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Mina vs The Doorman

Mina's team wins 49.0% The Doorman's team wins 51.0%, across 28,894 games

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

Mina has a big edge

Mina usually wins 44.8% of games. Against The Doorman that is 4.2% higher, over 28,894 games.

  • Whole match 49.0% +4.2% vs usual 28,894 games
  • Sharing a lane 48.4% +3.6% vs usual 10,328 games
  • Oracle and above 46.4% −0.1% vs usual 601 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 Mina's usual win rate at that rank.

The fight at a glance

If you're Mina

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
Mina 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

Sanguine Retreat 9m Range0.7s Duration32s Cooldown Mina scatters into a cloud, becoming untargetable while she flies to a chosen point, and can recast within a short window to move again. Damage No damage. T1 grants +25% fire rate for 8s and adds 8 bullets on cast. Mobility 9m cast range, untargetable during flight, recastable within a brief window… Defensive Full untargetability during the flight — it dodges bullets, projectiles and… 1 on cast, +25% fire rate for 8s and +8 bullets. 2 -10s cooldown. 5 +1 recast and +4m range.

Wait out Sanguine Retreat 32s cooldown

ThenForce it with a cheap ability and hold your combo.

Watch out
Love Bites Mina's bullets carry extra spirit damage, and damage she deals builds toward a bite that detonates for a burst of bonus spirit damage. Crowd Control None at base. T1 adds a 30% slow for 3s when the bite procs. Damage 4 spirit damage per bullet and 45 bonus damage on the bite. 1 on proc, +30% slow for 3s. 2 +3 spirit damage per bullet, +45 bonus damage. 5 -5s cooldown and on proc +25% fire rate for 5s. Love Bites turns her weak pistol into constant spirit chip that builds to a 45+ burst bite, and she can re-proc on your teammate while yours is on cooldown, so the pressure never stops.
Your edge
The Doorman has more crowd control than Mina.
Buy
Slowing Hex Slowing Hex 1,600 souls · Tier 2 · Tech · Press +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance Buy it against Mina's Sanguine Retreat.

The full plan for Mina, 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
  • Love Bites lets her deal real Spirit Damage from a distance on a short effective cooldown, so she can poke despite weak raw gun stats.

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 Love Bites unlocked first (laning 0-10min): Love Bites with double Rake Rake 10m Range16s Cooldown A close slash that deals spirit damage scaled up by how much health the target is missing, executes weakened non-hero units outright, and refunds health to Mina on a kill. Damage 60 base damage with 25 heal per kill. Defensive Heal per kill (+30 more at T2) is her only sustain; 1 +60 damage. 2 +30 heal per kill, -8s cooldown. 5 +7% missing-health damage and increased heal-per-kill spirit scaling. gives her spirit chip and a missing-health finisher right away.

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
  • You out-lane The Doorman and they out-scale the lane phase, so the whole matchup lives in the first six minutes. The lead you build there has to be spent before Guardians fall and the map turns into grouped objectives — souls banked are not a lead against a hero who is better in the format that follows. Convert into their Guardian, into the Urn at 10:00, or into map control ahead of the first Rift around 11:00, and treat any minute where your advantage is sitting unspent as a minute given back. Strategic
  • You are strong now and The Doorman is strong later, so the clock is your opponent, not the hero. Every minute that passes without you converting a lead is a minute spent losing. Take the aggressive line early even when a safer one exists. Strategic
  • 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 3,200 souls Tier 3ArmorPassive +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
  • 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
  • You are a strong laner, so know where the income actually goes. Trooper souls are split among players within roughly 45m of the orb or 30m of the killer, and two players nearby take 54% each rather than 50% — a duo lane is slightly net-positive for the team and clearly negative for you individually. If you are winning the lane against The Doorman, holding the wave alone at range from your partner is worth real souls per minute. Treat the exact distances as community-sourced. Uncertain
  • 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
  • Love Bites lets her deal real Spirit Damage from a distance on a short effective cooldown, so she can poke despite weak raw gun stats. 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
  • Love Bites unlocked first (laning 0-10min) — Love Bites with double Rake gives her spirit chip and a missing-health finisher right away. Strong evidence
  • Love Bites T2 (mid game) — +3 spirit per bullet and +45 bite damage substantially raise Love Bites' output. Strong evidence
  • You have a window where you cannot be hit and The Doorman does damage that does not need to target you. Untargetability of the Ethereal Shift Ethereal Shift 6,400 souls Tier 4TechInstantCast +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power kind explicitly does not stop aura-type effects, and the same logic applies to persistent fields: going untargetable inside their zone means you emerge on the other side at the same health, having spent the cooldown for nothing. The window has to be used to leave the area, not to survive standing in it. 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
  • 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 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

Mina’s other hard matchups

Every Mina 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 49.0% of these, which is 4.2% above your overall win rate (28,894 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 Mina'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 →