}}{{Quotation|2=Hurting them is fine, but ''vexing'' them is even better.}}
}}{{Quotation|2=Hurting them is fine, but ''vexing'' them is even better.|4=Doorman_upgrade_power1_04.mp3}}
'''The Doorman''' is a [[Hero]] in ''[[Deadlock]]''. He's proper, he's polite, but the humble Doorman of [[Baroness Hotel|The Baroness Hotel]] is more than meets the eye. A brisk ring of his Call Bell leaves nearby enemies disoriented, and his high-speed Luggage Cart knocks them right off their feet. Do you find yourself getting lost easily in the streets of Manhattan? Don't worry, The Doorman is here to provide a shortcut with his Doorway whenever the need arises. And only the most special of enemies get to experience the trip of a lifetime to The Baroness Hotel.
'''The Doorman''' is a [[Hero]] in ''[[Deadlock]]''. He's proper, he's polite, but the humble Doorman of [[Baroness Hotel|The Baroness Hotel]] is more than meets the eye. A brisk ring of his '''[[The Doorman#Call Bell|Call Bell]]''' leaves nearby enemies disoriented, and his high-speed '''[[The Doorman#Luggage Cart|Luggage Cart]]''' knocks them right off their feet. Do you find yourself getting lost easily in the streets of Manhattan? Don't worry, The Doorman is here to provide a shortcut with his '''[[The Doorman#Doorway|Doorway]]''' whenever the need arises. And only the most special of enemies get to experience the '''[[The Doorman#Hotel Guest|trip of a lifetime to The Baroness Hotel]]'''.
A self-described "Fledgling God" and possibly a cosmic being of some repute, the Doorman planned to experience life on this material plane of humanity for only a few weeks. After a few odd encounters and interactions, he quickly decided to remain as a simple doorman within the New York service industry to continue observing the strange demands that please humans.
A self-described "Fledgling God" and a cosmic being of some repute, the Doorman planned to experience this plane for only a few weeks. After growing bored of wanton murder and torment, he since decided to remain as a simple doorman within the New York service industry to continue observing humanity's curious behavior.
The Doorman was released on [[Update:August 22, 2025|August 22, 2025]] as the third hero of the [[Update:August 18, 2025|Six New Heroes]] update (second winner of hero vote).
The Doorman was released on [[Update:August 22, 2025|August 22, 2025]] as the third hero of the [[Update:August 18, 2025|Six New Heroes]] update (second winner of hero vote).
Line 26:
Line 26:
| ability_num = 1
| ability_num = 1
| notes =
| notes =
* A thrown bell travels '''45m''' forward or until it hits an obstacle, whichever happens first. The travel range is '''not''' affected by [[Ability Range|ability range]] increases like {{ItemIcon|Greater Expansion}}.
* A thrown bell travels '''45m''' forward or until it hits an obstacle, whichever happens first.
* Bells can be detonated by [[melee attack]]s.
* Bells can be detonated by [[melee attack]]s.
| tips =
| tips =
* T3 upgrade allows "stacking" several bells at once. This can be done for preparing high-damage bursts for the victim of {{AbilityIcon|Hotel Guest}}.
* T3 upgrade allows "stacking" several bells at once. This can be done for preparing high-damage bursts for the victim of {{AbilityIcon|Hotel Guest}}.
| interactions =
| interactions =
{{AbilityInteraction
{{AbilityInteraction | interaction = ability range | state = partial | text =
| title = Debuff Resist
* Increases bell's radius.
| type = negative
* Does '''not''' increase bell's travel distance.
| iconfile = Debuff Reducer.png
}}
| link = Debuff Resist
{{AbilityInteraction | interaction = debuff resist | text =
| text =
* Reduces duration of both [[Move Slow]] and accuracy debuffs applied when a bell explodes.
* Reduces duration of both [[Move Slow]] and accuracy debuffs applied when a bell explodes.
* Does '''not''' affect an unexploded Bell's slow.
* Does '''not''' affect an unexploded Bell's slow.
}}
}}
{{AbilityInteraction
{{AbilityInteraction | interaction = dispel | text =
| title = Dispel
| type = negative
| iconfile = Dispel Magic.png
| link = Dispel Magic
| text =
* Cleanses both [[Move Slow]] and debuff accuracy.
* Cleanses both [[Move Slow]] and debuff accuracy.
