路西法，末日使者，是一个拥有强大打钱能力，多功能，也是其中一个最强的单目标控制的力量型近战英雄。他的初始护甲非常低，使其在面对骚扰时非常脆弱，但是他的技能和他较高的生命值能使他在线上或是野区都有不错的地位。末日使者，一个冷酷无情的恶魔，他的技能都有一些共同点——贪婪，火焰，和死亡。他的吞噬技能能让他消化小兵，提供额外的金钱并且使他吸收他们的力量，利用他们来增强自己的力量，因为地图上有多个中立生物技能可以选择，并且将其与其他技能配合，因此他可以选择的定位非常灵活。焦土提供多种用途，集追击，逃生，恢复，持续燃烧于一体。他利用阎刃可以造成巨额的伤害，这是一个可以对敌人造成短暂眩晕和基于他们最大生命值的持续伤害的攻击特效，在后期将会是一个非常可怕的爆发技能。最后，他的同名终极技能，末日是游戏中其中一个最强的单目标禁闭技能，一个被末日影响的单位会受到非常长时间的伤害，而且他的所有主动技能 - 甚至物品的主动技能 - 都会完全被沉默。一个拥有多个昂贵装备的末日使者能够让一个敌方关键英雄在一次团战中变得疲软无力，没有人能够阻止他怒火的蔓延。
- 可以造成最多64/80/96/112点+5%/10%/15%/20%( 14.6%/19.6%/24.6%/29.6%)目标最大生命值伤害(伤害减免前)
|+150% 分裂||25||+2.4% |
|+120 ||15||+30 |
|+10% ||10||+2秒 |
移动速度 降低到 +10%
伤害 ➜ +2秒 持续时间
持续时间 ➜ +30 伤害
- 15级右边天赋更改：16% ➜ +3秒
- 25级左边天赋：140% 增加到 150%
- 15级右边天赋更改：16% ➜ +3秒
and are important basic regen items to have. Since Doom is a melee hero, he is easy to harass during the laning stage, so having regen can allow him to remain in-lane. gives Doom damage block, which is useful both in lane and while jungling, particularly because of his extremely low base armor. es are cheap and give Doom some all-around attributes. They can be sold later for inventory space at little cost, or used to build into a Magic Wand.
- In general, a
or two are recommended during the laning stage, and especially if jungling, as Doom's abysmal base intelligence means that he runs completely out of mana after casting less than a handful of spells. is a very powerful farming booster for Doom that can allow him to accelerate his farming speed as needed. It boosts his damage against creeps while also providing armor, increasing his physical damage resistance whether it is against creeps or heroes. Using the active on creeps can greatly reduce the amount of time Doom takes to clear a creep camp, and in particular can instantly reduce any neutral creep's health so that Devour can completely digest them before it comes off cooldown.
provides burst health and mana regen that can often be enough to save Doom's life. As Doom has very low base intelligence, a full-charge Magic Stick can easily replenish more than half of his mana pool in the early game, giving him the mana to cast most of his spells. are important to get early on all heroes. For Doom, increasing his base movement speed increases his mobility with , allowing him to chase down or outrun enemies more easily. gives Doom more armor, vastly alleviating one of his early weaknesses, and gives him some flat mana regen that is very useful on him early on due to his low base intelligence. allows Doom to gank enemy heroes more effectively in the early game, and may be upgraded later on into a .
give Doom more last-hitting power, allowing him to farm more easily, and gives him a mobility active that can be used alongside Scorched Earth. Mobility is important on Doom as he must be quick to get within range to cast at the right time in ganks and teamfights. is powerful on Doom for all the same reasons as Magic Stick. The increased attributes make him stronger in all areas, and the greater charge storage allows Doom to replenish much more health and mana. A full-charge Magic Wand can give Doom enough mana to cast any one of his spells as needed. is a good all-around stat booster that has an easy buildup and lets Doom participate more often in early fights. It provides more health, a bigger mana pool, and an aura that increases attack and movement speed to boost his team's mobility and damage output. is a good mid-game item for Doom that can be built from an already-purchased Ring of Basilius. It gives Doom more armor, health and mana regen, lifesteal to maintain his health pool, and bonus physical damage. The aura gives his team a bigger edge in teamfights, increasing their overall strength. is mandatory on all heroes. Doom's ultimate makes him a strong ally to have in any engagement due to his ability to completely disable an enemy for an extended period of time.
