Holliday vs The Doorman
Holliday's team wins 52.5% The Doorman's team wins 47.5%, across 17,642 games
Written for the Holliday player. Playing The Doorman? See The Doorman vs Holliday →
Holliday has a big edge
Holliday usually wins 48.0% of games. Against The Doorman that is 4.5% higher, over 17,642 games.
- Whole match 52.5% +4.5% vs usual 17,642 games
- Sharing a lane 51.5% +3.5% vs usual 6,810 games
- Oracle and above 55.8% +4.6% vs usual 502 games
"Sharing a lane" counts only games where both were assigned the same lane — the laning matchup itself. "Oracle and above" counts only matches whose average rank was Oracle and above, against Holliday's usual win rate at that rank.
The fight at a glance
If you're Holliday
Has the edgeWait out Doorway 45s cooldown
ThenForce him to open it defensively — or simply wait for it to expire — and you have a 7.9 m/s hero with nowhere to go.
- Watch out
- Hotel Guest removes your best hero from the fight for the duration, and charges 75 damage on entry + 125-150 if you do not reach the exit elevator in time.
- Your edge
- Holliday is more mobile than The Doorman, so you choose when to fight.
- Buy
Majestic Leap
Majestic Leap +45s Cooldown +5s Interrupt Cooldown +100% Air Control +50% Air Control +32% Move Speed +2.5s Slow Duration +8s Barrier Duration Buy it against the zoning and area denial from The Doorman.
If you're The Doorman
Wait out Bounce Pad 41s cooldown
ThenForce her to place it defensively, then commit while it is on cooldown.
- Watch out
- Powder Keg Knockup into a
Crackshot
Crackshot Her headshots deal bonus damage and apply a fading movement speed penalty. Crowd Control a fading movement speed penalty; Damage about 55 bonus damage at base; Defensive the slow is a kiting tool against a chasing bruiser 1 about -20% additional fading move speed penalty 2 about +49.5 damage and -6% Bullet Resist on the target for 5 seconds 5 about -6s cooldown on hero headshots and -3s on NPC headshots headshot is her kill combo. - Your edge
- Neither kit has a clear edge here; this one comes down to who uses their cooldowns better.
- Buy
Slowing Hex
Slowing Hex +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance Buy it against Holliday's
Spirit Lasso
Spirit Lasso Throws a lasso that deals spirit damage, pulls the target toward her, and stuns them. Crowd Control pull (displacement) plus stun (hard CC) Damage about 80 spirit at base (deadlock.one) Mobility she can relocate while lassoing, dragging the victim with her 1 +80 damage 2 -40s cooldown .
The full plan for Holliday, phase by phase, is below. The Doorman's side in full →
What should I do right now?
Do
- Plan for
Majestic Leap
Majestic Leap +45s Cooldown +5s Interrupt Cooldown +100% Air Control +50% Air Control +32% Move Speed +2.5s Slow Duration +8s Barrier Duration — know which tier it sits in so you are not improvising at the shop. - Know what
Doorway looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with The Doorman's engage range.
Do
- 755 max health with 0% base resists and no healing in the kit
- 1.59 shots per second with a 203 m/s projectile means he cannot punish a strafing opponent and cannot clear a wave quickly
Powder Keg clears the wave quickly and pokes the enemy laner in the same cast
Avoid
- 24 damage per shot is heavy per-bullet value, so he last-hits and denies comfortably despite low overall DPS
Call Bell
Call Bell The Doorman throws out a call bell that damages on impact, then explodes after a short delay for further damage, wrecking the weapon accuracy and movement speed of everyone caught. Crowd Control -100% weapon accuracy and -35% movement speed in a 5.5m radius. Damage 40 impact damage plus 55 explosion damage (game data); Defensive The accuracy debuff is a hard shutdown on any gun-primary hero trying to… 1 1 AP: +1 charge 2 2 AP: +30 impact and +40 explosion damage 5 5 AP: +26s lifetime, continuous slow application, and +4.5m radius at an 18s cooldown is constant lane harass, and the -100% accuracy debuff makes it a hard shutdown against a gun-primary opponent
Do
- Their first real spike is 2 AP into
Luggage Cart
Luggage Cart The Doorman sends out a luggage cart that deals spirit damage and pulls enemy heroes along with it as it travels. Crowd Control Forced displacement along the cart's path. Damage 60 spirit damage (game data); Mobility The friendly alt-cast is a mobility tool for allies (and a way to bring a… 1 1 AP: +80 damage 2 2 AP: +25m cast range (20m to 45m) and +90 wall-impact damage 5 5 AP: +1.25s stun when the target is slammed into a wall, and -18s cooldown — respect it from that point, not before. - Your spike is ult unlock:
Spirit Lasso gives her a guaranteed pick and the ability to remove one enemy from a fight entirely
Avoid
- Taking an even fight against The Doorman on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
Luggage Cart. It travels along a path — step off the line rather than backing away from it - Never let him within 7m of your carry.
