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Terror Zones

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Doom

Axes/Polearms/Hammers

helruneohmruneumrunelorunechamrune
'HelOhmUmLoCham'
5% Chance to Cast Level 18 Volcano On StrikingLevel 12 Holy Freeze Aura When Equipped+2 to All Skills+45% Increased Attack Speed+330-370% Enhanced Damage (varies)-40-60% to Enemy Cold Resistance (varies)20% Deadly Strike25% Chance of Open WoundsPrevent Monster HealFreezes Target +3Requirements -20%
Good for:
(P)Holy Freeze Zealot (B)Frenzy (B)Whirlwind

Doom is a utility-focused runeword in Diablo 2 Resurrected that provides one of only three sources of Holy Freeze aura in the game. Created with Hel + Ohm + Um + Lo + Cham in axes, polearms, or hammers, this five-socket weapon grants a Level 12 Holy Freeze Aura When Equipped—trading raw damage potential for battlefield control and cold resistance reduction.

The Holy Freeze Advantage

Doom's signature feature is providing Holy Freeze outside of the Paladin class. The level 12 aura slows enemies by 50% within an 11.3-yard radius while dealing 17-18 cold damage per pulse and adding 85-90 cold damage to attacks. Critically, the slow effect works on cold immune monsters, making it one of the few defensive tools that remains effective against all enemy types. This battlefield control becomes invaluable in high-density situations where preventing enemies from reaching you matters more than killing them quickly.

The complementary stats include +2 to All Skills, +45% Increased Attack Speed, +330-370% Enhanced Damage, -(40-60)% to Enemy Cold Resistance, 20% Deadly Strike, 25% Chance of Open Wounds, and Prevent Monster Heal. The requirements reduction of 20% helps with equipping higher-strength bases.

The Cold Sorceress Conundrum

Doom's massive cold resistance reduction appears perfect for cold Sorceresses—but the reality is more complex. With a Cold Sunder Charm equipped, Doom's -40 to -60% enemy cold resistance provides substantial damage increases against formerly immune enemies, potentially offering 30-40% more damage than alternatives like Death's Fathom in specific scenarios.

However, Doom requires weapon-switching sacrifices that most Sorceresses aren't willing to make. You lose the +3 to Cold Skills from weapons like Death's Fathom or Heart of the Oak, the FCR that determines your casting breakpoints, and the defensive utility of Spirit shield. For Blizzard Sorceresses specifically, the damage is already so overwhelming against non-immunes and adequate enough against broken immunes with Sunder Charms that Doom's benefits become overflow—improving kill times from 2 ticks to 1.5 ticks still means waiting for 2 Blizzard pulses.

Mercenary Applications

Doom finds its true home on Act 2 mercenaries, particularly for builds that benefit from Holy Freeze's crowd control without sacrificing their own weapon slot. The most popular setup pairs Doom with a Might mercenary (Act 2 Nightmare Offensive), combining Holy Freeze's defensive utility with Might's damage bonus. Alternatively, using a Defiance mercenary (Act 2 Normal Defensive) with Doom creates an incredibly tanky setup with sky-high defense values.

For Bowazons, a Doom mercenary provides survivability through slowing while the Amazon handles damage output. For builds that already have Holy Freeze covered (like those using Ice runeword), Doom becomes redundant. The mercenary setup works best when the player needs defensive utility without wanting to sacrifice Infinity's conviction aura or Insight's mana regeneration.

Melee Build Considerations

Frost Zealots

Paladins building around Holy Freeze can use Doom to free up skill points, shifting investment from Holy Freeze into Fanaticism while maintaining the freeze effect. The synergies from Resist Cold and Salvation still apply to Doom's Holy Freeze, allowing optimized Paladins to boost the aura's effectiveness. However, most Zealots prefer pure damage weapons like Grief since the Holy Freeze from Doom is weaker than a fully-synergized player-cast version.

Shapeshifting Druids

Werebear and Werewolf Druids appreciate Doom's combination of IAS, Enhanced Damage, and crowd control. The Holy Freeze aura helps with survivability in dense packs, while the decent damage stats support shapeshifter builds that don't have access to Paladin-specific runewords like Grief. When Druids eventually find better weapons, Doom made in polearms transitions nicely to mercenary use.

The Cham Problem

Doom's most significant drawback is the Cham rune requirement. Cham is the second-rarest rune in the game (only Zod is rarer) but has extremely limited utility—its primary function is providing "Cannot Be Frozen" on items, a mod easily obtained from Raven Frost rings. The combination of Ohm and Lo runes (normally reserved for Call to Arms, Grief, and Fortitude) makes Doom's opportunity cost severe.

Most players sitting on a Cham rune face a difficult decision: make Doom for its unique utility, or continue holding the Cham hoping to eventually complete a Pride or combine it toward a Zod. The rune's poor trading value compounds this problem—you can't easily convert Cham into more useful runes, making Doom one of the few legitimate uses for it.

Best Bases

For Mercenaries

  • Ethereal Thresher or Great Poleaxe - Fast attack speed helps trigger the aura and apply damage, ethereal bases maximize merc damage output
  • Ethereal Cryptic Axe - Excellent damage base with reasonable speed when combined with IAS gear

For Players

  • Berserker Axe - One-handed option with good damage and reasonable speed, works for dual-wielders
  • Ettin Axe - Alternative one-handed base with different requirements
  • Thunder Maul - Two-handed hammer with massive damage potential, though slow without significant IAS

The Niche Specialist

Doom occupies an awkward middle ground in D2R's runeword hierarchy. It's too expensive for what it offers players directly, yet provides utility that no other weapon can match. The Holy Freeze aura is genuinely valuable for defensive-oriented builds and mercenary setups, but the Cham rune requirement ensures that most players will never make it despite having the other components.

For players sitting on Cham runes with no better use, Doom provides legitimate value on mercenaries or specialized builds. For everyone else, the same runes could create multiple other runewords that offer more impactful benefits. Doom isn't bad—it's just competing with alternatives that are either cheaper or more powerful, leaving it as the weapon you make when you've already exhausted conventional options.