Doom

Doom

Carry

Doom fits players looking for a carry whose defining traits are summarized by the top playstyle tags. The notes below explain why those traits matter.

  • Effective Range: Preferred combat distance
  • Execute: Excels at finishing weakened opponents or capitalizing on low-health targets.
  • Teamfighting: Strong in grouped or multi-entity fights
View all trait explanations 17 traits
  • Effective Range: Preferred combat distance
  • Execute: Excels at finishing weakened opponents or capitalizing on low-health targets.
  • Teamfighting: Strong in grouped or multi-entity fights
  • Anti-Carry: Specializes in shutting down enemy cores.
  • Carry: Primary damage dealer that scales strongly with items and levels; wants farm and protection to take over fights.
  • Cooldown Dependent: Power hinges on key abilities being available; windows of weakness appear when spells are down.
  • Disabler: Applies stuns, roots, silences, or disables.
  • Durable: Hard to kill due to tankiness, sustain, or mitigation—stays in fights longer than most.
  • Frontliner: Soaks damage and creates space at the front of fights for allies to operate.
  • Initiator: Starts fights and forces engagements.
  • Lane Dominant: Wins lane through strong trading power, harassment, or kill threat, often forcing the enemy out.
  • Nuker: Deals high burst damage in short windows to remove targets before they can react.
  • Offlane: Functions well as a durable or disruptive side-lane presence that creates space for allies.
  • Pickoff: Excels at catching isolated targets and punishing poor positioning with fast kills.
  • Scaling: Improves over time through levels, talents, or items; prefers games that go longer.
  • Single-Target Utility: Provides strong value focused on one target through disables, saves, or amplification.
  • Tempo Controller: Sets the pace with rotations, pressure, and playmaking that forces enemy responses.

Doom
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