Hotel Guest has a 7m range and his walking speed is 7.9 m/s with no dash — this is a positioning rule
Avoid
- Spending your own escape before
Doorway is on cooldown.
The Doorman’s abilities
-
Luggage Cart Ability 3 It puts you somewhere you did not choose to be — forced displacement along the cart's path.
- It travels along a path — step off the line rather than backing away from it
- Fight in open areas against a 5 AP Doorman; the wall Stun requires geometry to slam you into, and open ground removes it entirely
- Once pulled, immediately move away from the
Call Bell radius and out of his 7m
Hotel Guest range — the pull itself is survivable, the combo that follows is not
-
Hotel Guest Ultimate The Doorman's fight-ender: a full removal from the fight — the target cannot act in the real world at all.
- The cast range is only 7m — the counter is never letting The Doorman get within 7m of your carry. That is a positioning rule, not a reaction
- If you are sent, get to the exit elevator quickly. The ~6.5s timer and the 125-150 overstay damage (plus a 1.5s Stun at 2 AP) are avoidable, unlike the 75 entry damage
- You return to the position you left, so before you are banished it is worth being somewhere safe — and your team should clear that spot for your return
-
Call Bell Ability 1 Not lockdown, but it makes disengaging cost more than it should: -100% weapon accuracy and -35% movement speed in a 5.5m radius.
- Shoot the bell to detonate it early on your own terms, before your team has to walk through the space
- The -100% accuracy debuff is only in a 5.5m radius — step out of it rather than trying to fight through it, since shooting is literally not an option inside
- If you are a spirit-damage hero, the accuracy debuff barely affects you; contest the zone with abilities rather than the gun
-
Doorway Ability 2 The map-control tool the whole hero is named for. It is a pre-placed flank route, a pre-placed escape, a way to move a whole team around a defended chokepoint, and a way to redirect projectiles.
- The doors are visible objects — find them and treat the area as a known flank route, or use them yourself to reach him
- Play around the 45s cooldown: once the doorway closes, The Doorman moves at 7.9 m/s with 3 stamina and no movement ability
- Stand where the exit door leads and punish whoever comes through; the transit is predictable and one-directional per entry
- 1
Doorway Doorway first. It is his only mobility and his only escape, on a 45s cooldown. Force him to open it defensively — or simply wait for it to expire — and you have a 7.9 m/s hero with nowhere to go
- 2
Luggage Cart Then Luggage Cart. It is his initiation and his peel on one 30s cooldown; a Doorman who has spent the cart cannot pull your carry in and cannot pull his own diver out
- 3
Call Bell Bait Call Bell with a durable body walking a chokepoint — the 18s cooldown makes this drainable, and a bell spent on a frontliner is a bell not spent blinding your carry
The matchup in detail
- 755 HP, no resists, no healing and no movement ability Strong evidence
- An ultimate with a 7m cast range on a hero who cannot close distance without setting up
Doorway first Strong evidence - 38 DPS means he contributes almost nothing outside his cooldowns Strong evidence
-
Hotel Guest removes your best hero from the fight for the duration, and charges 75 damage on entry + 125-150 if you do not reach the exit elevator in time Strong evidence -
Luggage Cart at 2 AP reaches 45m and drags you out of your position into his team, and at 5 AP slams you into a wall for a 1.25s Stun Strong evidence -
Call Bell's -100% weapon accuracy in a 5.5m radius means a gun carry inside it is not doing reduced damage, they are doing effectively none Strong evidence -
Doorway lets his team appear behind you from up to 70m away (110m at 5 AP), so a defended chokepoint is not actually defended Strong evidence - The full combo —
Luggage Cart pull into
Call Bell into
Hotel Guest — takes one hero out of the fight while blinding and slowing everyone around them Strong evidence - At 5 AP he is unstoppable while the hotel is occupied, so stunning him out of the play after the cast is no longer an option Strong evidence
- Your mobility is a real advantage here, and The Doorman's slows exist to delete it. Note that Debuff Resist barely helps against short hard slows because it only trims duration — spacing and cover do more than an item will. Strong evidence
- Never let him within 7m of your carry.