is very good item for any role Doom as he can get lots of early gold from Devour to be able to afford it early on. is a strong item on Doom that solves his armor and attack speed issues, giving him and his team increased physical damage output during fights. grants Doom a versatile active ability to avoid incoming enemy spells, temporarily disable an enemy, or trigger . It also boosts Doom's movement speed which is important for successfully closing-in on enemies and using . Doom also has low base Intelligence so the INT boost and mana regen from this item is appreciated. rectifies Doom's low base intelligence, allowing him to cast his spells much more often, while simultaneously alleviating his armor problem. The active can be used in a teamfight to debilitate enemies' movements, and is powerful when chasing enemies down. is a very useful initiating item on Doom, as he can use it to quickly get within range to disable enemies using any abilities he has gained via the use of , as well as his ultimate. It greatly improves his mobility, allowing him to move around the map or position himself for casting spells more easily. improves Doom's physical damage output, helping him deal damage in fights or farm more efficiently. The active allows Doom to invisibly initiate on enemies while dealing backstab damage prior to casting his ultimate, or can be used as an escape ability as needed. is a very strong item on Doom, as it augments his already impressive strength growth. Once he has sufficient armor, bulking up his health can make him much harder to kill in teamfights, allowing him to outlast the enemy. The passive health regen allows him to completely recover his health pool outside of battle, which lets him be much more active. drastically improves the disabling power of Doom's ultimate, as it allows him to Break enemies rather than simply silencing and muting them, preventing them from contributing at all. Since the debuff does not count down in Doom's presence, it is guaranteed that an enemy is forced out of the fight, turning it into a 4-vs.-5 engagement. The countdown prevention also increases the spell's chances of killing its target if they linger in the area for too long after being afflicted by Doom. is a powerful complement to Doom's ultimate, as it allows him to remove two enemy players from a teamfight, drastically tipping the odds in his team's favor. However, due to Doom's low intelligence and the high mana cost of refreshing cooldowns, Doom should increase the size of his mana pool before attempting to purchase this. can give Doom increased survivability against physical damage by giving him more health as well as evasion against auto-attacks, helping to offset his armor vulnerability. The active is also powerful in eliminating a target's ability to attack, a powerful complement to his ultimate if the target decides to stand their ground and fight. turns Doom into a walking hazard, as it inflicts burn damage to all nearby enemies (as well as stacking with Scorched Earth), and augments his attack damage. The Burn also induces a blind on all nearby enemies, causing them to miss some attacks and giving Doom more survivability against physical attacks.
- It is possible to build any type of boots on Doom, as his flexibility allows him to be played in many different ways.
is usually a good pickup on a support Doom, as his low base intelligence often limits his ability to cast spells or use active abilities on items. It also can be upgraded into later. can be powerful to get on a support Doom, however, it is also powerful on a roaming Doom who wishes to play aggressively early on and can give him a powerful early-game advantage even as a carry. The armor drastically increases his early-game survivability, while the increased movement speed can allow him to chase down enemies quickly, especially once combined with Scorched Earth. Finally, the health regen allows him to recover health between fights, allowing him to quickly prepare for another gank. can be useful for giving Doom good physical damage output due to the extra attack speed, and the extra attributes allow him to increase the size of his health or mana pools depending on what is needed. Treads are a powerful alternative to Phase Boots in any situation. can free up an inventory slot to allow Doom to get a full six slots of core items. It additionally improves his mobility, both through increased base movement speed and higher bonus through Scorched Earth.
