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3 Votes

The Inferno Beckons! Doom Bringer Guide

September 27, 2013 by TeTSee
Comments: 4    |    Views: 6930    |   


Restoring Your Former Power

DotA2 Hero: Doom




Hero Skills

Devour

1 3 5 7

Scorched Earth

2 8 9 10

Infernal Blade

4 12 13 14

Doom

6 11 16

Talents

15 17 18

Pre-Burn Preparation

Hello, my name is TeTSee, and this is my guide to Doom Bringer.

I've noticed that there isn't really any major guide on the monstrous Lucifer here, and I happen to be fairly knowledgeable about Doom Bringer, so I'm taking it upon myself to write this guide. However, I don't aim for this to be an end-all-be-all kinda thing, just where a lot of information can be found in regards to playing the mighty Doom Bringer. It should be said that Doom is NOT noob-friendly, and newer players should steer clear for a bit.

Please read through this guide entirely, as it should be. I will accept any feedback(hopefully constructive) and will do my best to keep this updated. Enough of my ranting, lets get on with it!

The fire starts now.

Who is the Doom Bringer?

From the wiki:
He that burns and is not consumed, devours and is never sated, kills and is beyond all judgment, Lucifer brings doom to all who would stand against him. Bearing away souls on the tip of a fiery sword, he is the Fallen One, a once-favored general from the realm behind the light, cast out for the sin of defiance: he would not kneel.

Six times his name was tolled from the great bell of Vashundol. Six and sixty times his wings were branded, until only smoking stumps remained. Without wings, he slipped loose from the tethers that bound him within the light and he fell screaming to earth. A crater in the desert, Paradise lost. Now he attacks without mercy, without motive, the only living being able to move freely between the seven dark dominions. Lashed by inescapable needs, twisted by unimaginable talents, the Doom carries his own hell with him wherever he goes. Defiant to the last. Eventually, the world will belong to Doom.



Doom Bringer is a melee Strength carry, known for the amazing Doom spell, being able to farm like nobodies' business, and stiff-arm anyone who tries to bring him down. Doom Bringer is similar to a Nature's Prophet, not particularly strong, but able to make a lot of money. Doom is still fairly strong without farm, but he has amazing farming skills and can roll out of control quite easliy.

Infernal Techniques

Doom Bringer has an array of great spells, as well as being able to pick up any creeps' special abilities, making him a very good caster(if you notice, hes' got good Int gain, just bad starting Int). With that being said, it's important to know how to use your skills, and which ones will benefit you the most.

Devour


Devour targets and consumes a creep, giving you any special abilities it had as well as bonus gold. This is what allows Doom Bringer to farm like a madman, as well as be very adaptable throughout the game. It should be noted that the more HP the target has, the longer it takes to digest it, and you CANNOT have multiple creeps digesting at the same time. So don't be afraid to soften up the target a little.
It should also be noted that units like Lone Druids' Spirit Bear and Visages' Familiars cannot be eaten using this ability.


Scorched Earth
Upon activation, flames spread about Doom Bringer in a 600 AoE, burning enemies for each second they stand inside. The flames will follow Doom Bringer wherever he goes, and also give him regen and attackspeed while active. The positive bonuses also count to all units under Doom Bringers' control.
This spell has a fairly long cooldown, but offers a lot of regen that can help you more often than you may think. try to save it when you know a fight will break out soon, as having it or not could change the flow of the game. The damage is kinda ****, but its in a big AoE, and ticking damage on loads of heroes is definately nice.


LVL? DeathLVL? Death
Ah, here we are. LVL? Death is a fantastic nuking skill, that becomes pretty spammable late-game with an 8-sec cooldown. LVL? Death will also deal an extra 20% of the targets max HP as magical damage and mini-stun IF the targets' level is a multiple of the skills' current level multiple, 6/5/4/3 in order, or if they are level 25(max level).
This skill is super good, just not so much early unless you're being really aggressive. Careful though, as LVL? Death is blocked by Linken's Sphere!


