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The Doorman vs Venator

The Doorman's team wins 49.4% Venator's team wins 50.6%, across 33,120 games

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

The Doorman has the edge

The Doorman usually wins 45.9% of games. Against Venator that is 3.5% higher, over 33,120 games.

  • Whole match 49.4% +3.5% vs usual 33,120 games
  • Sharing a lane 49.1% +3.2% vs usual 10,972 games
  • Oracle and above 49.3% +1.0% vs usual 720 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 The Doorman's usual win rate at that rank.

The fight at a glance

If you're The Doorman

Has the edge
Hex-Lined Snap Trap 28s Cooldown Kicks out a trap that arms after a short delay and then sits on the ground for up to 30 seconds. Crowd Control 1.25s immobilize (T2 pushes it to 2.25s) Damage 80 spirit (about 2.2x spirit scaling); Defensive Acts as a tripwire behind Venator so flankers cannot reach him unpunished 1 -11s cooldown (28s base) 2 +1s immobilize duration 5 +1 charge and +30% damage dealt to revealed targets

Wait out Hex-Lined Snap Trap 28s cooldown

ThenIt is his only reliable hard lock and it has 2 charges on an 8s recharge, so trip both with a wave before rotating.

Watch out
Consecrating Grenade 25s Cooldown Lobs a grenade that bounces once or twice before detonating in a roughly 4.5m area. Damage 35 impact (about 1.0x weapon scaling) plus roughly 10 burn DPS (about 1.6x… 1 -5s cooldown (25s base) 2 +1.5m radius and +1s burn duration 5 an additional 20% healing reduction on top of the base 30%, and grants extra charges Consecrating Grenade applies 30-50% healing reduction before his team commits, so your Restorative Shot Restorative Shot 800 souls Tier 1WeaponPassive +6s Cooldown +100% Proc Chance +50 Healing From Heroes +20 Healing From NPCs / Orbs +6% Weapon Damage , Healing Rite Healing Rite 800 souls Tier 1ArmorPress +70s Cooldown +0.2s Cast Delay +20s Regen Duration and Lifesteal all stop mattering for 3.5-4.5 seconds.
Your edge
The Doorman has more crowd control than Venator.
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 Venator's Hex-Lined Snap Trap.

If you're Venator

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
Venator has more sustained damage than The Doorman, so longer fights favour you.
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.

The full plan for The Doorman, phase by phase, is below. Venator'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 Hex-Lined Snap Trap looks like. It is the cooldown this lane revolves around.

Avoid

  • Walking to lane on the same path every wave against a hero with Venator's engage range.

Do

  • Below-average movement speed (6.4 m/s) means he cannot dodge-dance in lane or rotate away from a gank the way Vindicta or Yamato can
  • No self-heal or barrier at all, so once an enemy anti-heals him back he has no answer
  • 24 damage per shot is heavy per-bullet value, so he last-hits and denies comfortably despite low overall DPS

Avoid

  • Consecrating Grenade denies the enemy laner's Healing Rite and regen trades in a fixed 1v1 lane where the 4.5m burn is hard to fully avoid
  • Hex-Lined Snap Trap placed behind the enemy's own guardian or on their retreat path punishes any greedy last-hit push

Do

  • Their first real spike is laning 0-10min — respect it from that point, not before.
  • Your 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 : +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

Avoid

  • Taking an even fight against Venator on their spike timing when you could take the same fight ten minutes later on yours.

Do

  • Watch for Gutshot Gutshot 10m Range23s Cooldown A point-blank shotgun burst within about 10m that shoves everyone hit backwards. Crowd Control knockback on everyone hit; Damage 60 base (about 0.7x weapon scaling) plus 30 bonus (about 0.8x scaling) when… Mobility none for Venator himself 1 +25 damage 2 -10s cooldown (23s base) and +0.4s stun duration 5 after a wall stun, Venator's next heavy melee becomes blessed . Fight Venator away from walls and railings — in open ground Gutshot is a 10m nudge with no Stun attached
  • Bait the trap with a minion wave, a summon or a zipline arrival before you walk any choke he has been defending

Avoid

Venator’s abilities

  • Gutshot Ability 2

    Being moved is the damage here, because of what follows it: knockback on everyone hit; 0.6s Stun on targets driven into a wall (T2 adds +0.4s, so up to 1.0s).

