vs pulls and knockbacksUnstoppableUnstoppable6,400 soulsTier 4ArmorInstantCast+60sCooldown+5.5sDuration+125Bonus Health+25%Debuff ResistBuilds from Debuff Reducer
vs zoning and area denialEnduring SpeedEnduring Speed1,600 soulsTier 2ArmorPassive+25%Slow Resist+2Out of Combat RegenBuilds from Sprint BootsFleetfootFleetfoot1,600 soulsTier 2WeaponInstantCast+16sCooldown+5sDuration+100move speed penalty while shooting reduction+35%Slide Distance+6%Bullet Resist+40%Slow Resist+6%Weapon DamageRestorative LocketRestorative Locket1,600 soulsTier 2ArmorInstantCast+20sCooldown+0.1sCast Delay+8%Spirit Resist+25Max Stacks+3Max Stamina Restore
Never let him within 7m of your carry. Hotel GuestHotel Guest7m Range6.5s Duration140s CooldownThe Doorman sends a targeted enemy's body away to the Baroness Hotel.Crowd ControlA full removal from the fight — the target cannot act in the real world at…Damage75 initial damage plus 125 on an extended stay;DefensiveBanishing the hero who is killing you is a defensive option, though the 7m…11 AP: -1 stamina cost and -20s cooldown (140s to 120s)22 AP: +1.5s stun on failed checkout and 150 extended damage55 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 DoorwayDoorway50m Range15s Duration45s CooldownThe Doorman places two connected doors in the world.DamageNo damage. 65-70m maximum door separation (mobalytics lists 65m…MobilityEffectively a team-wide teleport, though it must be set up in advance and is…DefensiveHis only escape, and at 2 AP it grants a barrier to the first person who…11 AP: +20s duration22 AP: grants a barrier on first transit through a door55 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 BellCall Bell4s Duration18s CooldownThe 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.Damage40 impact damage plus 55 explosion damage (game data);DefensiveThe accuracy debuff is a hard shutdown on any gun-primary hero trying to…11 AP: +1 charge22 AP: +30 impact and +40 explosion damage55 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 CartLuggage Cart20m Range6s Duration30s CooldownThe Doorman sends out a luggage cart that deals spirit damage and pulls enemy heroes along with it as it travels.Crowd ControlForced displacement along the cart's path.Damage60 spirit damage (game data);MobilityThe friendly alt-cast is a mobility tool for allies (and a way to bring a…11 AP: +80 damage22 AP: +25m cast range (20m to 45m) and +90 wall-impact damage55 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 CartStun 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
Carry CounterspellCounterspell3,200 soulsTier 3ArmorPassive+23sCooldown+20Spirit Power+6sBuff Duration+0.8sSpell Parry Duration+50Bonus Health+5Spirit Power against The Doorman, because a well-timed parry blocks Hotel Guest outright. (Guides Factory, Deadlock Item Builder)
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
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
38.1DPS
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.
24Bullet Damage
1Pellets per Shot
1.59Bullets per sec
8Ammo
2.40sReload Time
203m/sBullet Velocity
50Light Melee
116Heavy Melee
Vitality and movement
755Health
1Health Regen
7.90m/sMove Speed
1.60m/sSprint Speed
3Stamina
4.50sStamina 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.
GravesGravesControllerSummonerClose rangeHybrid damageMap pressure while away from the fight via Borrowed Decree Ghouls marching at objectivesDurabilitylow (1/3)Burstlow (1/3)Mobilitynone (0/3)Healinglow (1/3)54.4% together+2.8% above expected
SevenSevenMageControllerMid rangeSpirit damageWave and jungle clear through Lightning Ball and Power Surge, which helps him reach item breakpoints soonerDurabilitylow (1/3)Bursthigh (2/3)Mobilitynone (0/3)Healingnone (0/3)52.0% together+1.3% above expected
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 strugglesThe 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%).
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.
-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.
above 50%below 50%under 1,000 gameshow many games end then
See the numbers
Minutes
Wins
vs usual
Games
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