* Using [[Dispel Magic]] while being inside an unexploded bell's aura will not remove slow but will heal and give other bonuses.
* Using [[Dispel Magic]] while being inside an unexploded bell's aura will not remove slow but will heal and give other bonuses.
}}
}}
{{AbilityInteraction
{{AbilityInteraction | interaction = unstoppable | state = partial | text =
| title = Unstoppable
| type = negative
| state = partial
| iconfile = Unstoppable.png
| link = Unstoppable
| text =
* Dispels and protects against [[Move Slow]].
* Dispels and protects against [[Move Slow]].
* Does not dispel or protect against the accuracy debuff.
* Does not dispel or protect against the accuracy debuff.
Line 65:
Line 53:
| ability_num = 2
| ability_num = 2
| notes =
| notes =
* A door can only be placed on vertical surfaces; a door cannot be placed on ceilings, floors or any slopes.
* A door cannot be placed if any unit is too close to a wall where the placement is about to be. Note that casting {{AbilityIcon|Hotel Guest}} removes the player collision and may be used to overcome this restriction.
* Placing a Door breaks any [[Golden Statues]] and [[Boxes]] that were close to the doorway.
* Unpaired door do not have collisions. For example if a door stretches over its placement it's possible to shoot through it.
* The doors' duration is indicated by a progress bar above them, and a counter above the ability button.
* The doors' duration is indicated by a progress bar above them, and a counter above the ability button.
* Doors cannot be closed for {{DataProp|Doorway|DoorwayCloseCooldown}}s after the second door is placed. This is not affected by [[Ability Cooldown|Cooldown Reduction]] items.
* Doors cannot be closed for {{DataProp|Doorway|DoorwayCloseCooldown}}s after the second door is placed.
* If the player enters a door while carrying the {{PageRef|Soul Urn}}, the urn is dropped at the entrance door.
* If any player enters a door while carrying the {{PageRef|Soul Urn}}, the urn is dropped at the ''entrance'' door. If a player enters a door dragged by {{AbilityIcon|Luggage Cart}}, the urn is dropped at the ''exit'' door.
| tips =
| tips =
* T3 upgrade allows making portals between the spawn room and Base Guardians. making it a powerful defensive tool as pushing an enemy into spawn is often enough to kill them outright.
* T3 upgrade allows making portals between the spawn room and Base Guardians. making it a powerful defensive tool as pushing an enemy into spawn is often enough to kill them outright.
Line 73:
Line 65:
** With big enough investment into Ability Range and Spirit Power it is possible to make a portal between Spawn room and Midboss room.
** With big enough investment into Ability Range and Spirit Power it is possible to make a portal between Spawn room and Midboss room.
| interactions =
| interactions =
{{AbilityInteraction
{{AbilityInteraction | interaction = cooldown | state = partial | text =
| title = Slowing Hex
The {{DataProp|Doorway|DoorwayCloseCooldown}}s cooldown on closing doors is '''not''' affected by any cooldown reduction.
| type = info
}}
| state = disabled
{{AbilityInteraction | interaction = slowing hex | state = disabled | text =
| iconfile = Slowing Hex.png
Doorway does '''not''' get disabled by [[Slowing Hex]] and other effects that disable movement-based abilities.
| link = Slowing Hex
| text =
* Doorway does '''not''' get disabled by [[Slowing Hex]] and other effects that disable movement-based abilities.
}}
}}
}}
}}
Line 89:
Line 78:
| notes =
| notes =
* Luggage Cart does not stun or interrupt but applies forced movement. Enemies can still use abilities and items while being dragged.
* Luggage Cart does not stun or interrupt but applies forced movement. Enemies can still use abilities and items while being dragged.
* [[Walker]]s and [[Base Turret]]s will wait until the cart expires to consider the pushed enemy as a target.
* The Doorman can use {{AbilityIcon|Doorway}} to push himself with an ally cart (see [[The_Doorman/Movement#Self_Cart|Self Cart]]).
| tips =
| tips =
* Luggage Cart can push enemies (and allies) through open {{AbilityIcon|Doorway}}.