Hotel Guest has a 7m range and his walking speed is 7.9 m/s with no dash — this is a positioning rule Strong evidence - Kill him. 755 HP, 0% base resists, no healing and no movement ability means any committed gap-closer removes him, and he loses everything the moment
Doorway is on cooldown Strong evidence - Find the
Doorway pair and either camp the exit or walk through it yourself — both teams can use it, and its destination is a known flank route for 45 seconds at a time Strong evidence - If you are sent to the hotel, sprint straight for the exit elevator; the 125-150 overstay damage and the 1.5s return Stun at 2 AP are the avoidable part Strong evidence
- Shoot the
Call Bell to detonate it early on your terms, and contest his zones with Spirit Damage rather than weapon damage, since the accuracy debuff does not touch abilities Strong evidence - Fight him in open areas: the 5 AP
Luggage Cart wall Stun needs geometry, and without it his only Hard CC disappears Strong evidence -
Hotel Guest is one cast aimed at one person and that person is likely you, which changes the shape of the answer. Effective health is the wrong axis — a hero who can pick you out of a fight will simply wait until the number is beatable.
Counterspell
Counterspell +23s Cooldown +20 Spirit Power +6s Buff Duration +0.8s Spell Parry Duration +50 Bonus Health +5 Spirit Power negates a single ability outright, which against a one-cast threat is a hundred percent mitigation for 3,200, and the read is easier than it sounds because a single-target ultimate has to be aimed at you to work. Strategic - The Doorman adds barrier, not health, and barriers behave differently enough to change how you spend your combo. Resists apply before the barrier depletes, so a barrier multiplies with their resist rather than bypassing it — and it decays on its own. Overflow damage carries straight through to health, so one large hit does not stop at the barrier boundary. That argues for landing your whole burst in one window rather than chipping: chip is exactly what a decaying pool is designed to absorb. Strong evidence
- Any time
Doorway is on cooldown or expired (45s base) — he has no other mobility Strong evidence - Immediately after
Luggage Cart is used (30s base, 12s at 5 AP): no initiation, no peel, and no way to reposition an ally Strong evidence - During the 2.40s reload on an 8-round clip fired at 1.59 shots/second — his damage output is negligible and stays negligible Strong evidence
- While he is walking to get within 7m for
Hotel Guest, before the 5 AP unstoppable upgrade — a Stun or knockdown at that moment saves a 140s cooldown's worth of value Strong evidence - In the open, away from walls, against a 5 AP Doorman — no wall means no
Luggage Cart Stun and no Hard CC in the kit Strong evidence - Early lane before the 1 AP charge on
Call Bell, when a single 18s-cooldown bell is his whole toolkit and he is a 755 HP hero holding a 38 DPS pistol Strong evidence - The Doorman's pull is the whole matchup. Until it is on cooldown you are playing around it; once it misses you have a window that is worth committing into. Make it the first thing you bait — show a sliver of yourself from behind cover rather than walking a clean line they can lead. Strategic
- Your escape route is vertical and the 09-16-2026 patch aimed at exactly that: slows now affect air drag at 35% of their value, where previously they mostly did not bite in the air. Going airborne to break The Doorman's slow no longer restores your full movement — you carry a fraction of it into the air with you, at the moment you are also a stationary silhouette. The slow cut of ~20% partly offsets it, but the net is that air-escaping a slow is worse this patch than last. Documented
- 24 damage per shot is heavy per-bullet value, so he last-hits and denies comfortably despite low overall DPS Strong evidence
-
Call Bell at an 18s cooldown is constant lane harass, and the -100% accuracy debuff makes it a hard shutdown against a gun-primary opponent Strong evidence - 755 max health with 0% base resists and no healing in the kit Strong evidence
- 1.59 shots per second with a 203 m/s projectile means he cannot punish a strafing opponent and cannot clear a wave quickly Strong evidence
-
Powder Keg clears the wave quickly and pokes the enemy laner in the same cast Strong evidence
- Urn spawns at 10, 15, 20 and 25 minutes, and you are the correct carrier in this matchup. Two changes make that stronger than old guides suggest: the runner is no longer revealed, and is no longer disarmed or silenced — you keep your whole kit while carrying. The Doorman cannot match your speed, so the only way they take it off you is melee, a Stun, or a kill. Route around their Stun range, not around their vision, and remember the bounty starts decaying after 45 seconds of carry. Documented
- 2 AP into
Luggage Cart — +25m cast range (20m to 45m) converts it from a close-range tool into a long-range initiation that he can use without exposing himself Strong evidence -
Hotel Guest unlock — Turns every fight into a potential 5v4 and gives him a way to remove the single hero his team cannot handle Strong evidence - 1 AP into
