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The Doorman

ControllerSupportInitiator Spirit Damage Late Game Low Difficulty

Patch 10-30-2026, 157,207 matches. Updated daily.

How to counter and play The Doorman

Items to buy

  • vs pulls and knockbacks Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer
  • vs zoning and area denial Enduring Speed Enduring Speed 1,600 souls Tier 2ArmorPassive +25% Slow Resist +2 Out of Combat Regen Builds from Sprint Boots Fleetfoot Fleetfoot 1,600 souls Tier 2WeaponInstantCast +16s Cooldown +5s Duration +100 move speed penalty while shooting reduction +35% Slide Distance +6% Bullet Resist +40% Slow Resist +6% Weapon Damage Restorative Locket Restorative Locket 1,600 souls Tier 2ArmorInstantCast +20s Cooldown +0.1s Cast Delay +8% Spirit Resist +25 Max Stacks +3 Max Stamina Restore
  • vs slows Debuff Reducer Debuff Reducer 1,600 souls Tier 2ArmorPassive +25% Debuff Resist +90 Bonus Health Enduring SpeedDispel Magic Dispel Magic 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount
  • Never let him within 7m of your carry. Hotel Guest 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… has a 7m range and his walking speed is 7.9 m/s with no dash — this is a positioning rule
  • 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 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 is on cooldown
  • 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
  • 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
  • Shoot the 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 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
  • Fight him in open areas: the 5 AP 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 wall Stun needs geometry, and without it his only Hard CC disappears
  • 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
  • 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
  • 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
  • Doorway lets his team appear behind you from up to 70m away (110m at 5 AP), so a defended chokepoint is not actually defended
  • 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
  • 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
  • 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
  • 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
  • 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
  • Hotel Guest cannot really be baited safely because a successful cast is a guaranteed fight-swing; instead deny it by range, since he must reach 7m to use it at all
  • Any time Doorway is on cooldown or expired (45s base) — he has no other mobility
  • Immediately after Luggage Cart is used (30s base, 12s at 5 AP): no initiation, no peel, and no way to reposition an ally
  • During the 2.40s reload on an 8-round clip fired at 1.59 shots/second — his damage output is negligible and stays negligible
  • 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
  • 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
  • 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

Plan a game against The Doorman and the rest of their team →

Good at

  • Hotel Guest does not reduce a hero's output, it removes the hero
  • Doorway gives his whole team map mobility and flank options
  • Call Bell's -100% accuracy is a near-total shutdown of weapon-damage heroes inside its radius
  • Luggage Cart works both ways: it initiates on enemies and rescues or delivers allies

Weak to

  • 755 HP, no resists, no healing and no movement ability
  • An ultimate with a 7m cast range on a hero who cannot close distance without setting up Doorway first
  • 38 DPS means he contributes almost nothing outside his cooldowns
  • Everything is on a long base cooldown (Doorway 45s, Luggage Cart 30s, Hotel Guest 140s), so a whiffed initiation leaves him useless for the rest of a fight

In lane, good at

  • 24 damage per shot is heavy per-bullet value, so he last-hits and denies comfortably despite low overall DPS
  • 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
  • Luggage Cart alt-cast on his lane partner is an unusual laning tool — he can pull a diving partner into or out of a trade
  • Doorway gives him a pre-planned escape

In lane, weak to

  • 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
  • No movement ability at all beyond a pre-placed Doorway on a 45s cooldown — if he is caught out of position he has nothing
  • His ultimate is 7m range, so it does nothing to save him from a ranged assassination
  • 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
  • Hotel Guest unlock — Turns every fight into a potential 5v4 and gives him a way to remove the single hero his team cannot handle
  • 1 AP into Hotel Guest — -20s cooldown (140s to 120s) makes the banish available more often
  • 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
  • 5 AP into Luggage Cart — The 1.25s wall Stun plus -18s cooldown gives him a repeatable Hard CC he otherwise lacks

Single-Action Pistol ("Service With A Smile")

Heavy HitterMedium Range

38.1 DPS

Falloff Range 20m 58m

Only about 38 DPS, but it comes as 24 damage per shot at a slow 1.59 shots/second from an 8-round clip with a 2.40s reload and a very slow 203 m/s projectile. The heavy per-shot damage is good for last-hitting and denying in lane, but the low rate of fire and slow bullets make it almost useless for chasing or for dueling a mobile target.

