increased survivability against physical damage, with more strength, status resistance as well as attack evasion abilities to help offset his armor vulnerability. The active of this item is also powerful enough to eliminate a target’s ability to attack, a great complement to Doom’s ultimate if the target wants to stand their ground and fight.
Crimson Guard: a good utility item which increases Doon’s survivability tremendously, especially when facing physical damage. The active also further protects all teammates from physical damage for a period of time as well.
Assault Cuirass: this is one of the stronger items on Doom which helps solve his armor and attack speed issues, thereby giving him and his team increased physical damage output for fights.
Radiance: immensely strong, will turn Doom into a walking hazard as it inflicts burn damage to all nearby enemies, with stacking capabilities along with Scorched Earth on nearby enemies, as well as augmenting his attack damage. The Burn that this gives also induces a blind on all nearby enemies, making them miss attacks and giving Doom more survivability against physical attacks.
Heart of Tarrasque
Heart of Tarrasque: a very strong item for Doom which augments his impressive strength growth to be even more powerful. Once he has enough armor, bulking up his health can make him much harder to kill in teamfights, which means he will be able to outlast the enemy better. The passive health regen also allows him to completely recover the health pool when outside of fights, letting him become much more active.
Aghanim's Scepter: this item will apply Break to Doom’s ultimate, allowing him to shut down enemies which possess troublesome passives.
Refresher Orb: this item can act as a complement to Doom’s ultimate, as it allows him to remove two enemies from a teamfight, thereby turning the odds in his team’s favor. That being said, the caveat is that Doom should only purchase this item when Doom has a bigger mana pool, as Doom’s low intelligence and high mana cost of refreshing cooldowns are obstacles.
Black King Bar
Black King Bar: this item can prove to be extremely important on Doom, so as to allow him to defend against being chain-disabled and killed before getting his ultimate off. If he gets farmed enough he needs to prevent himself from being disabled in teamfights so that he can deal more damage.
Silver Edge: an upgrade from Shadow Blade which will give Doom more damage output and health, as well as increasing his initiating potential by allowing him to deal more lethal backstab damage. The item also helps inflict break on enemies prior to casting Doom. The break can be used with that of an Aghanim’s upgraded Doom to debilitate two enemies at the same time.
Scythe of Vyse
Scythe of Vyse: gives Doom a much bigger mana pool, good mana regen, good stats across the board and a ranged hard-disable that is a powerful complement to his ultimate. It is also useful on a carry Doom due to the Hex alone.
Guardian Greaves: another item to improve Doom’s overall survivability, whose aura can make him much harder to take down at low health. The active is very powerful and useful in teamfights for healing and replenishing mana, and can remove debuffs from Doom himself.
Enemies & Allies
Ancient Apparition: as Doom can inflict the type of damage that will make affected heroes want to return to the fountain to heal. With that in mind, Ancient Apparition can cast Ice Blast in order to prevent them from healing and thereby killing them. This combo is really powerful if the enemy is hit with Ice Blast before Doom, since they will be unable to receive any healing and will have to watch their health being dwindled down.
Crystal Maiden: Crystal Nova and Frostbite will allow Doom to close the gap better on a target enemy hero to cast both Doom and Infernal Blade. Arcane Aura can also help mitigate his early game mana problems since he has limited mana pool.
Grimstroke: Scorched Earth allows Doom to close the gap to guarantee a maximum duration for Ink Swell when applied to him. In addition, Soulbind also enables Doom to affect two heroes at once with Doom ultimate, swinging a teamfight in his favor.
Sven: as Sven gains more strength and damage from God’s Strength, he will work really well with Packleader’s Aura when Doom gains it via Devour.
Bane: Enfeeble can increase Infernal Blade’s stun duration as well as Doom’s duration, consequently disabling the target for quite some time. Nightmare and Fiend’s Grip also helps Doom approach the target.
Shadow Fiend: although this might serve as an overkill, Requiem of Souls with Duel will usually result in a fatal attack and an instant kill.
Silencer: Global Silence can help prevent disables on Legion Commander when she’s in a Duel.
