Doomfist

 is a Damage hero in Overwatch.

Overview
Doomfist’s cybernetics make him a highly-mobile, powerful frontline fighter. In addition to dealing ranged damage with his Hand Cannon, Doomfist can slam the ground, knock enemies into the air and off balance, or charge into the fray with his Rocket Punch. When facing a tightly packed group, Doomfist leaps out of view, then crashes down to earth with a spectacular Meteor Strike.

Strategy
Doomfist is a close-combat fighter who excels in taking down enemy targets with his combos. With his signature ability Rocket Punch, he can secure an instant kill on a non-tank hero by knocking them into a wall. Rising Uppercut not only deals damage but also enables Doomfist to secure higher ground. Seismic Slam is another dual-purpose ability that both provides additional mobility and deals damage based on time spent in the air. After casting Meteor Strike, Doomfist becomes invulnerable while choosing his landing location and then drops down, dealing damage in a large area. The Best Defense... helps him to mitigate punishment from the enemy team as long as he can continue dealing damage. While Doomfist is strong up close, his damage falls off at mid- to long-range. Unless he can close the distance between himself and an enemy, his only option is to use Hand Cannon, which typically is better used as a finisher than as a primary weapon due to its long reload time and relatively low damage. Doomfist is a high-risk, high-reward hero - while his large burst damage can be used to easily pick off high-priority targets, he typically takes more damage than other heroes due to his large hitbox.

Weapons & Abilities

 * The Best Defense... (Passive): Doomfist's passive ability. When Doomfist deals damage with his abilities, he gains personal shields akin to those given by Lúcio's Sound Barrier. The personal shields can accumulate up to a maximum of 150, giving Doomfist a maximum of 400 effective health without any other bonuses. After a short delay, the personal shields begin to decay.
 * Doomfist receives more personal shields from Meteor Strike than from his other abilities.
 * The personal shields take damage before armor, shields, and health.
 * Doomfist increases his durability by quickly and continually replenishing his personal shields in the midst of combat.
 * Meteor Strike, Rising Uppercut, and Seismic Slam provide more personal shields based on the number of enemies hit.


 * Hand Cannon: Doomfist's primary weapon. Doomfist shoots pellets in a spread from his knuckles. Unlike other weapons, it automatically reloads.
 * This is useful for finishing off enemies, or attacking Tanks.
 * While strong at close range, the spread of this ability makes it much less effective at medium to long range.
 * While ammo does replenish automatically, it does not happen instantly. Efficient use of ammo is key.
 * The post-fire animation can be cancelled with any ability. This can be used to optimize combo speed and perform attacks more quickly.


 * Seismic Slam: Doomfist lunges at the ground and slams it with his gauntlet. The damage increases the farther Doomfist travels.
 * Seismic Slam deals a significant 125 damage at maximum travel time.
 * This ability can be used to move into the fray more quickly.
 * If the ability is activated from the ground or after a jump, it will arc down. If the ability is activated after Rising Uppercut or a fall, it will travel in a straight line. Consider this if you want to get his Pixel spray, since the first method will output more damage than the second.


 * Rising Uppercut: Doomfist uppercuts and launches enemies into the air with him. Both he and his enemies will seem to float for a short amount of time.
 * This ability is used to disrupt enemies and open up combo opportunities.
 * Rising Uppercut is capable of hitting an enemy from up to 5 meters away from his position.
 * The uppercut can launch multiple enemies at once provided they are all within range.
 * Combine Rising Uppercut with Seismic Slam to maximize distance.
 * As this ability disables air strafe capabilities for affected enemies, it is very effective at launching enemies with no mobility abilities off the map. Rocket Punch can be used while in the air to send enemies flying even farther, greatly lessening the chance they will be able to get back to safe ground.


 * Rocket Punch: Doomfist unleashes the power of his gauntlet to propel himself forward and impact the first object he hits. The ability will knock back enemy heroes and potentially slam them against walls.
 * While charging his gauntlet, Doomfist is basically immobile. Use it to quickly enter battle or retreat. If deciding to attack with this ability, try to charge it behind a wall or from higher ground.
 * Unlike his other abilities, Rocket Punch can only hit a maximum of one target.
 * Rocket Punch will temporarily stun affected enemies. It can be used to interrupt ultimates and abilities such as Roadhog's Take A Breather or McCree's Deadeye.
 * Doomfist cannot knock back Bastion if it is in Configuration: Sentry.


 * Meteor Strike (Ultimate): Doomfist's Ultimate ability. Doomfist launches into the sky and disappears. He will then strike down with the force of a meteor.
 * Meteor Strike is a good zoning tool - it can be used on the objective to either get a few picks or to force enemies to run away.
 * For maximum effect, combine with Zarya's Graviton Surge or Mei's Blizzard.
 * During the landing animation, Doomfist is very vulnerable to attack. If possible, avoid using this ability without backup.
 * This ability can be used to destroy important enemy units such as Symmetra's Teleporter, Torbjörn's Turret or Bastion in Configuration: Recon.