  • 24 Bullet Damage
  • 1 Pellets per Shot
  • 1.59 Bullets per sec
  • 8 Ammo
  • 2.40s Reload Time
  • 203m/s Bullet Velocity
  • 50Light Melee
  • 116Heavy Melee
Vitality and movement
  • 755 Health
  • 1 Health Regen
  • 7.90m/s Move Speed
  • 1.60m/s Sprint Speed
  • 3 Stamina
  • 4.50s Stamina Cooldown

Base values on patch data. Items and boons change all of these.

The heroes The Doorman wins most with, against what their two win rates would predict.

  • Graves Graves ControllerSummonerClose rangeHybrid damage Map pressure while away from the fight via Borrowed Decree Ghouls marching at objectives Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing low (1/3) 54.4% together +2.8% above expected
  • Seven Seven MageControllerMid rangeSpirit damage Wave and jungle clear through Lightning Ball and Power Surge, which helps him reach item breakpoints sooner Durability low (1/3) Burst high (2/3) Mobility none (0/3) Healing none (0/3) 52.0% together +1.3% above expected

Every The Doorman duo →

Every The Doorman matchup

The Doorman wins 45.9% of games overall. Who counters The Doorman and who The Doorman counters: all 43 opponents, from The Doorman's hardest to easiest, with how far each sits from that average. The Doorman struggles The Doorman does well

Graves and Paige are strong against almost every hero this patch, so they sit near the top here too. The counters that are about The Doorman in particular: Lady Geist (The Doorman wins 42.3%), Baba (The Doorman wins 39.8%) and Dynamo (The Doorman wins 43.3%).

Only matches whose average rank was Oracle and above, where The Doorman wins 48.3% overall.

Abilities

Pick an ability to see what it does and how to play around it.

Call Bell

Ability 1 · Thrown Delayed-Detonation AoE Debuff

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. The bell can be shot to make it detonate early.

Purpose: His lane harass and his anti-dive tool. The accuracy debuff is the real payload — it turns a gun hero inside the radius into a hero who cannot hit anything.

Damage
40 impact damage + 55 explosion damage (game data); +30 impact and +40 explosion at 2 AP. 5.5m radius, 4s debuff, 18s cooldown
Crowd control
-100% weapon accuracy and -35% movement speed in a 5.5m radius. Note that global slows were cut roughly 20% in the 09-16-2026 patch.
Defensive
The accuracy debuff is a hard shutdown on any gun-primary hero trying to shoot him or an ally

How to play against it

  • 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
  • Cleanse or debuff-removal strips the accuracy and slow, which is the difference between losing and winning a chokepoint fight

Interactions

  • Shootable for early detonation, which means both teams can influence the timing — enemies can pop it before allies walk in, and The Doorman can pop it to catch someone who thought they had time
  • The -100% accuracy makes it a specific counter to weapon-damage carries and a weak answer against spirit-damage abilities
  • 5 AP's +26s lifetime plus continuous slow application turns it from a burst debuff into a persistent area denial in a chokepoint
  • Pairs directly with Luggage Cart: pull enemies through the bell's radius
Upgrade tiers
  • 1 AP: +1 charge
  • 2 AP: +30 impact and +40 explosion damage
  • 5 AP: +26s lifetime, continuous slow application, and +4.5m radius

Doorway

Ability 2 · Paired Placed Portals for Players and Projectiles

The Doorman places two connected doors in the world. Players and most projectiles that enter one door come out the other. The doors close when their duration expires, and the two doors must be placed within a maximum distance of each other.