* Luggage Cart can push enemies (and allies) through open {{AbilityIcon|Doorway}}.
| interactions =
| interactions =
{{AbilityInteraction
{{AbilityInteraction | interaction = ability duration | state = partial | text =
| title = Debuff Resist
* Increases T3 Stun duration.
| type = negative
* Does '''not''' increase the cart's lifetime.
| state = partial
}}
| iconfile = Debuff Reducer.png
{{AbilityInteraction | interaction = ability range | text =
| link = Debuff Resist
Increases cart's travel distance. Does not affect speed, meaning it also increases cart's lifetime.
| text =
}}
{{AbilityInteraction | interaction = debuff resist | state = partial | text =
* Reduces duration of T3 stun.
* Reduces duration of T3 stun.
* Does '''not''' affect the card drag itself.
* Does '''not''' affect the card drag itself.
}}
}}
{{AbilityInteraction
{{AbilityInteraction | interaction = dispel | text =
| title = Dispel
Any dispel immediately "drops" the target off the cart.
| type = negative
| iconfile = Dispel Magic.png
| link = Dispel Magic
| text =
* Any dispel immediately "drops" the target off the cart.
}}
}}
{{AbilityInteraction
{{AbilityInteraction | interaction = unstoppable | text =
| title = Unstoppable
Becoming unstoppable immediately "drops" the target off the cart and protects from future applications of the ability.
| type = negative
| iconfile = Unstoppable.png
| link = Unstoppable
| text =
* Becoming unstoppable immediately "drops" the target off the cart and protects from future applications of the ability.
}}
}}
}}
}}
Line 124:
Line 106:
| ability_num = 4
| ability_num = 4
| notes =
| notes =
* Players can avoid the damage by becoming [[Status Effects#Invincibility|invincible]], such as with {{ItemIcon|Ethereal Shift}} or {{HeroIcon|Dynamo}}'s {{AbilityIcon|Quantum Entanglement}}, or by blocking the damage with {{ItemIcon|Counterspell}}. This works both on a successful exit (if used before the fadeout) and a failed one. However, in the latter case, it will still trigger the T3 cooldown reduction.
* The target player is considered "off the map" while on the Baroness, meaning they do not share ally presence-based effects, and do not contest the [[Unstable Rift]].
* The ability has a {{DataProp|Hotel Guest|AbilityChannelTime}}s channel time before the target is sent to the Baroness. During this time:
** The Doorman is only able to move very slowly and is restricted from any other action. Getting interrupted (or dying) during the channel prevents the ability from taking effect but still puts it on cooldown. The same is true if the target successfully uses {{ItemIcon|Counterspell}} or cleanses the ability with {{ItemIcon|Indomitable}}. The T3 Unstoppable buff is only given after a successful channel.
** The target is frozen in place and cannot act, but is still vulnerable to other damage and effects. If the target dies within the channel time, the ult will not go on cooldown.
** The target's channels are '''not''' cancelled during this time, and any started casts can still finish (e.g. {{HeroIcon|Yamato}}'s {{AbilityIcon|Power Slash}}). When Hotel Guest's channel finishes, the target gets interrupted and sent to the Baroness.
*** If the target is {{HeroIcon|Ivy}} during {{AbilityIcon|Air Drop}} she will drop the bomb/ally immediately at the start of the channel.
* When returning from the Baroness, players receive a fading [[Time Slow]] for 1s.
* When returning from the Baroness, players receive a fading [[Time Slow]] for 1s.
* If the player falls off the platforms, they are sent back to the beginning of the map.
* A target cannot activate abilities that would allow them to teleport back to [[the Cursed Apple]] from the Baroness or vice-versa, such as {{HeroIcon|Pocket}}'s {{AbilityIcon|Flying Cloak}} or {{HeroIcon|Mirage}}'s {{AbilityIcon|Traveler}}. {{HeroIcon|Sinclair}} also cannot cast {{AbilityIcon|Spectral Assistant}} while inside the Baroness.
* Players can avoid the damage by becoming [[Status Effects#Invincibility|invincible]], such as with {{ItemIcon|Ethereal Shift}} or {{HeroIcon|Dynamo}}'s {{AbilityIcon|Quantum Entanglement}}, or by blocking the damage with {{ItemIcon|Counterspell}}. This works both on a successful exit (if used before the fadeout) and a failed one. However, in the latter case, it will still trigger the T3 cooldown reduction.
* The player cannot activate abilities that would allow them to teleport back to [[the Cursed Apple]] from the Baroness or vice-versa, such as {{HeroIcon|Pocket}}'s {{AbilityIcon|Flying Cloak}} or {{HeroIcon|Mirage}}'s {{AbilityIcon|Traveler}}. {{HeroIcon|Sinclair}} also cannot cast {{AbilityIcon|Spectral Assistant}} while inside the Baroness.
