GUIDE RATING

9 VOTES


Ansom's Generic Jungle Doom

October 6, 2012 by ansom
Comments: 12    |    Views: 99637    |   


Build 1

Build : Jungle Doom

DotA2 Hero: Doom

Offense

Damage 53-69

Defense

Armor 0

Other

Movement Speed 290

Attributes

Strength 106
Agility 33.5
Intelligence 65.5

Basic Stats

Health 2468
Mana 1079

Purchase Order

Jungle Build

Post-Jungle

Situational/Luxuries



Hero Skills

Devour

1 3 5 7

Scorched Earth

2 4 6 8

LVL? Death

9 12 13 14

Doom

10 11 16

Stats

15 17 18 19 20 21 22 23 24 25

Introduction

This guide is not about the most optimal way to jungle Doom. Doom in the jungle is relatively recent as of writing this guide, so there's a lot of experimentation to be done. This is merely a straight-forward way to jungle Doom. It is a foundation.

Starting Out

Get a Ring of Basilius and a single set of Tangos. Head to one of the hard camps. For both teams, this is the camp adjacent to your middle lane's tier two tower. Devour the largest creep in the camp. Use the spell immediately. Don't whittle the creep down first. Finish the rest of the camp. You will probably need to use one of your Tangos. Do so. Now check your gold. Do you have 250 gold? Yes? Send that Stout Shield. No? Well, when you do, get it.

Now head to the small camp. You might need to use Scorched Earth here and/or a Tango. That's fine. A general tip is to always target the creep that deals the most damage (usually the largest) or makes the biggest impact. For example, Satyr Soulstealer deals 24-27 damage, so he should be taken out before the Satyr Tricksters, which deal 7-10 damage, and while the Forest Troll Berserkers do more damage than the High Preist, the latter's heals will slow your clear.

Now you should be ready to go to the hard camp again. Devour should be nearing the end of its cooldown. Go repeat this process, using the last Tango at the hard camp. From here, it's all about using Scorched Earth when you absolutely need it to tank the camps; dealing damage and regenerating health. The passives from the large creeps; be it additional armor, mana regeneration for Scorched Earth, attack speed or additional damage to clear faster, or even health regeneration, should be enough to keep you in the jungle.

But, there's a condition to fighting hard camps. Furbolgs are your worst nightmare. The one that remains after you devour the largest one will hurt you much more than you will hurt him. This is the only hard camp where I recommend you not fight the left-over creep, instead opting to devour one and come back to devour the next one later. Don't just ignore them and go to the other camps. You need to clear them out so that camps that you can clear will be available.

Building up to Midas

You are going to rotate back and forth between the easy and hard camp, using devour to make the hard camp easy to clear. Do not use creep abilities unless you absolutely have to. Don't feel pressured to gank with them either. Your mana pool is simply too piss-poor to gank with them, and even if you were successful, you would have to go all the way back to base to get that mana and perhaps even health back, delaying your jungle. Doom is not a ganker. He's not an early game hero at all. He's not a tank. He's not a nuker. He's a late-game carry who, with the right items, can do those things, but doesn't do it from the start.

The second you get the money for Gloves of Haste, send them your way. This item is going to make clearing the camps much easier, but you're still going to be rotating between the two. Getting the remaining 1,400 gold to finish Hand of Midas should come quickly. Once you have the recipe, send it your way and let out a sigh of relief, because your jungle is now guaranteed. The hard part is over.

Post-Midas and Beyond

Devour and Midas will allow you to clear two hard/medium camps instead of one when you're done with the easy camp. Use Devour and Midas at two separate camps, unless it's a Furbolg camp. You want to alternate these two abilities so you always have a clear open. Some camps can be cleared easily without either; such as the Wolves or Medium Satyr camp. You can use Scorched Earth to tank others, though. That's all you need to get up to speed. From here, you pretty much snowball in terms of farm. Every camp is open to you. No other jungle items are needed. You can start working toward your core items, whatever they be.

This should take you twenty minutes. You should have your Midas at around 8-9 minutes. At around 20 minutes, you should have a big item like Radiance, perhaps. I recommend Radiance in conjunction with an armor buff from the jungle because Scorched Earth and Radiance really hurt the enemy team this early, if you leave the jungle to help your own. But, more importantly, it accelerates your farming to another level. You can easily make enough gold in the next 5-10 minutes to buy one or two more big game-changing items. That's not counting gold you get from outside the jungle.