is a powerful mid-game item that gives Doom many powerful benefits. The increased intelligence greatly offsets his low base mana pool, the armor alleviates his weakness to physical damage, and the active works alongside his huge health pool to punish the enemy should they decide to attack him. can greatly offset Doom's vulnerability to physical damage, and make him much beefier overall. It is a useful mid-game item that can be upgraded into a powerful utility item. is a decent mid-game item on Doom, as it gives him armor as well as many useful stats. It greatly increases his attack power and survivability, and the health loss from Unholy Strength can be negated by Scorched Earth. can be extremely important to get on Doom, so that he can prevent himself from being chain-disabled and killed before getting his ultimate off. As well, once he gets farmed enough he needs to prevent himself from being disabled in teamfights so that he can take the enemy team head-on. greatly increases Doom's attack speed, giving him much more damage output with his physical attacks. The increased night vision also gives him better situational awareness, allowing him to spot enemies farther out in order to initiate on them with Doom. It can also be purchased as a seventh-slot item and consumed to give Doom a permanent attack speed bonus, given his ability to quickly farm using Devour. , upgraded from a purchased Shadow Blade, gives Doom more damage output and health, and increases his initiating potential by allowing him to deal more backstab damage and inflict break on enemies prior to casting Doom. Its break can also be used alongside that of an Aghanim's-upgraded Doom to debilitate two enemies simultaneously. can be a good item to build to give Doom enough attack speed to offset his low agility growth. Using the active on yourself can discourage the enemy from focusing you down for fear of proccing Static Charge. It is a powerful complement to Doom's tankiness once he has enough armor and health. is a powerful all-around stat booster, giving Doom more health, mana, armor and attack speed, to make him a much bigger threat to the enemy team. The attack modifier allows Doom to greatly slow enemies, and gives him a strong mobility advantage when combined with Scorched Earth. is an unorthodox item to build on Doom, but can be a powerful hybrid caster-survivability item. It greatly improves Doom's health and mana, giving him more survivability and casting power, while the cooldown reduction allows him to apply Infernal Blade's debuff and interrupt enemies more frequently in fights and reduces his ultimate's cooldown to allow it to be used more regularly. The spell lifesteal also greatly increases Doom's survivability, as he can lifesteal off of Infernal Blade's scaling damage, Scorched Earth and Doom in the middle of battle. can be useful to get on Doom once he has built enough attack speed to increase the chances of proccing a bash, as it greatly increases the strength of his attacks while also providing some strength to increase his health and base damage. The active ability can also be used to instantly disable a target, through spell immunity if needed.
- Doom's flexibility allows him to be played as a non-core hero as well, as he can contribute to teamfights with his ultimate alone. His ability to farm with Devour allows him to build items even when not given farm priority.
is a useful item on a support-utility Doom, as it gives him stats across the board and a respectable amount of armor. The active also heals Doom himself and teammates, however, its high mana cost means that Doom must increase the size of his mana pool if he decides to purchase this. 30px}} can be a good item to get on Doom due to the increased intelligence and strength it provides, increasing the size of Doom's mana and health pools, respectively. The summoned warriors give increased contribution in teamfights, and they can benefit from Scorched Earth's healing as well. is a good utility item that vastly increases Doom's survivability against physical damage. The active ability can further protect all teammates from physical damage for some time as well. 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. greatly improves Doom's overall survivability, as its aura can make him much harder to bring down at low health. The active is very powerful in teamfights for healing and replenishing mana, and can remove debuffs from Doom himself.
|定位：||核心 控制 先手 耐久 爆发|
|玩法风格：||Wings branded and visage twisted, the Fallen One bears little resemblance to his former self. Banished from the realm of light, Lucifer now walks the earth, bringing misery to all who stand against him. The towering demon Devours creeps in a single bite, digesting them whole and assimilating their abilities. The fires of Hell smolder at Lucifer's feet, leaving in his wake fields of Scorched Earth. When the bell of Vashundol tolls, an enemy's downfall is sure to follow. Lucifer places upon his adversary an enduring curse, burning away at its health and rendering it utterly powerless as it staggers towards its inevitable Doom.|
- 在DotA中，2013年1月10日更新之后，为了避免与 产生版权纠纷，他的名字就被更改了 的名字是 ，在Dota 2的移植中在一开始也是Doom Bringer，在
- 多个末日使者的技能是受Blue Mages启发的，死亡是基于Level 5 Death技能和LVL? S-flare的机制的，吞噬与 中Quina Quen的eat and cook技能非常相似，终极技能， ，与另一个Blue Mage的技能共用一个名字，但是机制有所不同 中的
- 他的名字，的，其简单地翻译成" "，通常作为 (或 )存在，因此很符合末日使者邪恶狠毒的形象 ，取自于圣经中
- 末日使者在激活 隐身神符
时的台词，▶️ "Heheheh, see no evil."，引用自三猿，其中有一句相关的句子："See no evil, hear no evil, speak no evil."， 也有这个台词
- 他的终极技能，也是标志性技能，末日，是源自于的，他是一个可以在 中使用的英雄，他原来的技能是只能对非英雄单位使用的，不可移除，其死亡后会产生一个，毁灭守卫的模型就是路西法在DotA中的英雄模型