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Ivy vs The Doorman

Ivy's team wins 57.2% The Doorman's team wins 42.8%, across 17,503 games

Written for the Ivy player. Playing The Doorman? See The Doorman vs Ivy →

Ivy has a big edge

Ivy usually wins 53.0% of games. Against The Doorman that is 4.2% higher, over 17,503 games.

  • Whole match 57.2% +4.2% vs usual 17,503 games
  • Sharing a lane 57.2% +4.2% vs usual 5,338 games
  • Oracle and above 53.0% +0.5% vs usual 725 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 Ivy's usual win rate at that rank.

The fight at a glance

If you're Ivy

Has the edge
Doorway 50m Range15s Duration45s Cooldown The Doorman places two connected doors in the world. Damage No damage. 65-70m maximum door separation (mobalytics lists 65m… Mobility Effectively a team-wide teleport, though it must be set up in advance and is… Defensive His only escape, and at 2 AP it grants a barrier to the first person who… 1 1 AP: +20s duration 2 2 AP: grants a barrier on first transit through a door 5 5 AP: +40m door separation and +30m cast range

Wait 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 7m Range6.5s Duration140s Cooldown The Doorman sends a targeted enemy's body away to the Baroness Hotel. Crowd Control A full removal from the fight — the target cannot act in the real world at… Damage 75 initial damage plus 125 on an extended stay; Defensive Banishing the hero who is killing you is a defensive option, though the 7m… 1 1 AP: -1 stamina cost and -20s cooldown (140s to 120s) 2 2 AP: +1.5s stun on failed checkout and 150 extended damage 5 5 AP: caster becomes unstoppable while the hotel is occupied, and a 15s cooldown on… 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
Ivy is more mobile than The Doorman, so you choose when to fight.
Buy
Majestic Leap Majestic Leap 3,200 souls · Tier 3 · Armor · InstantCast +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

Stone Form 3s Duration40s Cooldown Turns Ivy into impervious stone and slams her into the ground, stunning and damaging nearby enemies and healing her for a portion of her maximum health. Crowd Control area stun on landing; tier 3 extends the stun duration Damage about 75 at base spirit power (deadlock.one); Mobility a downward slam — it repositions her vertically, especially when combined… 1 -25s cooldown 2 increased stun duration and improved damage scaling

Wait out Stone Form 40s cooldown

ThenShow a burst threat, make her use it, then engage on the landing when she has no invulnerability and no heal.

Watch out
Air Drop 22m Range21s Duration100s Cooldown Picks up an ally and takes flight with them; Crowd Control tier 2 adds a slow on the drop; Damage about 115 spirit explosion damage at base (deadlock.one) Mobility true flight for Ivy and the carried ally 1 about 300 barrier to Ivy and the ally when the flight ends, scaling with Spirit Power 2 adds a slow to the drop effect 5 adds a silence and improved scaling Air Drop delivers a burst hero directly on top of your backline from a vertical angle your cover does not protect against, with a barrier and a damage buff attached.
Your edge
The Doorman has more reach than Ivy, so you can trade from range.
Buy
Arctic Blast Arctic Blast 6,400 souls · Tier 4 · Tech · InstantCast +24s Cooldown +0.6s Spread Duration: +48% Move Speed +4s Slow Duration +10% Spirit Resist +1s Freeze Duration Buy it against Ivy's Air Drop.

The full plan for Ivy, phase by phase, is below. The Doorman's side in full →

What should I do right now?

Do

  • Plan for Majestic Leap Majestic Leap 3,200 souls Tier 3ArmorInstantCast +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
  • Entangling Thorns Entangling Thorns 4s Duration32s Cooldown Summons a patch of choking thorns that damages and slows every enemy inside its radius. Crowd Control movement slow; tier 3 upgrades the effect to an immobilize Damage about 40 damage per second at base spirit power (deadlock.one) Defensive dropped at her own feet it discourages a melee chase 1 +2m radius and improved spirit scaling on the DPS 2 immobilizes enemies in the patch clears the wave and denies the orb area at the same time

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 4s Duration18s Cooldown 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 20m Range6s Duration30s Cooldown 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: Air Drop turns every fight into one her team can start from an angle the enemy cannot defend

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. 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. 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. 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
  • 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
  • Being stunned by The Doorman now pauses your reload rather than restarting it, as of 09-16-2026. That quietly changes when it is safe to reload in this matchup: a reload caught by their Stun resumes where it left off instead of costing you the whole cycle, so the old rule of never reloading inside their engagement range is too conservative now. The compensating change is that parrying also pauses your reload, so a defensive parry no longer buys you free reload time. Documented
  • 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
  • Entangling Thorns clears the wave and denies the orb area at the same time 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
  • Air Drop unlock — Turns every fight into one her team can start from an angle the enemy cannot defend Strong evidence
  • Kudzu Connection Kudzu Connection 16m Range12s Duration37s Cooldown Forms a link with a nearby ally, granting both of them fire rate, bullet lifesteal and replicated healing, and removing the movement penalty while shooting. Damage no direct damage; about +10% fire rate, +15% bullet lifesteal and 35%… Mobility removes the move-speed penalty while shooting, which is effectively a large… Defensive the bullet lifesteal and replicated healing are her main sustain for both… 1 about +8% fire rate and +8% bullet lifesteal 2 -37s cooldown (37s to 0s), so the connection is always active tier 3 — The connection becomes always-on, so the buff no longer depends on holding line of sight Strong evidence
  • Your Silence may be worth more in a chain than a teammate's Stun. The 03-06-2026 diminishing-returns system reduces subsequent CC by 10% then 30% inside an 8-second window, and community reporting holds it applies to stuns only — not to silences, slows, hexes or disarms. If that is right, sequencing your Silence after an ally's Stun costs you nothing, while a second Stun in the chain is already 10% shorter. Treat it as community-reported rather than confirmed, but order your chain accordingly against The Doorman. Uncertain
  • 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
  • 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 3,200 souls Tier 3TechPress +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 3,200 souls Tier 3ArmorPassive +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 3,200 souls Tier 3ArmorInstantCast +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 3,200 souls Tier 3ArmorInstantCast +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 6,400 souls Tier 4ArmorInstantCast +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

Ivy’s other hard matchups

Every Ivy matchup →

All of The Doorman

Who beats The Doorman, the items that shut The Doorman down, and every ability.

How to counter The Doorman →

Facing more than The Doorman?

Add the other five enemies: who to focus first and what to buy against the whole team.

Open in the matchup tool →

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 57.2% of these, which is 4.2% above your overall win rate (17,503 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 Ivy'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%.

Full source register →