Noteworthy Neutral Abilities

I feel these are the best abilities/passives to have. Some of them may cost mana, so use them wisely.

Ogre Magi's Ice Armor


The Ogre Magi summons an invisible layer of icy air that surrounds the target friendly unit, increasing its armor by 8 and temporarily slowing (-30% MS, -20% AS) any melee enemies that dare attack it for 5 seconds. This passive lasts 45 seconds and costs 40 mana. Its cooldown is 5 seconds.

Satyr Hellcaster's Unholy Aura


The Satyr Hellcaller's demonic communion allows him to emanate regenerative power, increasing the health regeneration of himself and all nearby allies. This passive provides 4 hp/s regeneration.

Wildkin Warchief's Toughness Aura


The Wildkin Warchief's fury numbs it to attacks and inspires nearby allies to withstand more blows. This passive provides 3 armor to yourself and near-by allies.

Centaur Khan's Swiftness Aura


The seasoned Centaur Khan attacks more quickly and inspires nearby allies to follow suit. 15 attack speed bonus. This helps with clearing, especially stacked ontop of Midas' attack speed.

Alpha Wolf's Critical Strike and Packleader's Aura


Critical Strike provides a 20% chance to deal 2x damage. Packleader's Aura increases your damage by 30%. Both passives synergize well with one another, if you get lucky.

Alternative Jungle Builds

I have tried a few builds. I've tried Stout Shield, Quelling Blade, Tango. I've tried Ring of Protection, Stout Shield, Tango. I've tried Ring of Protection, Quelling Blade, Tango. None of them give me the feeling of security like Basilius and Tango into Stout Shield. Another big item people are considering are Tranquil Boots. Here's my rationale for not recommending them.

First, they delay your Midas and jungle in general. Your Midas lets you clear fast and more often with both the attack speed buff and the active. That means less damage done to you anyway. Your Midas is going to get pushed to the point where you should have a big item like Sacred Relic if you build Tranquil Boots.

Second, the active on Tranquil Boots is atrocious. You're not Axe. You don't clear camps fast enough with Helix that the active makes up for the little dings here and there. You're going to take damage that makes the active trivial. Second, it wastes mana. The one or two times I tried Tranquil Boots, I was constantly out of mana from spamming the passive thinking it was going to make a difference. Are you dangerously low? Just send a salve. It heals much more for a fraction of the cost.

Third, if you are conservative with your mana, and the rotation above should ensure that, then you will always have mana to use Scorched Earth. The health regeneration that provides is more than enough, but if that isn't reassuring enough, what about the passives you get from devour? Virtually every one gives you sustain. There's only one advantage to Tranquil Boots. They're boots. You do need boots, but you can farm Phases easily when you actually need them. But, don't take my word for it. Experiment for yourselves.

I don't level Doom at 6 because I'm not going to be leaving the jungle. Its mana cost is too much for Doom's ****ty mana pool anyway. Devour and Scorched Earth are both needed for the jungle. Level Death has been recently changed to be more useful later game considering the bonus damage is now 20% of the target's maximum health, so take that later.

Guide Discussion
1 2 >>
Quote | PM | +Rep by wilddeonpwn » October 6, 2012 2:55pm | Report
You have a skill thats better than Midas but w/e I guess you can take 2

wilddeonpwn


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Quote | PM | +Rep by AtTheGates » October 7, 2012 11:49am | Report
the problem with jungle doom is that you are completely useless until the 18-20 minute mark. you don't have mana or health until youre done with your core, which will be at around 18 minutes, which means, you can't gank at all. compare that to enigma, who can gank basically any time with soul ring and his stun, plus his added team fight ability once he farms his dagger (which doesnt take long), and doom falls short, late game carry potential or not.

jungle doom is fun, but people will hate you for doing it (except if you play with mates, and they might end up hating you anyway).