* Target is frozen in place and cannot act during channel time. The target's channels are cancelled upon entering the Baroness (except {{HeroIcon|Ivy}}'s {{AbilityIcon|Air Drop}} which is ended immediately, but will drop the bomb/ally if she holds one). Channeling abilities with cast delays can still activate if the delay started before Hotel Guest's channel and end before entering, such as {{HeroIcon|Yamato}}'s {{AbilityIcon|Power Slash}}.
| tips =
| tips =
* Applying [[Movement Slow|movement slow]] to a target before casting Hotel Guest (e.g. {{AbilityIcon|Call Bell}}, {{ItemIcon|Cold Front}}) makes it more likely the victim triggers extra damage and T2/T3 upgrades.
* Applying [[Movement Slow|movement slow]] to a target before casting Hotel Guest (e.g. {{AbilityIcon|Call Bell}}, {{ItemIcon|Cold Front}}) makes it more likely the victim triggers extra damage and T2/T3 upgrades.
* The "turning keys" animation on target's body is a good indicator to time throwing a {{AbilityIcon|Call Bell}} or launching {{AbilityIcon|Luggage Cart}} into returning victim.
* The "turning keys" animation on target's body is a good indicator to time throwing a {{AbilityIcon|Call Bell}} or launching {{AbilityIcon|Luggage Cart}} into returning victim.
| interactions =
| interactions =
{{AbilityInteraction
{{AbilityInteraction | interaction = ability duration | state = partial | text =
| title = Debuff Resist
* Increases T2 Stun duration.
| type = negative
* Does '''not''' affect the duration of target's stay in the hotel.
| state = partial
}}
| iconfile = Debuff Reducer.png
{{AbilityInteraction | interaction = cooldown | state = partial | text =
| link = Debuff Resist
T3 shortened cooldown is '''not''' affected by percentage-based Cooldown Reduction items (e.g. {{ItemIcon|Compress Cooldown}}) but it is affected by {{ItemIcon|Witchmail}} and {{ItemIcon|Refresher}}.
| text =
}}
{{AbilityInteraction | interaction = debuff resist | state = partial | text =
* Reduces duration of a post-checkout Time Slow as well as T2 stun.
* Reduces duration of a post-checkout Time Slow as well as T2 stun.
* Does '''not''' affect the time in the Baroness.
* Does '''not''' affect the time in the Baroness.
}}
}}
{{AbilityInteraction
{{AbilityInteraction | interaction = indomitable | text =
| title = Indomitable
| type = negative
| iconfile = Indomitable.png
| link = Indomitable
| text =
* Prevents Hotel Guest from teleporting target to the Baroness. The ability still goes on cooldown.
* Prevents Hotel Guest from teleporting target to the Baroness. The ability still goes on cooldown.
* In a rare case Indomitable becomes available while already inside Baronness it will trigger on hotel checkout, preventing nothing. If the Doorman has T2 stun, it will apply to the target after the checkout since Indomitable have been already used at that point.
* In a rare case Indomitable becomes available while already inside Baronness it will trigger on hotel checkout, preventing nothing. If the Doorman has T2 stun, it will apply to the target after the checkout since Indomitable have been already used at that point.
}}
}}
{{AbilityInteraction
{{AbilityInteraction | interaction = unstoppable | text =
| title = Unstoppable
| type = negative
| iconfile = Unstoppable.png
| link = Unstoppable
| text =
* Being Unstoppable prevents the Doorman from casting Hotel Guest on the player.
* Being Unstoppable prevents the Doorman from casting Hotel Guest on the player.
* Becoming Unstoppable while inside the Baronness can help prevent post-checkout Time Slow and T2 stun.
* Becoming Unstoppable while inside the Baronness can help prevent post-checkout Time Slow and T2 stun.
}}
}}
}}
}}
== Street Brawl ==
=== Ability Changes ===
<!--For fresh data see [[Deadlock:Street Brawl Ability Changes]] -->
Apart from [[Street Brawl#Heroes|global changes]], The Doorman does '''not''' have any special modifications for his abilities in Street Brawl.
