The Doorman Build
Import this build in-game: 291314
Early Game
Lane Foundation

Opening Rounds
1,600 souls
T2 · Weapon
+10 Spirit Power
Deals bonus weapon damage to targets above 50% health and grants +10 spirit power. Doorman shoots between Call Bell activations — Opening Rounds amplifies the first shots of each engage.

Mystic Burst
800 souls
T1 · Spirit
Spirit burst on next ability cast. Procs on Call Bell for bonus burst on top of the pull damage.

Extra Charge
800 souls
T1 · Spirit
+1 Bonus Ability Charges · +7 Bonus Spirit Power for Charged Abilities
More Call Bell charges. Additional pulls before cooldowns means more frequent engage opportunities per teamfight.

Mystic Expansion
800 souls
T1 · Spirit
Widens Call Bell's pull radius and Alarming Presence fear aura. Larger pull means more enemies caught per activation.

Rapid Recharge
3,200 souls
T3 · Spirit
+2 Bonus Ability Charges · +30% Faster Time Between Charges · +14% Cooldown Reduction For Charged Abilities · +10 Bonus Spirit Power for Charged Abilities
Reduces recharge time for Doorman's charged abilities. Combined with Extra Charge, Call Bell charges regenerate quickly for near-continuous engagement.
Mid Game
Power Spike

Guardian Ward
1,600 souls
T2 · Vitality · Active
+8% Ability Range
Places a ward that reveals and slows enemies. Doorman benefits from vision for positioning Call Bell to pull enemies who don't see it coming.

Slowing Hex
1,600 souls
T2 · Spirit · Active
+0.5m Sprint Speed
Active slow on a target. After Call Bell pulls enemies in, Slowing Hex prevents them from moving away before Doorman's follow-up.

Fortitude
3,200 souls
T3 · Vitality
+375 Bonus Health
+375 bonus health for Doorman's frontline role. He needs to absorb burst while setting up Call Bell pulls.

Alchemical Fire
3,200 souls
T3 · Weapon · Active
+8 Spirit Power
AoE spirit fire flask. Doorman zones enemies into Call Bell's pull radius — enemies running from the fire get pulled in.

Tankbuster
3,200 souls
T3 · Spirit
+50 Bonus Health
Reduces bonus health of targets hit by Doorman's abilities. In late game where enemies have hundreds of bonus health, Tankbuster makes ability damage cut through.

Vortex Web
6,400 souls
T4 · Spirit · Active
+8% Ability Range · +0.75m Sprint Speed
Roots enemies after Call Bell pull. Rooted targets can't move away before Doorman's damage abilities and team follow-up.

Rescue Beam
3,200 souls
T3 · Vitality · Active
+0.75m Sprint Speed · +6% Ability Range
Active beam that repositions a teammate. Doorman can reposition allies during teamfights or save struggling allies from dangerous positions.
Late Game
Late Game

Greater Expansion
3,200 souls
T3 · Spirit
+10% Spirit Resist
Further widens Call Bell and all ability AoE. Maximum radius Call Bell pulls nearly any grouped enemies.

Divine Barrier
6,400 souls
T4 · Vitality · Active
+10% Ability Range
Active shield for Doorman or ally. Doorman as a frontline tank can shield himself or protect backline allies from burst.

Cursed Relic
6,400 souls
T4 · Spirit · Active
-10% Damage Penalty
Reduces enemy spirit resist on Doorman's ability hits. Every Call Bell and Alarming Presence hit strips spirit resist — later ability damage is amplified.

Transcendent Cooldown
6,400 souls
T4 · Spirit
+4 Out of Combat Regen
Final CDR — Doorman's Call Bell and all abilities approach minimum cooldowns. Near-continuous engage and reset potential.

Spirit Burn
6,400 souls
T4 · Spirit
+6% Ability Range
Converts spirit damage to percentage max health. Against tanky enemies, Spirit Burn makes Call Bell damage scale through large health pools.

Echo Shard
6,400 souls
T4 · Spirit · Active
+5% Fire Rate · +5% Spirit Resist · +5% Bullet Resist
Reset Call Bell immediately after the first activation. Two consecutive pulls in rapid succession is nearly impossible to escape.

Boundless Spirit
6,400 souls
T4 · Spirit
+15% Spirit Power · +30 Spirit Power · +75 Bonus Health · +4 Out of Combat Regen
Core spirit item — Call Bell, Alarming Presence, and all abilities reach maximum scaling at T4.