    • Fight Venator away from walls and railings — in open ground Gutshot is a 10m nudge with no Stun attached
    • Divers with Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer (Abrams' Siege, Yamato's Shadow Transformation Shadow Transformation 5s Duration160s Cooldown Yamato transforms with an initial invincible window, refreshes her ability cooldowns, and for the duration casts them much faster while immune to negative status effects and heavily… Damage No direct damage; the power is in refreshed abilities cast 60% faster Mobility T2 adds +4 m/s move speed during the transformation, on top of her already… Defensive Initial invincibility during the 1.5s transformation channel, immunity to… 1 +7 weapon damage 2 +4 m/s move speed and -30s cooldown (160s base) 5 +3s duration (5s base up to 8s) and +30% bullet resist and +30% spirit resist status immunity) walk through the shove and the Stun
    • Do not back yourself into a corner while pressuring him; the shove has no value if there is nothing behind you
  • A second source of hard control: 1.25s immobilize (T2 pushes it to 2.25s).

    • Push a minion wave, a Seven stormcloud drone, an Ivy ally or any summon down a choke first — the trap springs on the first thing through
    • Vary your rotation path; traps cover fixed geometry, so take the zipline or the roof instead of the same Haunt Haunts Neutral camps Lanes and Districts across the map Haunts replace the old neutral camps. They are not a reskin: each type behaves differently, and the health bar now shows a camp's soul value and how hard it is, so you can decide whether a camp is worth your time before you start shooting. Three eye colours mark the tier — teal for tier I, yellow for tier II, red for tier III. Souls 4168181 souls tier I / II / III a creep +0.44 / +0.73 / +1.95 a minute -camp door twice
    • On Graves, shoot the trap: since the 09-29-2026 patch her gun destroys it outright
  • Ira Domini Ira Domini 15s Duration160s Cooldown For a limited window Venator loads three heavy stakes instead of normal bolts. Damage 120 per stake (about 1.5x weapon scaling); Mobility T1 grants +1.2 m/s move speed while active 1 +1.2 m/s move speed while Ira Domini is active 2 -15s cooldown (160s base) and +65 bonus damage 5 all three stakes become blessed Ultimate

    His kill-confirm. After a Root, a wall Stun or an anti-heal burn he loads up and converts, and the blessed final stake takes a target that thinks it has escaped at low HP.

    • Ira Domini is a loud, visible transformation — the moment you see him load stakes, break line of sight for the 15s window instead of trading
    • Bullet Resist items (Enduring Speed Enduring Speed 1,600 souls Tier 2ArmorPassive +25% Slow Resist +2 Out of Combat Regen Builds from Sprint Boots line, Metal Skin Metal Skin 3,200 souls Tier 3ArmorInstantCast +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance +20% Gravity Scale , Bullet Armor) cut the 120-per-stake body damage, though not the blessed pure-damage portion
    • At low HP, the 8% execute means a Restorative Shot or Colossus Colossus 6,400 souls Tier 4ArmorInstantCast +37s Cooldown +7s Duration +25% Base Health +15% Weapon Damage +35% Bullet Resist +35% Spirit Resist +24% Move Speed -22% Dash Distance +20% Model Scale +30% Melee Damage Builds from Extra Health that puts you over the threshold is worth more than a damage item
  1. 1 Hex-Lined Snap Trap

    Hex-Lined Snap Trap first — it is his only reliable hard lock and it has 2 charges on an 8s recharge, so trip both with a wave before rotating

  2. 2 Gutshot

    Gutshot second — it is his self-peel; once it is on a 13-23s cooldown a melee diver can sit on him with impunity

  3. 3 Consecrating Grenade

    Consecrating Grenade third — force it out on a frontliner so your support can heal freely for the next 20-25s

