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The Doorman

The Doorman

3.14 Door-man through control

Author WN EmissaryEmissary 1 · Updated Apr 10, 2026 · Favorites this week 7,407

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Skill order

Order set by the author · gold is the ultimate

Call Bell
◆
1
2
3
Doorway
◆
1
2
3
Luggage Cart
◆
1
2
3
Hotel Guest
◆
1
2
3

Item order

Stages top to bottom, items left to right

  1. 1

    Line

    8,000 Souls

    0 - 7.200

    1. Mystic ExpansionMystic ExpansionCheap and strong boost to make harassment easier
    2. Extra ChargeExtra ChargeAllows painful spamming from the first minute and pushing waves.
    3. Mystic BurstMystic BurstMore damage, harsher harassment
    4. Extra HealthExtra HealthExtra HP, important for comfortable laning and early active play
    5. Rapid RechargeRapid Recharge
    6. Slowing HexSlowing HexUse close to the enemy to immediately throw into Baroness and he definitely won't escape. As a last resort, to catch active heroes, since after buying the knockdown there will be more options
    All item notes
    • Mystic Expansion — Cheap and strong boost to make harassment easier
    • Extra Charge — Allows painful spamming from the first minute and pushing waves.
    • Mystic Burst — More damage, harsher harassment
    • Extra Health — Extra HP, important for comfortable laning and early active play
    • Slowing Hex — Use close to the enemy to immediately throw into Baroness and he definitely won't escape. As a last resort, to catch active heroes, since after buying the knockdown there will be more options
  2. 2

    If you're being harassed too much

    Optional3,200 Souls
    1. Mystic RegenerationMystic RegenerationYou often spam, so it should be enough if you're being harassed back painfully
    2. Extra RegenExtra Regen
    3. Healing RiteHealing Rite
    4. Restorative ShotRestorative Shot
    All item notes
    • Mystic Regeneration — You often spam, so it should be enough if you're being harassed back painfully
  3. 3

    Midgame

    14,400 Souls

    7.200 - 18.400

    1. Compress CooldownCompress Cooldown
    2. FortitudeFortitudeAn important item, but if a rooster pecked you to take a trophy from the choice of items, it's better to swap their purchase order and take Fortitude after the knockdown, and the trophy now (I don't r
    3. TankbusterTankbusterPercentage damage is always good, against a hypothetical MoKrill\Abrams - you can take it right on the lane as the 3rd item
    4. Superior CooldownSuperior Cooldown
    5. KnockdownKnockdownSimilarly, you can give Slowing Hex up close and throw into the ult, the enemy will be stunned at the very beginning of the corridor, which will heavily disrupt timings and he probably won't escape
    All item notes
    • Fortitude — An important item, but if a rooster pecked you to take a trophy from the choice of items, it's better to swap their purchase order and take Fortitude after the knockdown, and the trophy now (I don't r
    • Tankbuster — Percentage damage is always good, against a hypothetical MoKrill\Abrams - you can take it right on the lane as the 3rd item
    • Knockdown — Similarly, you can give Slowing Hex up close and throw into the ult, the enemy will be stunned at the very beginning of the corridor, which will heavily disrupt timings and he probably won't escape
  4. 4

    18.400 - 21.600

    3,200 Souls
    1. Veil WalkerVeil WalkerHeal, extra HP, movement speed, spirit + aggression from invisibility and retreat. There's also one feature - it doesn't matter at what distance, but if there's a veil between the doors - you'll get a
    All item notes
    • Veil Walker — Heal, extra HP, movement speed, spirit + aggression from invisibility and retreat. There's also one feature - it doesn't matter at what distance, but if there's a veil between the doors - you'll get a
  5. 5

    One instead of Veil Walker

    Optional4,800 Souls
    1. Stamina MasteryStamina MasteryGives much less than VW, and in general is very rarely needed, since there are doors
    2. Trophy CollectorTrophy CollectorUsually, you set up a bunch of kills and it definitely won't be empty, but you know how this cursed item works (there won't be charges). If you take it, then swap with Fortitude in order
    All item notes
    • Stamina Mastery — Gives much less than VW, and in general is very rarely needed, since there are doors
    • Trophy Collector — Usually, you set up a bunch of kills and it definitely won't be empty, but you know how this cursed item works (there won't be charges). If you take it, then swap with Fortitude in order
  6. 6