Skywrath Mage: Mystic Flare bursts down targets as Legion Commander locks them down in the Duel.
Ursa: for a quick kill in the early game, Fury Swipes is good and can stack on Dueled enemies.
Witch Doctor: this is a strong hero to use with Legion Commander. Maledict and Death Ward are easy to target and can deal their maximum damage on Duels’ immobilized enemies. Voodoo Restoration can also help her tank better and keep her standing in Duels for longer.
Zeus: Zeus’ magical nukes as long as global damage from his Thundergod’s Wrath and Nimbus also significantly increases Legion Commander’s chance to win Duels.
Alchemist: Chemical Rage can out-heal Doom throughout all stages of the game. If Alchemist is chemically enraged before being Doomed, Alchemist can be a difficult target to lockdown and kill since his health regeneration and movement speed bonuses are improved greatly by his ultimate. He is an ineffective target for Doom, and he isn’t totally reliant on his skills to be effective during a teamfight due to the right-click nature of the hero.
Centaur Warrunner: Stampede can be used to free a specifically from Doom. Without any means of effective lockdown, kills can be difficult to achieve when facing an enemy Centaur Warruner. In addition, Centaur usually has a lot of health and HP regen which tends to counter Doom.
Drow Ranger: she can be difficult to beat, thanks to her Frost Arrows and Gust. With the two abilities, Drow Ranger can effectively kite Doom and minimize his impacts during team fights and the laning stage. Much of her effectiveness also comes from her passive, which can’t be disabled by Doom.
Lifestealer: his Feast can deal damage and heals based on the target’s maximum HP, which is very effective against naturally high HP heroes like Doom. Rage also allows Lifestealer to become spell immune which negates the magical damage of Infernal Blade and Scorched Earth. Open Wounds also gives Doom no effective means of escape, which can be devastating in lane where Doom must play much more passive to survive.
Lone Druid: Lone Druid is essentially two heroes, so Dooming Lone Druid will not work since it will still leave the other to do the fighting. Additionally, Lone Druid is not as affected by other heroes by Doom’s disables since the hero relies more on attacks than abilities.
Medusa: Doom can not disable Mana Shield, so Doom’s damage is already largely mitigated by her mana shield. In addition, Medusa is not reliant on her abilities to be effective during a teamfight, so she’s an incompatible hero to target. She’s also an ideal Linken’s Sphere carrier. If she’s able to purchase this, and without any additional disables, Doom will find it hard to effectively lockdown, disable and kill Medusa.
Necrophos: as Doom has naturally high health, strength gain and common itemization for durability, Heartstopper Aura is all the more effective. The health loss will be large enough throughout all stages of the game that the aura effectively neutralizes the health regeneration gained by Devour.
Necrophos can also keep both himself and his allives survive better during Doom through his natural regen gained by Heartstopper Aura which can’t be disabled by Doom, or Death Pulse on his ally. Additionally, the hero is also an ideal Mekansm carrier. If the item is bought, kills against Necrophos’ team can be difficult to secure because of the damage over time nature of Doom as well as his abilities. Doom is also the ideal target for Reaper’s Scythe, which is more effective for initiators and disablers.
Phantom Lancer: his illusions can make it difficult for Doom to target correctly or cast any abilities. He’s also an ideal Diffusal Blade carrier, which means he can easily deplete Doom’s poor mana pool and make him unable to cast abilities to escape, retaliate or heal. Doom’s lack of wave clearing also makes him much more vulnerable to the effects of illusions.
Sniper: due to the nature of Sniper, he’s usually positioned in the back of the fight, making him a difficult target to initiate on and fight. Sniper is largely a right click hero so he’s not as effective a Doom target as other heroes. His Shrapnel and Headshot can also kite Doom very well, preventing him from closing distance.
Viper: Corrosive Skin’s Slow can offset the movement speed bonus granted by Scorched Earth and the tick-based damage from Infernal Blade and Doom. Viper, like Sniper, can also kite Doom and keep him at bay. There’s also an attack speed slow with Corrosive Skin which can be crippling for a hero like Doom who has poor agility gain and attack speed. As Doom does not disable auto-cast abilities, Viper’s Poison Attack can continue to work.