Doom
Here we are, Doom Bringers' ultimate skill. Doom completely silences the target, meaning they can't cast spells, many passives are disabled, and they cannot use active item effects. In addition, it also deals LOADS of damage. Fun, right? You're gonna want to cast this on the enemy hero that has the most effective spells at that point, Zeus, Lion, Storm Spirit, Outworld Devourer, Viper, Enigma, Rubick, Bristleback, Silencer, Puck, Faceless Void, the list goes on. Also note the items that the enemy team has, as blocking what would have been a superb Mek can easily turn the fight just as much. Keep in mind that, like LVL? Death, Doom is blocked by Linken's Sphere. Also, anyone afflicted with Doom who is under 25% health can be denied by their teamates.
In regards to the 6.78 buff:
I've yet to really experiment with getting an Aghanims' Scepter, I rarely got it before the buff. On paper, it sounds like it would be absolutely devastating, but I'll have to see. Feedback would be nice, if anyone has any on the matter. Also, Aghanim's Scepter+ Rod of Atos?

Hot Off The Forge

Doom Bringer has the ability to gain a lot of gold VERY fast, and benefits from items immensly. He also has incredible versatility in regards to what items you can buy: you can tank up, get some more damage, grab some magic armor, snatch an orb item-basically whatever you want. There's a lot to talk about, so let's look at some of the choices, shall we?

Kindling Your Early Game

  • Healing Salve, Tango, Iron Branch, Boots of Speed, I shouldn't need to explain these.
  • Ring of Protection offers a cheap boost to armor, which Doom most certainly needs. It can also be built into a Ring of Basilius, another good early item. Speaking of which...
  • Ring of Basilius outputs mana regen, armor, and a smidge of damage. Basically, nearly everything Doom Bringer needs. I highly recommend this item, but don't get it if someone else already has one/is going to buy one soon.
  • Stout Shield A cheap source of damage-block. You can build this into a Vanguard later... but i wouldn't recommend it...
  • Bottle Going mid? Save for that bottle so you can grab the runes! Doom isn't the best rune-user, the only ones that helps him much are Haste and Double Damage, but it also lets you be more aggressive, and potentially steal the runes from your more rune-dependant lane enemy. Have fun!
  • Soul Ring gives us some regen and mana on command. Great for jungling and laning, but mid-laning it becomes lack-luster. Personal preference is key here.
  • Platemail gives us a large portion of armor, and can be built into two items, both of which are great pickups for Doom. A tad expensive, but worth it.
  • Orb of Venom The slow this item provides is minimal, but the poison damage is nice and it is insanely cheap. Probably only pick this up under two conditions: (1)you plan on buying an Eye of Skadi (2) you think/know the game will not go/ is not going in your favor.
  • Hand of Midas I've always had mixed thoughts on how viable this item is. However, if you are either getting kills REALLY early or are farming like a total boss, then you should save for it. You'll have to judge how your lane is going VERY quickly, as delaying other items can easily mean you death.
  • Vanguard Oh boy... I really don't think this is a very good item. for what you put into it it gives relatively little more, is fairly expensive, and peaks around 20 minutes. Doom Bringer does not peak at 20 minutes, if at all. If you're literally dominating the enemy team, and you can get it by ~10-15 minutes, have at it, otherwise don't waste your money. Also, people getting Vanguard on Viper and Razor? wtf is that!?

Stoking The Flames: Mid-Game

  • Phase Boots They (it?) offer good movespeed and a damage buff to help with the last-hits. These are, imo, the best boots for Doom. Power Treads don't do enough for you, and you attackspeed is still too low, and Arcane Boots aren't great on you, since you're only spamming one skill, which isn't that expensive. Most boot choices come down to personal preference in the end, but I think Phase are best.
  • Sange offers a nice chunk of damage and HP for relatively little money, and can be built into multiple items, depending on how well you're doing.
  • Armlet of Mordiggian You are a Strength carry, you'll benefit loads from an Armlet. This has been hit-and-miss in my experience, sometimes its great, sometimes it's horrible. If you're not comfortable with using the Armlet effectively, just don't get it. There are still other options for you.
  • Drum of Endurance provides a nice boost to stats, which benefits Doom Bringer a lot. He's one of the few heroes that really enjoys having high stats all around. The movespeed bonus is great, as well as the beefed-up attackspeed. It's just really good on him. Again, you probably shouldn't buy this if someone else already has or is going to.