AtTheGates


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Quote | PM | +Rep by jaslam » October 8, 2012 4:21am | Report
Hmm - I'll experiment with this - you can gank with doom on this build, just use the skill which you have taken using devour. I don't see why you can't level doom at 6, and just get more scorched earth later.
Also, I would think clarities/tangoes would be more cost efficient than a basilius - but again, I will experiment.
Soul Ring would probably be a good idea so you can jungle and still doom someone if needed, and gank using your taken neut skill - (I personally think the troll would be the best, as the net cast range is quite good - and you can use the skeletons to push) using scorched earth to regen, and just a basic shield and soul ring, I'm pretty sure you could skip the vang. - at the same time, part of me would like to see support items over vang defiance.. (such as a rush scythe, rod of atos, euls, force staff even?)

either way, probable - +1 from me..

jaslam


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Quote | PM | +Rep by AtTheGates » October 8, 2012 6:58am | Report
soul ring doesn't really work, the life cost is too harsh, also, you never have enough mana to gank. another huge problem is if they deny your jungle or harass you in any way, you're screwed as jungle doom. don't get me wrong, it's a lot of fun to play him like that, but you have to be aware of the consquences.

by the way, i usually went shield+axe+tango, then gloves of haste + tango, then midas + tango. you're about 1 minute faster than with basi that way, but you wont have the mana regen. the way you do it is that you don't use scorched earth until it is absolutely necessary (starting from level 4 when you have lvl2 scorched).

AtTheGates


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Quote | PM | +Rep by jaslam » October 8, 2012 9:04am | Report
soul ring would be great for doom - so you have the mana to gank - the scorched earth will offset the hp cost, and the skill you have from the neutrals (+ scorched earth) would be more than 150 mana. +the basic regen. Doom needs mana, the most cost effective way to get it other than clarities would be a soul ring. basi is ok, but you'll get similar benefits from a soul ring + the active.

this way you can also pick up doom at 6, and have the mana to use it!

jaslam


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Quote | PM | +Rep by KayJay » October 8, 2012 9:16am | Report
soul ring doesnt work...
ive tested this build like 10 times or smthn...

soul ring works on junglers like enigma that dont tank the creeps.
doom is already very fragile and crippled with the wrong camps spawning...
for example ursa and magic immune golems really make your life drop hard early on

additionally it delays your core even more

KayJay


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Quote | PM | +Rep by ansom » October 8, 2012 12:09pm | Report
The thing about Doom "making his team fight 4v5" is that it implies Doom is going to make a big difference in lane anyway. He's not. Doom's early game sucks no matter where he's at. That's the downside of being a late-game carry. Level 6 Doom really isn't that game-breaking if your team doesn't follow up on it, and if you can't defend 4 and a tower versus 5, then I don't know what to say. No one expects any other hard carry to take a leisurely break from his farming to come defend. As for Doom's jungle getting screwed, just grab a useful buff and go into lane.

ansom


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Quote | PM | +Rep by OLBDC » October 9, 2012 5:03am | Report
ansom wrote:

The thing about Doom "making his team fight 4v5" is that it implies Doom is going to make a big difference in lane anyway. He's not. Doom's early game sucks no matter where he's at. That's the downside of being a late-game carry. Level 6 Doom really isn't that game-breaking if your team doesn't follow up on it, and if you can't defend 4 and a tower versus 5, then I don't know what to say. No one expects any other hard carry to take a leisurely break from his farming to come defend. As for Doom's jungle getting screwed, just grab a useful buff and go into lane.


Lol @ Doom being a hard carry.

OLBDC


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Quote | PM | +Rep by wilddeonpwn » October 13, 2012 4:31pm | Report
OLBDC wrote:



Lol @ Doom being a hard carry.

He can actually hard caryy..lol!

wilddeonpwn


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Quote | PM | +Rep by WeaselKing » November 24, 2012 2:59am | Report
I tend to jungle doom slightly differently.
Starting items are: RoP, QB, Tango, HS
Start the jungling by stack pulling the medium camp, when you pull eat the biggest creep(Usually Centaur Khan or Alpha wolf so your creep wave doesn't die too fast). You will nearly hit level 3 by 2min mark(unless you're lucky with the creep spawns and then you will be level 3), also if you last hit all creeps you should be able to afford the Sobi mask for the RoB. Move on the the small camp and continue to jungle as normal.

I have also been experimenting with getting a quick Helm of the Dominator over the midas, to help with ganking early game and speed up your farm a little. Not as good at afk farming but I find it more flexible, it also means you don't have to get tranquil boots. Another advantage being that after you get some more items you can break it down for components of the Armlet and Vlads.

Good guide guide with some food for thought. +1

WeaselKing


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