Hotel Guest — -20s cooldown (140s to 120s) makes the banish available more often Strong evidence - 5 AP into
Hotel Guest (late 40min+) — Becoming unstoppable while the hotel is occupied removes the main risk of casting a 7m ultimate inside an enemy team Strong evidence - 5 AP into
Luggage Cart — The 1.25s wall Stun plus -18s cooldown gives him a repeatable Hard CC he otherwise lacks Strong evidence
-
Spirit Lasso unlock — Gives her a guaranteed pick and the ability to remove one enemy from a fight entirely Strong evidence -
Bounce Pad tier 3 — The roughly +0.7s landing Stun turns her mobility tool into a genuine engage Strong evidence
- The Doorman brings enough lockdown that Stun sequencing matters. Community reporting describes Stun diminishing returns of roughly 10% then 30% inside an 8-second window, applying to stuns only and not to silences, slows, disarms or hexes — so their follow-up chain may be shorter than the first one felt. Treat this as unconfirmed, but it is worth knowing before you burn a cleanse on the opening Stun. Uncertain
- Your habit of taking the fight vertical to reset spacing against The Doorman is weaker on 09-16-2026 than it was. Slows now apply to air drag at 35% of their value, so the air is no longer a slow-free zone, and 2026 has been a steady closing of exactly these loopholes — wall jumping costs 25% stamina regeneration for 5 seconds, and knockups came under debuff reduction in May. Going up is still correct against their ground CC; it is no longer a way to ignore their slows. Documented
- The Doorman decides where you stand, not you. The practical rule is to never hold a position whose failure case is being moved — stand so that being yanked or knocked puts you somewhere survivable rather than inside their whole team. Cover at your back is worth more than cover in front. Strong evidence
- Riding a zipline in The Doorman's line of sight is worse than walking. Enemy hero damage while you are riding knocks you off for 15% of your max health, a 2.5-second Stun and a fall — for a hero with your health pool that is most of a death handed over for free. You gain knockoff immunity only after 3 consecutive seconds of riding, signalled by a blue particle effect, so the dangerous part is the first three seconds. Mount out of their sight line, not near it. Documented
- The Doorman wins by choosing where the fight happens. Take your position before the zoning goes down, not after — once the area is committed you are fighting on their terms, and walking in to contest it is exactly the mistake the kit is built to farm. Strategic
- Against The Doorman's crowd control, understand what Debuff Resist actually buys you: it shortens duration, never magnitude. It is excellent against long disables and close to worthless against a short hard slow. Two things it explicitly does not shorten at all are the parry Stun and the
Knockdown
Knockdown +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius item's Stun. Documented -
Majestic Leap (vitality T3) — Buy to escape ground-based lockdown and to rotate across the map quickly. That matters here because of the zoning and area denial from The Doorman. Documented -
Stamina Mastery
Stamina Mastery +2 Stamina +18% Stamina Recovery +23% Air Jump/Dash Distance Builds from Extra Stamina (vitality T3) — The Doorman's
Hotel Guest — that is the stuns and Hard CC this answers. Buy when dodging telegraphed abilities and disengaging is how you survive. Strong evidence -
Warp Stone
Warp Stone +16s Cooldown +30% Bullet Resist +6s Buff Duration (vitality T3) — The Doorman's
Hotel Guest is what you are buying against here. Buy when you are repeatedly getting caught and killed out of position, or to close a gap onto a fleeing target. Documented
- Players buy
Dispel Magic
Dispel Magic +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount for The Doorman and then discover it does nothing about
Hotel Guest.
Dispel Magic purges non-ultimate negative effects only — anything sourced from an ultimate is outside its scope entirely. Work out which of The Doorman's disables come off abilities and which come off the ult before you spend 3,200: the ability-sourced ones are purgeable, the ult is not, and for the ult you need either
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer pre-cast or the discipline not to be there. Documented
Next
Holliday’s other hard matchups
All of The Doorman
Who beats The Doorman, the items that shut The Doorman down, and every ability.
Facing more than The Doorman?
Add the other five enemies: who to focus first and what to buy against the whole team.
Sources and method for this page
Everything on this page is generated for Deadlock patch 10-30-2026 from The Doorman's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Data-supported Measured: you win 52.5% of these, which is 4.5% above your overall win rate (17,642 matches). The kit-based model agrees.
The Doorman's kit and counterplay were compiled from 5 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Holliday's own baseline win rate rather than a flat 50%, because ranking by raw win rate produces the wrong answer for heroes whose overall win rate is not 50%.