Blazing Across The Battlefield: Late Game

  • Assault Cuirass gives you high amounts of armor and huge attackspeed, both of which Doom can utilize. The auras help keep you team alive and kicking as well, which is good. The armor aura now also stacks with the one from Vladmirs' Offering, so keep that in mind. I usually build an AC in every game, as it's perfect for Doom.
  • Heaven's Halberd This boosts Sanges' Hp and damage, as well as adding evasion and the fantastic Disarm ability, rendering the enemy carry nigh-useless. It also fits into your countering playstyle, which just makes things better. The evasion synergises fantastically with your naturally high HP pool. It's actually been losing some of the spark it used to give me, but it's still good nonetheless.
  • Shiva's Guard Grabbing a Shivas gives you a big boost in armor and Intelligence, as well as reducing the enemy teams' right-click dps. The active, Arctic Blast, is fantastic for teamfighting and chasing, and with only a 30-second CD, it should be used liberally. Again, the aura doesn't stack, so... you know what to do.
  • Aghanim's Scepter Buffs up your ultimate, Doom, by adding 30/30/40 damage per second, increasing the duration by 1 second(oh boy), and has a very unique passive mechanic. If the Dooomed target is within 550 range of you, the duration of Doom will NOT TICK DOWN. I've yet to see this be game-ending, but it seems like it could be. however, only pick this up after you've hit lvl 3 Doom, it's not really that much of an impact earlier, unless you really need to disable someone.
  • Radiance Time for more honesty- I dont like this item. It's a great item, and can easily win games, but too often I see Doom Bringers always buying Phase, Vanguard, Radiance, and it just sickens me. If you're gonna get it, skip an item beforehand and rush it.
  • Rod of Atos Okay, this item is SO strong. It's pretty cheap, offers nice HP and Int, and a 60% slow on a 1200 casting range. It also only costs 50 mana to cast and has a 20 second cooldown. It's amazing, and yet I barely ever see it used. It's a good item, give it a shot. Maybe with Aghs' as well... hmmmm...
  • Black King Bar gives us some nice damage and HP, but most importantly, magic-immunity. If they have way too many disables with your name plastered on them, then go ahead and pick this up. You, like everyone else on your team, are better alive than dead.
  • Heart of Tarrasque You are a Strength hero. You like Strength, yes you do! Yes you do! Seriously, a Heart is good on every hero, and when our goal is to soak up damage and dish it right out, Heart will let us do just that. Pick this up and life will be sweet.
  • Linken's Sphere Ahh, the item counter to the hero counter. If the situation calls, this can be a better pick up than a BKB, namely if they have a targetted that you don't want to get hit by. Lion, Lina, Pudge, Vengeful Spirit, the likes of them. It's an okay item for us, better than some choices.
  • Boots of Travel Frees up a slot so you don't have to carry a TP anymore, these are good to grab.

Bankroll! Luxury Items


If you're considering items on this list, also keep in mind that buyback might be more important. You can check how much you will need for buyback by hovering over your gold. If your Reliable Gold meets the amount you need for buyback, you're good.
  • Mjollnir If you think you are tanky enough, you can pick this up to increase your dps. Side-note, while the lightning charge does override orbs, it only does so when it procs, so you can technically have another orb item :D.
  • Scythe of Vyse Commonly referred to as the Sheepstick, this offers a boost to our stats, metric buttloads of mana, and our very own Hex! Now we can counter so many people!
  • Eye of Skadi brings to the table high stats, great HP and mana boosts, and a Cold Attack orb. You'll probably want to decide whether or not you're going to build this early on in the game, so that you can justify buying an Orb of Venom(maybe).
  • Vladmir's Offering provides an aura of lifesteal and bonus damage, as well as some increased armor and a ****ty mana-regen bonus. If you have many melee heroes and no one else is going to, you are a good enough carrier. The Armor aura now stacks with Assault Cuirass, so thats a thing. Also, please, DO NOT EVER GET THIS EARLY ON ANYONE. Unless you have a particular plan like an early Roshan kill, don't do it. It provides very little, as it is almost entirely percentage-based.
  • Refresher Orb Now you can Doom two people at the same time! Neat-o fella, neat-OH! If you really need to multi-Doom, go for it. just make sure you have enough mana for it. You prbably will, tho.
  • Abyssal Blade gives us loads of damage, Strength, and bash chance, PLUS the overwhelm active. Very nice, but make sure you have good attackspeed, otherwise it's effectiveness is reduced.
  • Monkey King Bar. Got someone with evasion? Who needs MKB, Doom their ***! What, something about Doom priorities? Yea yea, i feel ya. Go for that MKB, feel no shame!
  • Pipe of Insight is a great item, the active can turn fights so hard. you're not the best Pipe carrier, but if no one gets it and your team needs it, step up to the plate, son. Sometimes ya gotta do what ya gotta do.
  • Daedalus isn't that good on Doom here, especially considering you can get a crit from a jungle mob. But if it's really important to keep that creep ability (for the Blink combo), or you're stupidly unlucky, eh, why not.
  • Blink Dagger I know this sounds weird, but here me out. If you reach the point where you are ultra tanky, and your team REALLY needs it, you can pick up something like a Centaur in the jungle, and have a Blink-Stun into Doom. Not common, but it's great for the lulz. Plus, if fights get really bad and all your friends are dead and you don't think you can win the fight, Blink on out. This rarely happens, in case you were wondering.
  • Butterfly might seem light a strange choice, as you can find most of what it gives through other items. However it's viable on Doom Bringer to get the highest amount of evasion and nice attackspeed, with some armor to boot.