=== Item Draft ===
{{HeroStreetBrawlItems|The Doorman}}
== Backstory ==
== Backstory ==
Line 169:
Line 153:
== Update history ==
== Update history ==
{{Update history}}
{{Update history}}
== 3D model ==
{{3D_Model|The Doorman}}
===Weapon===
{{3D Model|The Doorman Weapon|size=240px}}
== Gallery ==
== Gallery ==
<gallery>
<gallery>
File:Doorman card.png|The Doorman portrait
File:Doorman card.png|The Doorman portrait
File:Doorman Killstreak.png|Killstreak portrait for The Doorman.
File:Doorman Gloat.png|Gloat portrait for The Doorman
File:Doorman Critical.png|Critical health portrait for The Doorman.
File:Doorman Critical.png|Critical health portrait for The Doorman
File:The Doorman Weapon.png|The Doorman weapon - ''Service With A Smile''
</gallery>
File:Doorman doors.png|Doors at 50% duration
File:Baroness Hotel Guest Interior.png|Baroness Hotel map
=== Removed/Unused content ===
<gallery>
File:Doorman hud psd.png|Unfinished Doorman model art
File:Doorman hud psd.png|Unfinished Doorman model art
</gallery>
</gallery>
Line 203:
Line 200:
* According to leaks and datamining, a previous version of the Baroness was designed more like a randomized labyrinth in which players had to find the exit door.
* According to leaks and datamining, a previous version of the Baroness was designed more like a randomized labyrinth in which players had to find the exit door.
* The Doorman was one of the heroes in a private build who was accidentally leaked on stream in May 2025.
* The Doorman was one of the heroes in a private build who was accidentally leaked on stream in May 2025.
* The Doorman's Doorway ability summons one orange portal and one blue portal, similar to Valve's game [[wikipedia:Portal_(video_game)|''Portal'']].
* The Doorman contains several references to another one of Valve's games, [[wikipedia:Portal_(video_game)|''Portal'']], a first person puzzle game in which the player has access to a device that can open connected pairs of blue and orange portals on surfaces.
* Similarly, his [[:File:The Doorman Render.png|dash animation]] potentially references the [https://theportalwiki.com/wiki/File:Portal2.png Portal series logo].
** His Doorway ability functions almost identically to the aforementioned portals, and shares the same blue and orange color scheme. Additionally, the sound effects for placing the doors are very similar to corresponding sound effects from the ''Portal'' series.
***The same blue and orange color scheme can also be seen on the small doors in his reload animation and the different colors for his Luggage Cart.
**The Doorman often strikes an exaggerated, highly angular running pose that bears a strong resemblance to the "running stick figure" iconography seen commonly throughout the ''Portal'' series, such as on the [https://theportalwiki.com/wiki/Category:Chamber_info_icons test chamber infographics] or the [https://theportalwiki.com/wiki/File:Portal2.png Portal 2 logo]. This pose can be seen in his [[:File:The Doorman Render.png|character render]], his dash animation, and when placing one of his Doorways.
*The Doorman's model/animations were likely developed using {{HeroIcon|Mirage}} as a base due to both characters having a similar build and one-handed weapon stance. This is more easily seen in [https://youtu.be/IjMCKfP7qow?t=2699 older footage] from shortly after his release, where he directly used Mirage's heavy melee and parry animations.
* According to developer [[Kaori (developer)|Kaori]], the Doorman's voice actor is a stage actor on his first video game role.<ref>2025-08-19 - [[Kaori (developer)|Kaori]]; Deadlock Discord - ''"[Doorman's voice is a] stage actor, this is his first video game"''</ref>
* According to developer [[Kaori (developer)|Kaori]], the Doorman's voice actor is a stage actor on his first video game role.<ref>2025-08-19 - [[Kaori (developer)|Kaori]]; Deadlock Discord - ''"[Doorman's voice is a] stage actor, this is his first video game"''</ref>
* "At Your Service in the Hideout" is displayed as one's status in the in-game Friends List when playing as The Doorman in the [[Hideout]].
* "At Your Service in the Hideout" is displayed as one's status in the in-game Friends List when playing as The Doorman in the [[Hideout]].
The Doorman is a Hero in Deadlock. He's proper, he's polite, but the humble Doorman of The Baroness Hotel is more than meets the eye. A brisk ring of his Call Bell leaves nearby enemies disoriented, and his high-speed Luggage Cart knocks them right off their feet. Do you find yourself getting lost easily in the streets of Manhattan? Don't worry, The Doorman is here to provide a shortcut with his Doorway whenever the need arises. And only the most special of enemies get to experience the trip of a lifetime to The Baroness Hotel.