The matchup in detail

  • Zero sustain, zero barrier and no escape ability — the entire kit is offense and control Strong evidence
  • 6.4 m/s base speed makes him the slowest of this group and an easy gank target Strong evidence
  • Gutshot's Stun is conditional on terrain, so his Hard CC evaporates in open-field fights Strong evidence
  • Neither of you can disengage well, so fights between you tend to go to completion. That makes the decision to start one much more important than anything you do inside it — commit only when you already have the advantage, because backing out is not available to either side. Strategic
  • Consecrating Grenade applies 30-50% healing reduction before his team commits, so your Restorative Shot, Healing Rite and Lifesteal all stop mattering for 3.5-4.5 seconds Strong evidence
  • Hex-Lined Snap Trap sitting invisible-until-triggered on your flank route roots you for 1.25-2.25s and reveals you for 6s Strong evidence
  • Gutshot into a wall is a 0.6-1.0s Stun plus 90 damage, and in corridors or around the Patron that is a free chain into his whole kit Strong evidence
  • Ira Domini stakes hit for 120 each with a blessed stake adding 95 pure damage and executing anyone under 8% max health — running away at low HP does not work Strong evidence
  • Since the 09-16-2026 patch his stakes Ricochet Ricochet 6,400 souls Tier 4WeaponPassive +65% Ricochet Damage +18% Fire Rate and split, so standing in a line behind a focused ally now shares the ultimate damage across your team Strong evidence
  • Bait the trap with a minion wave, a summon or a zipline arrival before you walk any choke he has been defending Strong evidence
  • Fight him in open ground — away from walls, Gutshot is only a knockback and he has no Hard CC left Strong evidence
  • Punish his 6.4 m/s speed: he cannot disengage, so gap-closers (Yamato's Flying Slash Flying Slash 23m Range36s Cooldown Throws a grappling hook at an enemy and pulls herself to them, landing a light melee hit and leaving them significantly slowed on arrival. Crowd Control -40% movement slow for 2.5s on the target Damage 66 melee damage Mobility Pulls her to the target from 23m base (T3 adds +8m, up to 31m) 1 -18s cooldown (36s base down to 18s) 2 gain +35 Spirit Power for 6s 5 alt-cast to grapple allies, +8m cast range, and +1 charge , Abrams' Shoulder Charge Shoulder Charge 1.4s Duration33s Cooldown Abrams barrels forward, scooping up any hero he contacts and carrying them along. Crowd Control Stun on wall impact only. Damage 30 base impact damage (deadlock.one). Mobility Forward charge with a speed bonus after connecting with a hero. 1 applies a 32% move-speed slow for 3s, giving the ability value even when no wall is… 2 +0.8s wall-slam stun duration 5 roughly -18s cooldown and +1.5 weapon damage for 6s after hitting a hero , Wraith's Project Mind Project Mind 25m Range50s Cooldown After a brief channel, Wraith teleports to a chosen location at range. Mobility Teleport up to 25m (T1 adds +15m, so up to 40m) after a 1s interruptible… Defensive T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power 1 +15m cast range (25m base up to 40m) 2 300 barrier for 5s on arrival, scaling with Spirit Power 5 -32s cooldown (50s base down to 18s) ) reach him and he cannot leave Strong evidence
  • Delay big heals until his grenade burn expires rather than healing into 30-50% reduction Strong evidence
  • Bullet-resist items blunt his weapon-scaling kit far more than Spirit Resist does, since Consecrating Grenade, Gutshot and Ira Domini all scale off weapon damage Strong evidence
  • Venator's bullets are among the fastest in the game and you have little mobility, so you will not dodge their gun; the answer is the item that changes what their bullets do rather than where you stand. Plated Armor Plated Armor 6,400 souls Tier 4ArmorPassive +1s Cooldown +30% Deflection Percent +50% On-Hit Prevention Percent +130 Bonus Health deflects bullets outright and — the part most players miss — strips their on-hit build-ups, which is the only clean answer to Silencer Silencer 6,400 souls Tier 4WeaponPassive +12% Spirit Resist -25% Spirit Damage Reduction +2.5s Silence Duration +6s Debuff Duration +10s Immunity Duration , Toxic Bullets Toxic Bullets 3,200 souls Tier 3WeaponPassive -40% Incoming Healing and Inhibitor Inhibitor 6,400 souls Tier 4ArmorPassive +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing stacks landing on you. If 6,400 is too far away, Battle Vest Battle Vest 1,600 souls Tier 2ArmorPassive +18% Bullet Resist +3 Out of Combat Regen +65% Life Threshold +22% Weapon Damage +7% Fire Rate at +18% Bullet Resist is the efficient Tier II step and Bullet Resilience Bullet Resilience 3,200 souls Tier 3ArmorPassive +35% Bullet Resist +5 Out of Combat Regen at +30% (with a further +15% below half health) the Tier III one. Strong evidence
  • The moment Gutshot and both Snap Trap charges are on cooldown, he has no CC and no escape — that is the all-in window Strong evidence
  • During the 2.8s weapon reload (33-round magazine at nearly 8 shots/sec empties fast) Strong evidence