Items To Leave Behind

  • Diffusal Blade While the stats it provides are nice, you just don't attack nearly fast enough, nor will you ever, to make use of this item, unless you build specifically for it, limiting you exponentially. You can get an arguably better Purge ability from a common jungle creep.
  • Bloodstone gives lots of regen, but again there are better options. You really dont need the amount of mana regen this item provides.
  • Blade Mail tells your foes that hitting you will hurt them, causing them to shift their focus to your squishy teammates. Then you'll be all alone, and you'll die. I just don't like this item, it's counter-intuitive. You return the damage you take, but that will be less because this item gives you armor.
  • Dagon You have enough nuking potential, and this item is better for dedicated burst nukers. It's not too bad of an item, but it's not good on you.
  • Shadow Blade fits in a sneaky-slunky hit-and-run playstyle, which isn't Doom at all. You want everyone to know who just owned them.
  • Medallion of Courage is good for fast physical damage, but imo it hinders you too much from the -armor. Doom Bringer needs a stable supply of armor.

A Firestorm! Advanced Ability Usage

Devour


Almost every neutral ability is good for you in some way, so you should know what each creep has and what they do. Luckily, I have all of that right here! Okay, first off, we've got

Small Camps

  • The Kobold Foreman(the big fat one with the whip) has a Speed Aura, increasing movespeed by 12% in a 900 AoE. This is a great ability, especially when you have positioning heroes on your team, or those with high speed.
  • The Hill Troll Priest(the one with the staff) has a Mana Aura that gives +2 mana regen in a 900 AoE, as well as a spammable 15 HP Heal spell. This is a great creep to pick up in lane, as the bonus mana is phenomenal, and the heal is actually really good. It costs 5 mana and has a 0.5 second cooldown, so if you're a little low on the ol' HP, just back off from the creep line and spam Heal on yourself. Its silly, but if you manage to escape focus and are low, spam like hell!
  • The Vhoul Assassins/Gnoll Assassins/Spear Chuckers have the Envenomed Weapon skill, which applies a DoT for 10 seconds (double on creeps) that deals 2 damage. Honestly, it sucks. There are WAY better options.
  • The Ghost (glowy-white one) holds a Frost Attack, which slows Movespeed and Attackspeed by 20% for 1.5 seconds, also dealing 14 bonus magic damage per hit. Not bad, but you really don't attack fast enough for this to be much good.
  • The Harpy Stormcrafter (purple one) has a Chain Lightning spell that will deal 140 magic damage and bounce to 4 targets in a 500 radius, reducing the initial damage by 25% per jump. It's an okay spell, but the best part is how spammable and cheap it is-4 second cd and only 50 mana. Careful with it, as it can drain your small mana pool early.

So those are the small creeps, there were some good ones, some bad ones, now lets talk about

Medium Camps


(technically you can find Centaurs here, too, but meh, look at the Large Camp section)
  • Both the Giant Wolf and Alpha Wolf have a 20% crit skill(2x damage on proc), however the Alpha Wolf also has Packleaders' Aura, which gives extra 30% base damage as bonus damage in a 900 AoE. This is fantastic late-game, just make sure to grab the Alpha.
  • The Satyr Banishers(purple ranged ones) have a Purge ability, which can be handy in many situations. However it only has a 200 cast range, so its uses are limited. Satyr Mindstealers(blue melee ones), on the other hand, have a Mana Burn spell, which can completely win your lane if there's low-mana casters( Brewmaster, Pudge). Mana Burn has a 600 cast range.
  • Ogre Frostmages(blue guys) have the Ice Armor ability, which grants 8 bonus armor for 45 seconds and a slow put on any melee units that attack the target for 30% Movespeed and 20% Attackspeed. This is great for you and nearly everyone else-who doesn't want more armor?
  • The wiki says Devour does go through magic-immunity, but you can't eat Mud Golems or Ancients, which have magic immunity, so it really doesn't...