A self-described "Fledgling God" and a cosmic being of some repute, the Doorman planned to experience this plane for only a few weeks. After growing bored of wanton murder and torment, he since decided to remain as a simple doorman within the New York service industry to continue observing humanity's curious behavior.
The Doorman was released on August 22, 2025 as the third hero of the Six New Heroes update (second winner of hero vote).
Service With A Smile can pierce through enemies. It deals 50% less damage after the first target.
Doorman can gain stacks from Split Shot by hitting multiple players with the same projectile, and it also makes pierced projectiles deal 100% damage to all targets.
Note: Doorman's in-game weapon stats incorrectly list 1.47 bullets per second and 43 DPS. This is a bug.
Throw out a call bell that deals spirit damage on impact. After a short delay it explodes, dealing additional spirit damage and causing affected enemies to suffer reduced weapon accuracy and movement slow.
Can be shot to detonate early.
On Impact
x0.7
40
Impact Damage
Explosion
x1.2
55
Explosion Damage
Explosion
-40%
Weapon Accuracy
Explosion
-35%
Move Speed
3sBell Lifetime
4sDuration
1
+1 Charge
2
+30 Impact Damage +40 Explosion Damage
5
+4.5m Radius +26s Bell Lifetime Improved Scaling
Interacts with Debuff Resist. Click to reveal more info.Interacts with Dispel. Click to reveal more info.Interacts partially with Unstoppable. Click to reveal more info.Interacts partially with Ability Range. Click to reveal more info.
A thrown bell travels 45m forward or until it hits an obstacle, whichever happens first.
Does not dispel or protect against the accuracy debuff.
Doorway
Doorway
50m
15s
0
45s
Place two connected doors in the world. Players and most projectiles entering one door will exit out through the other. The doors will close at the end of the duration.
The two doors must be placed within the doorway distance of each other.
x0
65m
Doorway Distance
On Portal
x0
0
Barrier
On Portal
0s
Barrier Duration
1
20s Duration
2
Grants a Barrier first time traveling through doors
5
+30m Cast Range. +40m Doorway Distance and scales with Spirit Power.
Does not interact with Slowing Hex. Click to reveal more info.Interacts partially with Ability Cooldown Reduction. Click to reveal more info.
A door can only be placed on vertical surfaces; a door cannot be placed on ceilings, floors or any slopes.
A door cannot be placed if any unit is too close to a wall where the placement is about to be. Note that casting Hotel Guest removes the player collision and may be used to overcome this restriction.
Placing a Door breaks any Golden Statues and Boxes that were close to the doorway.
Unpaired door do not have collisions. For example if a door stretches over its placement it's possible to shoot through it.
The doors' duration is indicated by a progress bar above them, and a counter above the ability button.
Doors cannot be closed for 8s after the second door is placed.
If any player enters a door while carrying the Soul Urn, the urn is dropped at the entrance door. If a player enters a door dragged by Luggage Cart, the urn is dropped at the exit door.
T3 upgrade allows making portals between the spawn room and Base Guardians. making it a powerful defensive tool as pushing an enemy into spawn is often enough to kill them outright.
Some Ability Range investment allows placing portal between the spawn room and walkers, making this maneuver easier to execute.
With big enough investment into Ability Range and Spirit Power it is possible to make a portal between Spawn room and Midboss room.
Doorway does not get disabled by Slowing Hex and other effects that disable movement-based abilities.
Notes
A door can only be placed on vertical surfaces; a door cannot be placed on ceilings, floors or any slopes.
A door cannot be placed if any unit is too close to a wall where the placement is about to be. Note that casting Hotel Guest removes the player collision and may be used to overcome this restriction.
Placing a Door breaks any Golden Statues and Boxes that were close to the doorway.
Unpaired door do not have collisions. For example if a door stretches over its placement it's possible to shoot through it.
The doors' duration is indicated by a progress bar above them, and a counter above the ability button.
Doors cannot be closed for 8s after the second door is placed.
If any player enters a door while carrying the Soul Urn, the urn is dropped at the entrance door. If a player enters a door dragged by Luggage Cart, the urn is dropped at the exit door.
Tips
T3 upgrade allows making portals between the spawn room and Base Guardians. making it a powerful defensive tool as pushing an enemy into spawn is often enough to kill them outright.