Purpose: 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.

Damage
No damage. 65-70m maximum door separation (mobalytics lists 65m, deadlock.one lists 70m), 45s cooldown; +40m separation and +30m cast range at 5 AP
Mobility
Effectively a team-wide teleport, though it must be set up in advance and is visible to the enemy
Defensive
His only escape, and at 2 AP it grants a barrier to the first person who transits — a real mitigation layer on an engage or a retreat

How to play against it

  • 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
  • Blocking or camping the destination side denies the flank entirely without needing to kill anything

Interactions

  • Both teams can use the doors — the enemy can follow him through, or use his own portal to reach his backline
  • Most projectiles pass through, so it can redirect enemy fire or extend an ally's damage around a corner
  • 45s cooldown and a finite duration mean this is a planned play, not a reaction; a Doorman caught without it placed has no mobility at all
  • Doorway plus Hotel Guest is his signature: portal into the enemy backline, banish the carry at 7m range, portal out
Upgrade tiers
  • 1 AP: +20s duration
  • 2 AP: grants a barrier on first transit through a door
  • 5 AP: +40m door separation and +30m cast range

Luggage Cart

Ability 3 · Travelling Object That Drags Heroes Along Its Path

The Doorman sends out a luggage cart that deals Spirit Damage and pulls enemy heroes along with it as it travels. It can be alt-cast to target friendly heroes instead.

Purpose: His engage and his peel in one button. Offensively it drags an enemy out of position into his team; defensively the ally cast pulls a teammate out of danger or into a fight.

Damage
60 Spirit Damage (game data); +80 damage at 1 AP. 20m range (45m at 2 AP), 30s cooldown
Crowd control
Forced displacement along the cart's path. At 5 AP it adds a 1.25s Stun if the pulled target is slammed into a wall.
Mobility
The friendly alt-cast is a mobility tool for allies (and a way to bring a diver to the fight)
Defensive
Alt-casting on a low ally pulls them out of a collapse; pulling an enemy diver away from your backline is real peel

How to play against it

  • 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
  • At base it is only 20m range, so holding beyond that distance in a standoff denies the initiation until he takes 2 AP

Interactions

  • Alt-cast on allies is what makes him a genuine initiator despite having no gap-close of his own — he can deliver a teammate
  • The 5 AP wall Stun is the only true Stun in his kit and it depends on geometry, so it is far stronger in tight interiors than in open street
  • Cart into Call Bell into Hotel Guest is his full pick combo — pull them in, blind and slow them, then banish
  • At 2 AP the 45m cast range makes it a long-range initiation tool rather than a close-quarters one
Upgrade tiers
  • 1 AP: +80 damage
  • 2 AP: +25m cast range (20m to 45m) and +90 wall-impact damage
  • 5 AP: +1.25s Stun when the target is slammed into a wall, and -18s cooldown

Hotel Guest

Ultimate · Single-Target Banishment with a Damage-on-Return Penalty

The Doorman sends a targeted enemy's body away to the Baroness Hotel. The guest has to make their way to the exit elevator, which returns them to where they were. The stay costs them Spirit Damage, and failing to check out on time costs considerably more.

Purpose: Single-target removal. It takes one hero out of a fight entirely, turning a 5v5 into a 5v4 for the duration, and punishes them with damage on the way back.