    Late

    44,000 Souls

    21.600 - 57.600

    1. Extra SpiritExtra SpiritSmall boost
    2. Improved SpiritImproved SpiritMedium boost
    3. Boundless SpiritBoundless SpiritVery strong boost. Nice to collect and gives almost x2 to spirit at the moment of purchase
    4. Spirit BurnSpirit BurnFinishing off, mass damage + best anti-heal
    5. Greater ExpansionGreater Expansion
    6. Echo ShardEcho ShardKeeps the enemy controlled for about 3 seconds only with the cart, which is a lot for late game and equivalent to Mo&Krill's ultimate
    7. Cheat DeathCheat DeathWill always finish the ultimate animation, and combined with escaping through the door - won't die at all
    8. Vortex WebVortex WebCan make a mess, but better not to take it too early, as enemies are usually not dumb enough to stand under Vortex and the cart under Walker, so early item gives little. (Maybe works better in low ran
    9. Transcendent CooldownTranscendent CooldownGives not much and is expensive, but in late game an extra second can decide, so upgrade as the last slot
    All item notes
    • Extra Spirit — Small boost
    • Improved Spirit — Medium boost
    • Boundless Spirit — Very strong boost. Nice to collect and gives almost x2 to spirit at the moment of purchase
    • Spirit Burn — Finishing off, mass damage + best anti-heal
    • Echo Shard — Keeps the enemy controlled for about 3 seconds only with the cart, which is a lot for late game and equivalent to Mo&Krill's ultimate
    • Cheat Death — Will always finish the ultimate animation, and combined with escaping through the door - won't die at all
    • Vortex Web — Can make a mess, but better not to take it too early, as enemies are usually not dumb enough to stand under Vortex and the cart under Walker, so early item gives little. (Maybe works better in low ran
    • Transcendent Cooldown — Gives not much and is expensive, but in late game an extra second can decide, so upgrade as the last slot
  7. 7

    Situational

    Optional48,000 Souls
    1. Disarming HexDisarming HexOften useful, but if you do everything right and call teammates to run with you under the ultimate behind the core - it's not needed. The enemy core will be wrecked anyway and all fights will be in th
    2. Focus LensFocus LensIf silence is needed
    3. Cursed RelicCursed RelicDisable one character for ~8 seconds from the fight every ~15 seconds? Or maybe better to disable two at once?:)
    4. RefresherRefresherIf there's a Magician on the enemy team - you can lock the enemy in your ultimate for the whole game, as ultimate in ultimate breaks the game, but the chance is 1\1,000,000, and after leveling the ult
    5. Lightning ScrollLightning ScrollThere's enough control already, but you can
    6. Arctic BlastArctic BlastIf you play through Cold Front instead of Slowing Hex
    7. Plated ArmorPlated ArmorIf enemies have little stuns and focus on physical damage - take instead of Spellbreaker
    8. SpellbreakerSpellbreakerResistance to control and burst, extremely important in late game, when you can get killed in a second
    All item notes
    • Disarming Hex — Often useful, but if you do everything right and call teammates to run with you under the ultimate behind the core - it's not needed. The enemy core will be wrecked anyway and all fights will be in th
    • Focus Lens — If silence is needed
    • Cursed Relic — Disable one character for ~8 seconds from the fight every ~15 seconds? Or maybe better to disable two at once?:)
    • Refresher — If there's a Magician on the enemy team - you can lock the enemy in your ultimate for the whole game, as ultimate in ultimate breaks the game, but the chance is 1\1,000,000, and after leveling the ult
    • Lightning Scroll — There's enough control already, but you can
    • Arctic Blast — If you play through Cold Front instead of Slowing Hex
    • Plated Armor — If enemies have little stuns and focus on physical damage - take instead of Spellbreaker
    • Spellbreaker — Resistance to control and burst, extremely important in late game, when you can get killed in a second