The medium camps offered some better skills, but we're not done yet-

Large Camps

  • The Centaur Conqueror(the swole blue one) has Swiftness Aura, increasing Attackspeed by 15 in a 900 AoE, as well as War Stomp, stunning enemies for 2 seconds in a 250 radius. It also deals a measly 25 magic damage, and lasts 3 seconds on creeps. Not bad, but the AoE on Stomp is very small, so it's hard to land properly.
  • The Satyr Tormentor(big red one) has Shockwave, which deals 125 damage in a 800-long line, and Unholy Aura, which gives +4 HP regen in a 900 AoE. This is a creep that will give you a lot during the laning phase, and can be picked up if you don't need anything specific in lane. Shockwave isn't that good, tbh.
  • Hellbear Smashers(the red ones) have the Thunder Clap skill, which deals 150 magic damage and slows Movespeed by 25% and Attackspeed by 25 in a 300 AoE for 3 seconds. Not a bad skill, but it's a bit too expensive without enough payoff imo, but it shouldn't be neglected.
  • The Wildwing Ripper has a Toughness aura, giving 3 armor in a 900 radius, and Tornado, which summons a controllable tornado that slightly slows and damages enemies, as well as giving some vision. This creep is good to pick up if you want to stack creep camps, as the damage is low enough that the creeps won't run away. I'll talk about that later, tho.
  • The Dark Troll Warlord has Ensnare, which mini-stuns and roots the target for 1.5 seconds. He also has Raise Dead, which somehow turns any corpse into 2 Skeleton Warriors under your control. This is another great pickup, as the net can work wonders. The skeletons don't deal much damage and can't take much, but they can scout like the best of them. Side note, party hats? Where they at?

So you see, Devour offers you A LOT of options, stuns, nukes, auras, all kinds of things. Adapt to what you need.

Scorched Earth


There's really not that much to talk about in regards to Scorched Earth. One thing to note is that the regen applies to your units (Necrodudes, Skeletons, Dominated Creep, what have you) ONLY when they stand in the fire. I lied, another thing to note is that you should only have things stand in the fire when you're the Doom. Don't do it. Seriously, just walk away.

LVL? Death


This skill is quite finicky, due to how it interacts with enemy levels. If you use this hap-hazardly, it will only ever be a sub-par nuke. However, used correctly and efficiently, it's monstrous. 20% of an opponents max HP is huge, on top of the 275 damage it rips chunks out of your enemies. The real question is when to level this skill.
Well, it depends on your lane. If your lane is tied even, never able to finish the other off, grabbing a point at 4 will turn the tide. Then, when you hit level 6, you have Doom available to you AS WELL AS the full LVL? Death, skyrocketing your killing potential. If you're ahead of your opponents, hold off for a bit, probably lvl 7. If you're the one behind, get it as soon as you can, probably 4 again.
In more general terms, you'll need to take a look at how your teammates are doing. if their gaining advantage, then you can hold off on leveling this skill if you choose. If they're struggling, picking up one or two points can keep you safe enough to hopefully contest the oncoming storm of stronger enemies. When both sides seem equal, take your pick. A lot of it comes to preference, but these are some tips to help your decision making.
Also, since the cooldown is so low, you can use this to break an enemys' Linken's Sphere, freeing you to cast Doom on them!

Doom


Doom. Your signature. The mark of death and pain, similar to what was imposed on to you in the past. Doom will fully silence the target, which means they cant use abilities OR items. Basically, you have to look at the enemies and decide who will hate you the most for using Doom on them.
For example, you have an Enigma on your team and he gets a perfect [{Black Hole]]. All of the enemies get caught inside, except for Vengeful Spirit. You, being the star player that you are, are positioned so that the Vengeful Spirit is in range of Doom, and the enemies caught inside will probably get burst down by the rest of your team. The correct choice would be to use Doom on the Venge, so that the Black Hole will go uninterrupted, and possibly net you a kill on Vengeful Spirit.
However, if you know that she just used both Magic Missile AND Nether Swap, saving Doom for the Faceless Void or Phantom Assassin trapped in the Black Hole would be a better idea.
Listing out everything Doom does and doesn't disable would take days, and I'm lazy. Thankfully, Darkmeplez over on PlayDotA has written it all out over here. So go check that out if there's something you want to know about Doom.

Keeping Your Fire Under Optimal Conditions

This part of the guide will be about playing the hero, what you should and shouldn't be doing to give you the best conditions possible.