General strategies

 * While Doomfist can one-shot most of the cast, actually doing so is riskier than is strictly necessary. Landing Seismic Slam into Rising Uppercut is more reliable and does a combined ~100 damage, requiring only two interwoven handcannon shots (three, realistically) to finish off a 200 HP hero, allowing for Rocket Punch to be used as an escape. Against most tanks the Rocket Punch can be added to the end of the combo to knock them away or finish them off, depending on the availability of walls. This combo can do substantially more damage if the Seismic slam is initiated at high altitude (possibly +75 damage), requiring only one handcannon shot against a 200 HP hero to secure a kill. When using the high altitude Seismic Slam it’s better to try and estimate where Doomfist will land instead of where the cone will be; the cone can be reaimed, but Doomfist’s trajectory cannot. Engaging with a one-shot Rocket Punch kill should be reserved for opponents who can disrupt the Seismic Slam + Rising Uppercut + Handcannon Shots (SSRUHSH) combo. These are the One-Shot-Worthy:
 * Ana and McCree, as their Sleep Dart and Flashbang respectively can be thrown mid-combo and either give them time to retreat, or make you vulnerable.
 * Mei, as she can freeze you after you use all of your abilities.
 * Reaper, who might kill you first due to your large hitbox.
 * Sombra, Moira, Tracer, and Widowmaker, who all might slip away mid-combo (or, in case of Sombra, hack you mid-combo).


 * There are also a few enemies you should, absent favorable conditions, avoid at all costs:
 * Roadhog - Your combo is not enough to kill him outright and he can heal in between your abilities. If you try to run away he gets an easy hook, and you will have no more ways out.
 * Turret Mode Bastion - Your abilities will not move him if he’s in turret mode. This removes much of Doomfists's combo potential and results in a highly disfavorable fight.
 * Widowmaker/Hanzo/McCree (Open Ground): Each of your abilities moves you predictably and your Rocket Punch slows you down as you charge it, opening you up to attack. Keep to cover. General Tips:
 * Don’t be afraid to cancel out of a Rocket Punch. The charge up sound is loud and clever players will begin to move out of the way. You can re-engage with the SSRUSH combo after a cancel if you’re against a 200 HP hero.
 * Remember that Rising Uppercut has a slight backwards push, making it useful for pushing off stage or over walls in the right situations.
 * As an escape, Seismic Slam is best after Rising Uppercut.
 * Jumping while releasing a Rocket Punch will cause you to travel forward completely horizontally, as opposed to along the ground. This can be useful if you want to catch a Pharah (after Rising Uppercut or jumping off a ledge) or if you want to push someone off from on top of the cart (since you would otherwise hit the cart itself).
 * Genji cannot deflect any of your abilities aside from Hand Cannon; charging Rocket Punch during his deflect is a good idea.
 * The best time to interweave handcannon shots is after Rising Uppercut, while you and your opponent are mid air. You will have built shields using your previous abilities in the SSRUSH combo and they will not be able to dodge your shots. This is provided they are not on the list of the One-Shot-Worthy of course.
 * Remember that Rocket Punch can be used to knock players off the map, and that you can recover easily if you hit Rising Uppercut soon enough.
 * Meteor Strike is a hard counter to McCree’s Deadeye, Reaper’s Death Blossom, Hanzo’s Dragonstrike, and Moira’s Coalescence. When you hear their voice cues, use your Ultimate keybind for an easy kill.
 * Avoid using Meteor Strike on Roadhog. You are unlikely to land a kill due to his high health pool and the damage reduction from Take a Breather and the landing animation provides him with the perfect opportunity for a hook combo.
 * Don't hesitate to use Rocket Punch to retreat. It is better to fall back and wait for another opportunity than to charge into certain death and risk staggering before the next team fight.
 * Note that while he might seem like it, Doomfist is NOT a dive character. He has one of the largest hit-boxes of all non-Tanks, making him vulnerable without a team supporting him.

Story
"Only through conflict do we evolve."

- Doomfist

Recently freed from imprisonment, Doomfist is determined to plunge the world into a new conflict that he believes will make humanity stronger. He possesses great strength and agility himself, even without his gauntlet, in part due to his cybernetic implants. He is an excellent martial artist, and has superhuman levels of concentration.

Doomfist is fluent in English and at least some Yoruba.