Damage
75 initial damage + 125 on an extended stay; 150 at 2 AP. Roughly 6.5s to reach the exit elevator. 7m cast range, 140s cooldown
Crowd control
A full removal from the fight — the target cannot act in the real world at all
Defensive
Banishing the hero who is killing you is a defensive option, though the 7m range means he must be dangerously close to cast it

How to play against it

  • 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
  • Before 5 AP he is not unstoppable during the cast, so a Stun or knockdown on him as he closes to 7m prevents it entirely
  • Deny the setup rather than the ultimate: dodge the Luggage Cart and stay out of Call Bell, and he physically cannot reach 7m on a 7.9 m/s frame with no dash

Interactions

  • The 7m cast range is extremely short for an ultimate on a hero with no gap-close — Doorway or Luggage Cart is usually required to get into range
  • Debuffs applied before the cast (slows, knockdowns) persist and affect the target on their return, so he can stack punishment onto the exit
  • 2 AP adds a 1.5s Stun on a failed checkout and raises the extended damage to 150
  • 5 AP makes The Doorman himself unstoppable while the hotel is occupied, which is what lets him cast it in the middle of a collapsing fight
  • It removes a hero from the fight, but it also removes their body as a damage sponge — banishing the enemy frontliner can occasionally help them
Upgrade tiers
  • 1 AP: -1 stamina cost and -20s cooldown (140s to 120s)
  • 2 AP: +1.5s Stun on failed checkout and 150 extended damage
  • 5 AP: caster becomes unstoppable while the hotel is occupied, and a 15s cooldown on checkout failure

The Doorman's win rate by game length

Game length changes little for The Doorman compared with other heroes: #32 of 44 in games under 25 minutes, #38 of 44 from 25 to 40, #39 of 44 past 40. The "Late Game" tag at the top is about how the kit comes online; on this patch the results do not show The Doorman passing other heroes in long games.

40% 45% 50% 55% 0.6% of all games end at 10–15 minutes 1.2% of all games end at 15–20 minutes 3.4% of all games end at 20–25 minutes 11.0% of all games end at 25–30 minutes 23.2% of all games end at 30–35 minutes 26.4% of all games end at 35–40 minutes 17.9% of all games end at 40–45 minutes 9.4% of all games end at 45–50 minutes 4.3% of all games end at 50–55 minutes 1.7% of all games end at 55–60 minutes 0.8% of all games end at 60+ minutes 10–15 min: 48.1% over 808 games (few games, read with care) 48.1% 15–20 min: 46.4% over 1,818 games 46.4% 20–25 min: 44.5% over 4,973 games 44.5% 25–30 min: 42.5% over 15,297 games 42.5% 30–35 min: 43.9% over 34,081 games 43.9% 35–40 min: 46.4% over 40,933 games 46.4% 40–45 min: 47.2% over 29,600 games 47.2% 45–50 min: 48.2% over 16,644 games 48.2% 50–55 min: 48.0% over 8,354 games 48.0% 55–60 min: 48.9% over 3,428 games 48.9% 60+ min: 47.4% over 2,052 games 47.4% 10–1515–2020–2525–3030–3535–4040–4545–5050–5555–6060+
above 50% below 50% under 1,000 games how many games end then
See the numbers
MinutesWinsvs usualGames
10–15 48.1% +2.2% 808
15–20 46.4% +0.5% 1,818
20–25 44.5% −1.4% 4,973
25–30 42.5% −3.4% 15,297
30–35 43.9% −2.0% 34,081
35–40 46.4% +0.5% 40,933
40–45 47.2% +1.3% 29,600
45–50 48.2% +2.3% 16,644
50–55 48.0% +2.1% 8,354
55–60 48.9% +3.0% 3,428
60+ 47.4% +1.5% 2,052

"vs usual" is against The Doorman's 45.9% over all these games. Faded rows have under 1,000 games, where a few percent either way is noise; under 300, no win rate is shown.

Each point is how often The Doorman won games that ended at that length, not the chance of winning at that minute. Short games are usually one-sided, so the left side is about closing out a lead and the right side about long, close games. Games under 10 minutes are left out. Every hero by game length →

Sources and confidence for this record

Record confidence: Strong evidence. Compiled for patch 10-30-2026, researched 2026-10-30.

Difficulty rating: deadlock.io lists The Doorman at client complexity 1 ('Low'), while noting his buttons are simple but his positioning and decision-making are not — https://deadlock.io/en/heroes/the-doorman