Some Ability Range investment allows placing portal between the spawn room and walkers, making this maneuver easier to execute.
With big enough investment into Ability Range and Spirit Power it is possible to make a portal between Spawn room and Midboss room.
Interacts partially with Debuff Resist. Click to reveal more info.Triggers Reactive BarrierInteracts with Dispel. Click to reveal more info.Disable prevented by IndomitableInteracts with Unstoppable. Click to reveal more info.Interacts partially with Ability Duration. Click to reveal more info.Interacts with Ability Range. Click to reveal more info.
Luggage Cart does not stun or interrupt but applies forced movement. Enemies can still use abilities and items while being dragged.
Walkers and Base Turrets will wait until the cart expires to consider the pushed enemy as a target.
The Doorman can use Doorway to push himself with an ally cart (see Self Cart).
Luggage Cart can push enemies (and allies) through open Doorway.
Becoming unstoppable immediately "drops" the target off the cart and protects from future applications of the ability.
Hotel Guest
Hotel Guest
1s
7m
6.5s
0
140s
Send the target's physical body to be a guest at the Baroness Hotel. The guest is to promptly make their way to the exit elevator, where they'll be sent back to their original position.
A stay at the Baroness Hotel is paid for in spirit damage. Failure to check-out on time costs additional spirit damage.
Cost of Stay
x1
75
Damage
Failure to Check-Out
x1.5
125
Damage
While a Guest
6.5s
Duration
While a Guest
{{{value}}}%
Slow
1
1 Stamina Drain and -20 Cooldown
2
+150 Damage +1.5s Stun on Failure to Check Out
5
Unstoppable while the Baroness is occupied. 15s Cooldown on Failure to Check Out.
Interacts partially with Debuff Resist. Click to reveal more info.Triggers Reactive BarrierInteracts with Indomitable. Click to reveal more info.Interacts with Unstoppable. Click to reveal more info.Interacts partially with Ability Duration. Click to reveal more info.Interacts partially with Ability Cooldown Reduction. Click to reveal more info.
Players can avoid the damage by becoming invincible, such as with Ethereal Shift or Dynamo's Quantum Entanglement, or by blocking the damage with Counterspell. This works both on a successful exit (if used before the fadeout) and a failed one. However, in the latter case, it will still trigger the T3 cooldown reduction.
The target player is considered "off the map" while on the Baroness, meaning they do not share ally presence-based effects, and do not contest the Unstable Rift.
The ability has a 1s channel time before the target is sent to the Baroness. During this time:
The Doorman is only able to move very slowly and is restricted from any other action. Getting interrupted (or dying) during the channel prevents the ability from taking effect but still puts it on cooldown. The same is true if the target successfully uses Counterspell or cleanses the ability with Indomitable. The T3 Unstoppable buff is only given after a successful channel.
The target is frozen in place and cannot act, but is still vulnerable to other damage and effects. If the target dies within the channel time, the ult will not go on cooldown.
The target's channels are not cancelled during this time, and any started casts can still finish (e.g. Yamato's Power Slash). When Hotel Guest's channel finishes, the target gets interrupted and sent to the Baroness.
If the target is Ivy during Air Drop she will drop the bomb/ally immediately at the start of the channel.
When returning from the Baroness, players receive a fading Time Slow for 1s.
Applying movement slow to a target before casting Hotel Guest (e.g. Call Bell, Cold Front) makes it more likely the victim triggers extra damage and T2/T3 upgrades.
The "turning keys" animation on target's body is a good indicator to time throwing a Call Bell or launching Luggage Cart into returning victim.
T3 shortened cooldown is not affected by percentage-based Cooldown Reduction items (e.g. Compress Cooldown) but it is affected by Witchmail and Refresher.
Prevents Hotel Guest from teleporting target to the Baroness. The ability still goes on cooldown.
In a rare case Indomitable becomes available while already inside Baronness it will trigger on hotel checkout, preventing nothing. If the Doorman has T2 stun, it will apply to the target after the checkout since Indomitable have been already used at that point.
Being Unstoppable prevents the Doorman from casting Hotel Guest on the player.
Becoming Unstoppable while inside the Baronness can help prevent post-checkout Time Slow and T2 stun.
Notes
Players can avoid the damage by becoming invincible, such as with Ethereal Shift or Dynamo's Quantum Entanglement, or by blocking the damage with Counterspell. This works both on a successful exit (if used before the fadeout) and a failed one. However, in the latter case, it will still trigger the T3 cooldown reduction.