Background
Akande Ogundimu was born into a well-regarded Nigerian family, heir to its prosthetic-technology company. A highly intelligent and charismatic figure, Ogundimu helped to expand his family's business and position it for the future while dedicating his free time to his first love: competitive martial arts. He trained in traditional African fighting styles, including Dambe and Gidigbo, as well as in wrestling and other modern combat systems, incorporating the most effective techniques into his repertoire. Ogundimu competed in tournaments all over the continent, utilizing his intuition and ability to read opponents alongside his tremendous speed and strength.

Eventually, Akande lost his right arm in the aftermath of the Omnic Crisis, and his martial arts career was finished before he had reached his prime. His company's cybernetic prosthetics allowed him to recover from his injuries, even making him stronger, but these enhancements rendered him ineligible for competition. He tried to devote himself to his business with the same zeal that he had for fighting, but he found nothing that could fill the void... until he was given a new opportunity by Akinjide Adeyemi, better known to the world as the second Doomfist, the Scourge of Numbani.

Adeyemi offered Ogundimu the chance to fight with him as a mercenary. Initially wary, Ogundimu accepted, and discovered that he now had an arena in which he could unleash his enhanced capabilities. Eventually, Adeyemi brought him into the Talon organization. Talon's belief that humanity would be made stronger through conflict resonated with Ogundimu's personal experiences. Moreover, Talon's power struggles presented a new challenge that allowed him to use his talent in the boardroom along with his cunning as a combatant.

Climbing the Ranks
"There's been a serious increase in Talon activity lately. Something's brewing, and if we don't know what it is, we can't do anything to stop it. Why now all of the sudden? It's Doomfist. He's pushing the world to war, and he's transforming the entire organization to deliver it."

- Sojourn and Tracer

Adeyemi was a useful asset to Talon, but the organization saw far greater potential in Ogundimu, with his intelligence and his ability to inspire as a commander. While Adeyemi was content to profit from raids on Numbani, Ogundimu had a grander vision. After the Venice Incident, this difference in aspiration would lead Ogundimu to kill his teacher and take on the mantle of Doomfist, along with the eponymous gauntlet.

As the new Doomfist, Ogundimu rose high in Talon and helped to orchestrate a conflict that the organization hoped would someday engulf the world. Some of Talon's leaders began to get sloppy as Doomfist's rise throughout the organization disrupted its hierarchy.

Storm Rising
"My friend...the world doesn't understand visionaries like us. I respect what you are trying to accomplish. You fight for your kind. It's...noble. And doomed to fail. But with Talon's help, that can change."

- Doomfist to his omnic contact

Six years prior to the Overwatch Recall, while Hurricane Fernand ravaged the Caribbean, Doomfist held a clandestine meeting with an omnic terrorist in Cairo, offering to pledge Talon's considerable resources to their cause. Unbeknownst to Doomfist, his accountant Maximilien was cornered by Overwatch agents in the Havana Sea Fort as the storm reached Cuba. In exchange for immunity and anonymity, Maximilien informed on his employer, divulging that Doomfist would travel to Singapore in three weeks.

Downfall
Doomfist's plans reached a snag when he was confronted in Singapore by an Overwatch strike team consisting of Winston, Tracer, and Genji. The resulting battle turned part of the city into a warzone. Doomfist was able to incapacitate both Tracer and Genji, as he blocked their projectiles with his gauntlet and a shield that surrounded his body. Winston however, engaged him in close quarters in a battle of strength. A battle that Doomfist lost. After his defeat, Doomfist was convicted, and a court-appointed surgeon removed his cybernetic implants and hastily sutured him up. He was imprisoned in a maximum security installation managed by Helix Security International for years, where he waited patiently for events he had incited to play out. While imprisoned, Doomfist kept up to date on the events of the world outside his cell, collecting newspaper clippings about his defeat at the hands of Winston, Overwatch's possible return after its disbandment, the opening of a Doomfist exhibit displaying his gauntlet, and the assassination of Tekhartha Mondatta.

Day at the Museum
"Woah. That's Doomfist's gauntlet. Oh man. They said he could level a skyscraper."

- Timmy, while in the museum

During his time in prison, his gauntlet was put on display in an Overwatch Museum; Doomfist became aware of this via another newspaper clipping. At some point, Talon agents Widowmaker and Reaper tried to retrieve the gauntlet from the museum, but were fought off by Winston and Tracer. Doomfist's gauntlet was used by a bystander, Brian, to help drive the Talon operatives away.

Return to Power
"Humanity has always been tested. Conflict and war is the crucible through which we evolve. Every battle makes us stronger. Those who fall will be forgotten. Those who rise up? Their names will be remembered forever."