  • The arming delay on a freshly kicked trap: the trap does nothing for that brief period, so pushing through immediately after you watch him kick it is safe Strong evidence
  • After all three Ira Domini stakes are spent, his damage collapses back to a 63.5 DPS bolt gun for the next ~145 seconds Strong evidence
  • Any moment he is in open ground away from walls: his Hard CC is trap-only and traps must be pre-placed Strong evidence
  • Confirming and denying a soul orb is a hit-check, not a damage-check — one bullet or one pellet takes it regardless of how much damage it does. That is good news for you in the abstract and bad news against Venator specifically, because their bullets fly more than twice as fast as yours. On the contested floating orb you have to pre-fire: start the shot before the trooper dies and lead the orb's spawn point, because if you both react at the same instant their bullet arrives first. Strong evidence
  • You get value from moving around the map and Venator does not, but the 09-16-2026 patch made that harder to convert early: tunnel breakables Crates Breakable Streets, rooftops and tunnels — about 500 of them Ordinary breakables. Each has a 60% chance to drop souls; a Tough Crate always drops, for double. Souls 23 souls a crate, 60% of the time +2 a minute now spawn and respawn on 5 minutes rather than 3. The off-lane income that used to make a rotation pay for itself is roughly 40% less frequent, so before 6:00 a rotation has to be justified by pressure on Venator or on the Guardian, not by the breakables you pick up on the way. Documented
  • Consecrating Grenade denies the enemy laner's Healing Rite and regen trades in a fixed 1v1 lane where the 4.5m burn is hard to fully avoid Strong evidence
  • Hex-Lined Snap Trap placed behind the enemy's own guardian or on their retreat path punishes any greedy last-hit push Strong evidence
  • Below-average movement speed (6.4 m/s) means he cannot dodge-dance in lane or rotate away from a gank the way Vindicta or Yamato can Strong evidence
  • No self-heal or barrier at all, so once an enemy anti-heals him back he has no answer Strong evidence
  • 24 damage per shot is heavy per-bullet value, so he last-hits and denies comfortably despite low overall DPS Strong evidence
  • Your kit is built around lockdown and that is worth less on the Mid Boss than on Venator — it carries 35% Debuff Resist as of 03-06-2026, so your disables run roughly two-thirds as long on it. Plan the take around damage and positioning rather than a CC chain, and spend the chain on Venator if they contest. The payoff is worth the trip: 3,000 souls + 50 per minute, two permanent buffs each, and a Rejuvenator crystal giving up to three single-use revives that return a player at full health after 3 seconds, for 3 minutes. Documented
  • Laning 0-10min — Consecrating Grenade's 30% healing reduction makes him a strong counter-laner against any regen-based opponent Strong evidence
  • Hex-Lined Snap Trap T2 (+1s immobilize) — A 2.25s Root is long enough to chain a full Gutshot plus weapon burst without help Strong evidence
  • Ira Domini unlock — Gives him an execute for the first time, converting his CC chain into confirmed kills Strong evidence
  • Late 35min+ with Ricochet — Post 09-16-2026 Ira Domini bounces and splits, turning the ultimate from a single-target execute into a teamfight nuke Strong evidence
  • 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
  • Venator 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
  • Venator 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
  • Majestic Leap (vitality T3) — Venator's Hex-Lined Snap Trap — that is the zoning and area denial this answers. Buy to escape ground-based lockdown and to rotate across the map quickly. 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) — Venator's Gutshot — 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) — Venator's Gutshot 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
  • The specific error is walking into Venator's area denial after it is already down, because your team is in there and you feel late. You are slow enough that entering a committed zone is a one-way decision — you will be inside it for its full duration, not for the two seconds you intended. Arrive before the zone or arrive from the other side of it; arriving into it is how this matchup is lost even when your team wins the fight. Strategic

Next

The Doorman’s other hard matchups

Every The Doorman matchup →

All of Venator

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

How to counter Venator →

Facing more than Venator?

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 Venator's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Data-supported Measured: you win 49.4% of these, which is 3.5% above your overall win rate (33,120 matches). The kit-based model agrees.

Venator's kit and counterplay were compiled from 7 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against The Doorman'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 →