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How to escape from perma DOOM + Sprout ?

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Forum » General Discussion » How to escape from perma DOOM + Sprout ? 16 posts - page 2 of 2
Permalink | Quote | PM | +Rep by Sando » March 21, 2016 1:51am | Report
Illusion heroes are your friend here - if you have multiple possible targets then it's very difficult for them to correctly identify the right one for their single target spells.
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Permalink | Quote | PM | +Rep by Hamstertamer » March 21, 2016 1:58am | Report
Wulfstan wrote:

What were the other 3 heroes that were in the enemy team as well?


Doom, NP, Pudge, AA, and Gyro

C'mon, the OP said it at the very beginninng. Wulfy pls.


Wulfstan wrote:

Yes, he can right click... and die because he is doomed.


Doom doesn't kill you. Only damage does. Doom is a mute, that's it, the nerfed damage is very, very low. If you prevent the doomed hero from getting focused down when he gets doomed, this means he can come back to the fight when nobody is focusing him. It's pretty much a free shallow grave, except he's almost full HP when it ends. They're literally defending the doomed hero so he can come back to the fight afterwards, when he should be massively overkilled from hook + dismember in the middle of the enemy team already.
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Permalink | Quote | PM | +Rep by GunMan113 » March 21, 2016 3:14am | Report
Hamstertamer wrote:



You do realize that if an ally gets hooked into the entire enemy team, he'a already dead from just that, right? Dooming the hero on top of this is called overkill. Not a brilliant new meta combo. Using a 125 second cooldown ultimate on an already dead hero is called throwing, or being terrible at the game, I don't see whet else there is to it. A normal Pudge just Dismembers that hero while his team kills him and it's 1000 times better.

That's my whole point. If it's a discussion of "The enemy team keeps warding and dewarding, we have no wards and we're getting owned by the enemy Pudge", then I get it. But if it's about Doom + Sprout which feels horribly bad to me, it isolates a hero for 6 seconds while dealing 80 damage/second so he takes only 480 damage while being protected from most other damage sources, and then what? He's removed from the fight from 6 seconds while taking almost no damage, so he can come back to the fight after sprout ends? If he's a carry, he can right-click whatever he wants after sprout ends because he's almost full HP, and is he's a support, they just doomed a support. The enemy team turned the strongest single target disable in the game into Cyclone, or Nightmare. Even worse because it's actually hook into Doom, a guaranteed kill if I ever saw any. Instead, they prevent that hero from being focused down and he can come back and fight after 6 seconds. They're terrible!
It seems that I forgot to menton my teams line up it consist of AM, PA, QoP, WD, and BB and it seems that you didn't really get it, I'l explain again.
At early - mid, Gyro and AA seems to just farm at their lane, Pudge doin his usual joob ( ganking, hooking , etc) while NP rush octa and Doom rush agh

NP with octa can perma sprout ( 6s duration and 6s cooldown ) if the tree is not destroyed of course and Doom with agh can doom a target with indefinite amount of time and disable most passives ( and for God's sake it is NOT about how many damage it deal every second, the silence, mute, and uselessnes itself is FAR more damaging than its direct damage)

that being said with Dooms indefinite duration of Doom (wich disable passive) and NP's perma sprout, it is much less iritating to deal with our hero's team ( BB with no bristleback? AM with no Mana burn? QoP and WD just standing still? PA with no blur nor crit?)

In early - mid pudge ganks the enemy himself, Gyro and AA farm in lane, and Doom and NP rush their item while trying to get some kills

And you seem to mis understood a little, they ARE trying to isolate a hero without trying to focussing on the target, and this when pdueg's hook (wich isolate the target) NP's perma sprout ( keeps the target from fleeing) and Doom agh upgraded ult (to make the target a sad caged creep) comes in. When the target is almost guaranteed useless, they DIDN'T focus of the target, but instead theyjump straight into the fight with their blink ( as i mention in the original post ).Because if they are trying to focus on the caged hero it will make the teamfight 3 vs 4.

And when i said isolate it's not that faaaaaaar away. You know, when all heroes gathered at mid waiting each the right moment to initiate? one of us got hooked and they do what I said earlier.Since NP will be in the back helping with auto attack and some of his items, he can ensure the target is still caged with the sprout since he is not far away from our hooked ally. And Dooms ult will reset the timer if Doom is nearby the target ( 900 "range?" "radius?" sorry i don't know the unit used to measure ) and its not like that a teamfight -especialy a big one- will last more than 15 sec, so Doom can enter the fight without worying the ult's duration will come off. And when the fight ( wich they won ) END, the enemy;s Gyro started to enjoy his preserved food.

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Permalink | Quote | PM | +Rep by GunMan113 » March 21, 2016 3:21am | Report
Sando wrote:

Illusion heroes are your friend here - if you have multiple possible targets then it's very difficult for them to correctly identify the right one for their single target spells.
You seem to misunderstood
Just say if I am playing PL, its not like the enemy Doom, Pudge,etc trying to figure out wich is my real hero in a team fight.
Its more like they saw me in their minimap and wait till the right time. So yeah, most of the time, they will get the right hero
And even if it's a direct 5 vs 5 teamfight, Doom will just target someone else

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Permalink | Quote | PM | +Rep by TheSofa » March 21, 2016 7:39am | Report
Hey Gunman!

I'd like to add my thoughts here.

First things first, I'd like to clear up what Doom actually does.

Doom:

Applies basic dispel on cast.
Silences the target (no spells).
Mutes the target (no item actives)
Deals 300/525/750 pure damage.