The target player is considered "off the map" while on the Baroness, meaning they do not share ally presence-based effects, and do not contest the Unstable Rift.
The ability has a 1s channel time before the target is sent to the Baroness. During this time:
The Doorman is only able to move very slowly and is restricted from any other action. Getting interrupted (or dying) during the channel prevents the ability from taking effect but still puts it on cooldown. The same is true if the target successfully uses Counterspell or cleanses the ability with Indomitable. The T3 Unstoppable buff is only given after a successful channel.
The target is frozen in place and cannot act, but is still vulnerable to other damage and effects. If the target dies within the channel time, the ult will not go on cooldown.
The target's channels are not cancelled during this time, and any started casts can still finish (e.g. Yamato's Power Slash). When Hotel Guest's channel finishes, the target gets interrupted and sent to the Baroness.
If the target is Ivy during Air Drop she will drop the bomb/ally immediately at the start of the channel.
When returning from the Baroness, players receive a fading Time Slow for 1s.
Applying movement slow to a target before casting Hotel Guest (e.g. Call Bell, Cold Front) makes it more likely the victim triggers extra damage and T2/T3 upgrades.
The "turning keys" animation on target's body is a good indicator to time throwing a Call Bell or launching Luggage Cart into returning victim.
T3 shortened cooldown is not affected by percentage-based Cooldown Reduction items (e.g. Compress Cooldown) but it is affected by Witchmail and Refresher.
Prevents Hotel Guest from teleporting target to the Baroness. The ability still goes on cooldown.
In a rare case Indomitable becomes available while already inside Baronness it will trigger on hotel checkout, preventing nothing. If the Doorman has T2 stun, it will apply to the target after the checkout since Indomitable have been already used at that point.
In Street Brawl, every hero draws items from a shared pool, but some items are weighted to appear more often for a given hero and others less often. For each tier below, that tier's items are grouped by how likely they are to be offered to The Doorman: High, Average, or Low chance.
He's proper, he's polite, but the humble Doorman of The Baroness Hotel is more than meets the eye.
While he had only planned to experience life on this plane for a few weeks, The Doorman quickly discovered that the New York service industry was a great way to see the strange demands that please humans.
A possible inspiration for the Doorman is the hero concept Frynd Leeman by player Onennon on the Deadlock forums. Like the Doorman, Frynd is a tall, gaunt, ancient, mysterious figure who works a service job (originally an innkeeper) to learn more about humans, and uses keys as his weapon. Abilities include opening door portals in the map, summoning a magic cart, and opening a portal to their domain.
The Doorman has longer taunt voice lines that play for an enemy if they are killed inside the Baroness.
Every map in the game has a hidden copy of the Baroness Hotel room. The Doorman's ultimate cannot be used in maps that don't have the hotel room.
According to leaks and datamining, a previous version of the Baroness was designed more like a randomized labyrinth in which players had to find the exit door.
The Doorman was one of the heroes in a private build who was accidentally leaked on stream in May 2025.
The Doorman contains several references to another one of Valve's games, Portal, a first person puzzle game in which the player has access to a device that can open connected pairs of blue and orange portals on surfaces.
His Doorway ability functions almost identically to the aforementioned portals, and shares the same blue and orange color scheme. Additionally, the sound effects for placing the doors are very similar to corresponding sound effects from the Portal series.
The same blue and orange color scheme can also be seen on the small doors in his reload animation and the different colors for his Luggage Cart.
The Doorman often strikes an exaggerated, highly angular running pose that bears a strong resemblance to the "running stick figure" iconography seen commonly throughout the Portal series, such as on the test chamber infographics or the Portal 2 logo. This pose can be seen in his character render, his dash animation, and when placing one of his Doorways.
The Doorman's model/animations were likely developed using Mirage as a base due to both characters having a similar build and one-handed weapon stance. This is more easily seen in older footage from shortly after his release, where he directly used Mirage's heavy melee and parry animations.
According to developer Kaori, the Doorman's voice actor is a stage actor on his first video game role.[1]
"At Your Service in the Hideout" is displayed as one's status in the in-game Friends List when playing as The Doorman in the Hideout.
The Doorman had the closest winning difference in the Six New Heroes contest, beating Paige by only 0.85%.[2]
The Doorman is called Alphonse in the French localization, notably using a proper name instead of a job title.