Early Game


During the early game, you'll want to go farm the safe lane with a support: Bottom for Radiant or Top for Dire. Leave harrassment to your lane partner and focus on last hitting, using Devour every time you can. If the lane is too far pushed, you can take a stroll through the jungle to find a good creep to eat. A Hill Troll Priest will help you alot as will a Satyr Tormentor, but a Kobold Foreman, Ghost, Satyr Mindstealer or Wildwing Ripper will do. Just try and play safe and grab items to keep you in lane as long as possible.

Mid-Game


(Note: to me, mid-game is around the second day cycle or second night cycle)
Okay: It's hit the mid-game, you've got a couple good items (or just about) and found a nice creep. Kobold Foreman, Harpy Stormcrafter, All the Satyrs, Dark Troll Warlord, and Ogre Frostmage are good choices. If you see a Wildwing Ripper, you can think about stacking the camp.
A very important piece to note is that Doom Bringer doesn't really have a specific core as most other heroes do. Instead, he's able to bring what's needed to the table. However, he does have to fill out his weaknesses, so make sure you grab both armor and attackspeed.
Try not to lose your farm if you've established yourself in lane, but don't neglect your teammates. You'll probably be near level 10 or so, and your skills and even just your presence can turn a fight in your favor. That being said, make sure you start carrying at least one Town Portal Scroll, so you can get to a fight much sooner. But don't just stand around middle, if there's no fight then go back to farming!

Late Game


(late game can hit anywhere between the 20 and 30 minute mark)
By now, if all has gone well, you've turned into a monster, being really hard to kill and dishing out damage like it's free comic book day.
Good creeps include most notably the Alpha Wolf and Ghost, as well as the Satyr Banisher, Ogre Frostmage, Centaur Conqueror, and Dark Troll Warlord.
Keep up your farm during down time and show up in time for any major fights. If things have been going well, you can push your advantages for a win or try to farm more. be careful with the latter, as the enemies could then have enough time to make a comeback. See to it that your enemies are truly Doomed...

Touching on Jungle Doom

Okay, no beating around the bush, jungle Doom Bringer (from level 1) is really bad. The farm you get isn't good for a carry like you, and you can't gank well at all until at least level 6, which you won't get to for a LONG time.
Not to say that he CAN'T do it, it's just horrible... The only time I would use Doom Bringer in the jungle is in something like Random Draft or a horrible pub game, where you don't have much of a choice. In this case, you'll have to bear the burden, as crippling your lanes is even worse than that Ancient self-destruct button they implemented back in 6.77d...

However, Doom Bringer can easily jungle with a few levels and items, and should do so often. Also, when you can, you should stack the large camp.

Stacking With Tornadoes


If you spot a Wildwing Ripper in your jungle, you should think about saving it and stacking the camp. Even with the recent addition of creeps running away from damage they cant see, the Tornado ability you get from using Devour on the Ripper wont cause this to happen, and can chew through the stacked camp no problem. If you don't see one, however, it might not be worth your time stacking, as you might not have one spawn.

Pesky Winds Trying To Snuff Your Flames?

So you're in your lane, minding your own business, when all of a sudden 4 rude dudes come out of nowhere and surround you. You've been smoke-ganked, and you Hand of Midas just came off cooldown. No biggie, you'll bounce back. 2 minutes later, your wards die as it turns to night, and the enemy Night Stalker marks you as a prime target. Being unprepared, the offlane Dark Seer and Night Stalker murder you, then proceed to murder your friends. Now you're behind, and they're ahead. What now?
Thankfully, Doom Bringer can still outfarm many of his adversaries, because Devour is really powerful. Without specific information, the best i can tell you is to try and drag the game on for as long as possible, allowing you to get all big and fyat. Again, be careful of the opposing team having harder carries or ones who are too strong to deal with. Turtling is the name of the game now, and it may or may not work. but it's something to try if you're down on your luck.

The Last Talk Over The Ashes

So, that's my guide to the Doom Bringer. I hope that someone reads this and uses what I've said to help them. I'd like to know what you guys think, so rate it up or down or give a comment telling me what you thought! I put a good chunk of effort into this guide

Updates and Changes

September 26, 2013

  • Finished and published guide

September 27, 2013
  • Added bit for Butterfly
  • Moved bit for Blink Dagger to where it should be
  • Rearranged luxury items into a more desirable order
  • Went into further detail about item purchases
  • Added 'Items To Leave Behind'

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