- Doomfist



In the early hours of the morning, a Talon aircraft entered the Helix security installation holding Doomfist, bypassing their defense systems without incident. Reaper emerged from the craft and broke into the facility, killing over a dozen guards in the process of freeing Ogundimu. Doomfist was able to punch his way out of his own cell during the extraction. It is believed that other security breaches took place within the facility, though Helix officials have not confirmed whether other inmates or items were taken. Helix lost track of Ogundimu following his escape.

Masquerade
"Akande. What a surprise to see you here. I've been hearing that a lot lately."

- Vialli and Doomfist

Following his escape, Doomfist and Reaper discussed recent incidents carried out by Talon, including the failed assassination attempt on Katya Volskaya under Vialli's orders and the assassination of Mondatta by Widowmaker. He then travelled to a casino in Monaco with Widowmaker and Sombra to meet with another member of the organization's inner council, Maximilien, who reaffirmed his loyalty to Doomfist's cause and warned him of rivals within the organization who were unhappy with his return. There he and Widowmaker were attacked by Vialli's men, though the pair defeated them easily.

Doomfist, Reaper, Sombra, and Widowmaker later attended a masquerade ball in Venice, Italy, which was being used as cover for a clandestine meeting of Talon's leadership. While his cohorts eliminated security and other targets, Doomfist confronted Vialli on a bridge. Though Vialli claimed that there was nothing personal behind his actions and that he was simply looking out for the well-being of the organization, Doomfist threw him from a bridge to his death, declaring that Talon is not a group of criminals concerned only with profit. Doomfist and Reaper then entered a secret boardroom where they met with Maximilien and other members of the inner council to discuss his plans to start a new war.

Having sent Talon on a course correction (in his eyes), Doomfist began gathering people around him who he could trust. People he could believe in.

Attack on Numbani
"What doesn't kill you, makes you stronger."

- Doomfist during the attack on Numbani

After his return to Talon, the group gave Doomfist replacement implants for the ones that had been removed before his imprisonment. They were improved versions of the original implants. Some time later, Doomfist traveled to Numbani to recover his gauntlet, which was being transported to the city's Heritage Museum for a Doomfist exhibit as part of their Unity Day celebration. Confronted by a team of newly-introduced OR15 defense robots, Doomfist easily defeated them in the Adawe International Terminal of the Numbani airport, reclaiming his gauntlet, ready to take revenge on the Overwatch organization that had imprisoned him for years. He sought to spread discord between humans and omnics. He began rallying his forces, and Numbani's military was powerless to stop him.

Trivia

 * Doomfist is Hero 25 and the fourth new hero added to the game.
 * Akande is a male Yoruba name meaning "firstborn." Ogun is a Yoruba god of war and metalwork, and dimu is Yoruba for "grasping." Akande Ogundimu can therefore be roughly translated as, "heir to the god who grasps iron and war," likely referring to his role as Akinjide Adeyemi's successor.
 * Doomfist's cell number in the Helix maximum security installation was 88503.
 * Doomfist's cybernetic right arm has been extensively augmented with cybernetics that receive and interface with his gauntlet.
 * PTR version 1.13.37644 (2017 June 24) contained the text "Doomfist / Summer Games" in the crash logs, inadvertently leaking him as the game's 25th hero.
 * Doomfist released on the PTR on July 6th, 2017, while his cosmetics were added on July 13th, 2017.
 * Doomfist is the first new hero to be launched with five emotes.

Development
Doomfist is a rare example of a hero that began as nothing more than a name — Chris Metzen offered it as the first suggestion in a brainstorming session for random villain names. With only a general notion of who or what the character would be, Doomfist's gauntlet was created as a MacGuffin for the Blizzcon 2014 Overwatch announcement cinematic, and a rough prototype sketch of the character was designed, with the intention of fleshing it out and developing him into a full character at a later date. An early version of this design would even appear in the initial hero lineup key art, alongside other prototype heroes such as Wildebeest and Recluse. After his gauntlet featured in the announcement cinematic and references were made to him in Numbani, it was decided to make him a "generational character," similar to comic book heroes that take up the mantles of their predecessors; Metzen has used The Flash and Green Lantern as examples of this concept.

Doomfist's kit was developed as a love letter to classic 2D fighting games, and care was taken to replicate the look and feel of special moves in those titles. A strong emphasis was also placed on making his attacks feel strong and impactful through visual and audio cues, and colors like red and gold were chosen for his design to convey a regal presence, while his gauntlet was created to "look as badass as possible from every angle," and to deliver pneumatic, impact-driven movements that would look and feel physical rather than magical. Extensive cybernetic augmentations were added to his body, contributing to his overall menacing appearance. His animations were designed to convey his strength and confidence, with the idea that each of his movements is carefully calculated. This idea also carried through to gameplay, with the way his abilities can be linked together to form combos that suit the player's current situation.

At SDCC 2017, there was a test footage shown which dated back to 2016 December 8. The video shown below.