Wraith King: the hero has three passives and a single active, so Doom does not hinder him much. In addition, Doom expires upon death, so it will be removed after Reincarnation activates.
Mekansm and Guardian Greaves provide burst-healing to allies, which is particularly effective against Doom and his damage-over-time abilities.
Linken's Sphere can block Doom. Doom's only inherent means of breaking the Linken's Sphere is through his Infernal Blade. An initiation created with Infernal Blade followed up by Doom takes a lengthy amount of time, and can potentially allow the enemy team to react.
A Lotus Orb applied at the right time can reflect Doom back onto himself.
A Glimmer Cape can be used to protect an ally from the magical damage from both Infernal Blade and Scorched Earth, and can potentially allow the ally to escape Doom's grasp.
Orchid Malevolence is an effective means of preventing Doom from initiating and casting his abilities during a fight, which he is highly reliant on to deal damage.
Axe: 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.
Timbersaw: 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 this hero. Additionally, when upgraded with Aghanim's Scepter, Doom breaks Reactive Armor, which effectively removes the durability which Timbersaw is commonly known for.
Anti-Mage: 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.
Be careful when using Doom as a well-timed Counterspell can block and reflect it back against Doom himself. An Aghanim's Scepter upgraded Doom will also disable Mana Break and Counterspell, which makes Anti-Mage significantly less effective in fights and more susceptible to the high magical damage of Doom's abilities and his allies.
Bristleback: 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 gets an Aghanim's Scepter, he can disable Bristleback and Warpath, taking away much of his durability and damage potential in team fights.
Tidehunter: 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 gets an Aghanim's Scepter, he can also disable Kraken Shell, reducing his survivability.
Ember Spirit: Ember Spirit cannot use his Activate Fire Remnant to escape while under effect from Doom.
Invoker: Doom completely takes Invoker out of a team fight, a hero who relies heavily on using abilities and items to contribute in team fights.
Omniknight: 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 Heavenly Grace and Guardian Angel, basically turning him into a harmless creep.
Tinker: Tinker is heavily dependent on active abilities and Doom prevents him from using any of them.
Elder Titan: Infernal Blade deals scaling damage and is useful against high HP targets such as Elder Titan. It also can interupt Echo Stomp if quick enough. Doom has very low base armor and naturally high HP, so he isn't significantly affected by Natural Order.
Faceless Void: 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.
Pudge: Infernal Blade deals high damage to Pudge due to his high strength grow with Flesh Heap. Using Doom with timing against Pudge who had just activated Rot would usually kill him.
Spectre: Infernal Blade's damage is calculated by percentage of max health. Since Spectre is usually tanky, it will hurt her more than most normal attacks. Doom can entirely disable Spectre from a teamfight. If upgraded with Aghanim's Scepter, it will disable her passive skills which is she relies on, crippling her.
Arc Warden: Arc Warden relies on items and abilities, as well as his Arc Warden Tempest Double, to deal damage to enemies. Doom effectively denies that and makes Arc Warden useless in fights.
Devour is Doom’s strongest early game spell since it can accelerate his gold and exp gain, giving him an early lead. At least one level of Scorched Earth is also recommended since extra movement speed can be crucial to early fights. You should devour a Hill Troll Priest early as it is useful to go jungle or lane, providing you and your lane partner more mana regen and help you to spam more abilities.
It’s better to play it safe since Doom has low starting armor and can be vulnerable to early harassment.
It’s recommended that you get more sustain in the form of health, mana regen and armor to let Doom survive in fights better. Being tankier can help Doom and the team a lot. In addition, attack speed items are also recommended for Doom.
Items such as Packleader’s Aura can work great if Doom has been able to devour neutral creeps with strong abilities and bonuses such as Alpha Wolf or Mud Golems. Late game is when you should also max Infernal Blade as it reliably deals damage no matter how much health the enemy has, since it scales with its percentage-damage dealing nature.