Second, let's clear up the lineups and the builds.

Gunman's team:

Anti-Mage
Queen of Pain
Bristleback
Witch Doctor
Phantom Assassin

The enemy team:

Doom
Nature's Prophet
Pudge
Ancient Apparition
Gyrocopter

The first thing I notice is the inconsistency in your posts. In the OP (opening post) you said that Doom went phase > crimson > aghs when in your second post (replying to Hamstertamer) you said he rushed agh's. Similarly, in the OP you said that NP went Boots > Agh's > Octarine when in your second post you said he rushed Octarine.

Another red flag was that you said that Doom had Phase + Crimson + Agh's and level 11. Like what? In order for him to achieve that high of a gpm your team would need to be absolutely destroying them. Same goes for Agh's Octarine NP at level 11.

But that's besides the point.

For all intended purposes, I agree that there is no way to get out of this permanent Sprout + Doom combination. (you know, without any assistance from your allies...)

However, everything guaranteed has a price. You have to realize the price they paid to do this to you (or your friend).
  1. NP has to stand next to the afflicted target until the target dies.
  2. Doom needs to stand next to the afflicted target until the target dies.
  3. Doom, the ability, has to be expended.
  4. They both obviously have to have mana
  5. Both NP and Doom have to go very very suboptimal builds that render them useless outside of this combo. (well NP's build is decent)

As you can see, they price is huge. You see, this combo doesn't lead to a number's advantage for them. It leads to a number's advantage for you!

If your team (who apparently doesn't want to help you) simply moved the fight away from where the doomed/sprouted target stood, they would be fighting a 4 v 3, because both doom and NP have to tend to they're combo victim.

They're also wasting NP's time. As hamstertamer briefly mentioned, usually the ability Doom is enough to take a target out of the fight, albeit not guaranteed to kill them.

#5 just means that Doom (if not NP as well) is completely useless outside of this combo. I mean, what's an Agh's doom without ult going to do to you??

Also your teammates could just deny you :)

Cheers,
Sofa

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Permalink | Quote | PM | +Rep by GunMan113 » March 21, 2016 10:21pm | Report
TheSofa wrote:

Hey Gunman!

I'd like to add my thoughts here.

First things first, I'd like to clear up what Doom actually does.

Doom:

Applies basic dispel on cast.
Silences the target (no spells).
Mutes the target (no item actives)
Deals 300/525/750 pure damage.

Second, let's clear up the lineups and the builds.

Gunman's team:

Anti-Mage
Queen of Pain
Bristleback
Witch Doctor
Phantom Assassin

The enemy team:

Doom
Nature's Prophet
Pudge
Ancient Apparition
Gyrocopter

The first thing I notice is the inconsistency in your posts. In the OP (opening post) you said that Doom went phase > crimson > aghs when in your second post (replying to Hamstertamer) you said he rushed agh's. Similarly, in the OP you said that NP went Boots > Agh's > Octarine when in your second post you said he rushed Octarine.

Another red flag was that you said that Doom had Phase + Crimson + Agh's and level 11. Like what? In order for him to achieve that high of a gpm your team would need to be absolutely destroying them. Same goes for Agh's Octarine NP at level 11.

But that's besides the point.

For all intended purposes, I agree that there is no way to get out of this permanent Sprout + Doom combination. (you know, without any assistance from your allies...)

However, everything guaranteed has a price. You have to realize the price they paid to do this to you (or your friend).
  1. NP has to stand next to the afflicted target until the target dies.
  2. Doom needs to stand next to the afflicted target until the target dies.
  3. Doom, the ability, has to be expended.
  4. They both obviously have to have mana
  5. Both NP and Doom have to go very very suboptimal builds that render them useless outside of this combo. (well NP's build is decent)

As you can see, they price is huge. You see, this combo doesn't lead to a number's advantage for them. It leads to a number's advantage for you!

If your team (who apparently doesn't want to help you) simply moved the fight away from where the doomed/sprouted target stood, they would be fighting a 4 v 3, because both doom and NP have to tend to they're combo victim.

They're also wasting NP's time. As hamstertamer briefly mentioned, usually the ability Doom is enough to take a target out of the fight, albeit not guaranteed to kill them.

#5 just means that Doom (if not NP as well) is completely useless outside of this combo. I mean, what's an Agh's doom without ult going to do to you??

Also your teammates could just deny you :)

Cheers,
Sofa
well, I said they rushed their item because I think Doom and NP didn't buy agh and octa as their 3rd item ( I think they usualy buy items like assault or necro or midas first)

And I do agree that Doom without his ult is a glorified creep. And thats why he seemed to play him as a utility ganker.
His crimson is very useful in teamfights, while his alpha wolf aura is really helpfull. And his infernal blade skill ( wich deplete 20% or your max health and 160 nuke -wich is spamable- ( 4s cooldown ).Not to mention he can tank ( yes i know about his armor, thats why he bought crimson first )

And its not 4vs3 its 5 vs 4(3 in late game because of Dooms refresher)
Why? Because they ignore the caged target ( it's not like our ally can escape from it ) and participate in teamfights ( and its not like a teamfight -especialy a big one- would last for more than 15s ) so Doom doesn't really need to stick to the target.And NP's attack range is 600, so he can stand in the back helping with his auto attack while keeping an eye to our caged ally.

And AFTER the teamfight is ended, our trapped ally will be raped by tehm.

Its not like all of them saving their nuke or wait till the lright time to get the kill our trapped ally while ignoring whats happening elsewhere.

GunMan113



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