The Doorman Build
Import this build in-game: 522941
Early Game
Lane Foundation

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.

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.

Mystic Expansion
800 souls
T1 · Spirit
Widens Call Bell's pull radius and Alarming Presence fear aura.

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. Call Bell charges regenerate quickly for near-continuous engagement.

Improved Spirit
1,600 souls
T2 · Spirit
+18 Spirit Power · +1.5 Out of Combat Regen
Steps up spirit scaling for Call Bell and Alarming Presence.

Enduring Speed
1,600 souls
T2 · Vitality
+2m Move Speed · +2 Out of Combat Regen
Move speed for Doorman's aggressive positioning. Maintains optimal range for Call Bell pulls.

Fortitude
3,200 souls
T3 · Vitality
+375 Bonus Health
+375 bonus health for Doorman's frontline role. He absorbs burst while setting up Call Bell engages.
Mid Game
Power Spike

Recharging Rush
1,600 souls
T2 · Weapon
+20% Max Ammo · +10% Weapon Damage
Replenishes charged ability charges when dealing significant weapon damage. Doorman dealing sustained damage keeps Call Bell charges topped up.

Tankbuster
3,200 souls
T3 · Spirit
+50 Bonus Health
Reduces bonus health of targets hit by Doorman's abilities. Against tanky enemies in 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.

Ballistic Enchantment
3,200 souls
T3 · Weapon
Imbue on Call Bell for increased range and weapon damage stacks per hero hit. Call Bell reaching further means safer pull deployment.

Superior Cooldown
3,200 souls
T3 · Spirit
+4 Out of Combat Regen
Reduces Doorman's ability cooldowns. More frequent Call Bell and Overdrive cycling.

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 follow-up.

Boundless Spirit
6,400 souls
T4 · Spirit
+15% Spirit Power · +30 Spirit Power · +75 Bonus Health · +4 Out of Combat Regen
Core spirit item — all of Doorman's abilities reach maximum scaling at T4.
Late Game
Late Game

Spirit Burn
6,400 souls
T4 · Spirit
+6% Ability Range
Converts spirit damage to percentage max health. Against tanky enemies.

Mystic Reverb
6,400 souls
T4 · Spirit
+10% Spirit Lifesteal
Bonus spirit damage echo on ability hits. Call Bell procs Mystic Reverb for additional burst.

Transcendent Cooldown
6,400 souls
T4 · Spirit
+4 Out of Combat Regen
Final CDR — all abilities approach minimum cooldowns.

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

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

Knockdown
3,200 souls
T3 · Spirit · Active
+75 Bonus Health · +5% Ability Range
Knocks down a target briefly. Doorman chains Call Bell pull into Knockdown for continuous CC.

Arctic Blast
6,400 souls
T4 · Spirit · Active
+10% Spirit Resist
AoE freeze extending Doorman's CC chain after Call Bell pull.

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 is nearly impossible to escape.

