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This article is about the playable hero. For information on the generational title and his predecessors, see Doomfist (title).
"Our future will be forged in conflict."

Real Name
Akande Ogundimu
The Successor
May 25th
47 (Overwatch 2)
45 (Overwatch)
Nigeria Nigerian
Martial artist (formerly)
Talon council member
Oyo, Nigeria (formerly)
Rome, Italy
Ogundimu Synergies Inc. (formerly)
Akinjide Ngumi Akinjide Adeyemi (mentor)
Sahr Ngaujah (English)

Doudou Masta (French)
Tobias Meister (German)
Massimo Corvo (Italian)
Jōji Nakata (Japanese)
Ahn Jang-hyeok (Korean)
Liu Cong (Mainland Mandarin)
Wang Hsi-hua (Taiwanese Mandarin)
Piotr Grabowski (Polish)
Luiz Carlos Persy (Brazilian Portuguese)
Artur Ivanov (Russian)
Miguel Ángel Jenner (European Spanish)
Juan Carlos Tinoco (Latin American Spanish)

Cosmetic page
Quotation page
375 (Open queue)
525 (Role queue)
Character Video

Doomfist is a Tank hero in Overwatch 2. Released on 27 July 2017, he is the 25th hero added to the game.


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.


Role: Tank
Passive Ability
Reduces knockbacks and critical damage received. Less ultimate generated by healing and damage received. Increases base health in Role Queue game modes.

Ability details:
  • Reduces the speed of knockbacks received by 40%
  • Ultimate generation is reduced by 40%.
  • Reduces the total damage received from critical hits, such as headshots, by 25%.
    • Weapons with a lower 1.5x headshot modifier ignore this damage reduction completely.
    • The effectiveness to abilities that deal critical damage through other means than headshots is ambiguous: Ability-reinhardt5 Earthshatter and Overrun icon Overrun are affected by the damage reduction, but Ability Sombra Virus Virus and Volatile Chaingun icon Volatile Chaingun's forced critical hits against burning targets are not.
    • The reduction stacks additively with other modifiers affecting damage taken.
  • All tanks have 150 more health in Role Queue. The amount of armor and/or shields remains the same.

The Best Defense...
The best defense
Passive Ability
Dealing damage with abilities creates temporary overhealth.
+40 overhealth per enemy (normal abilities)
+75 overhealth per enemy (Meteor Strike)
Doomfist generates temporary overhealth when he deals ability damage.

Ability details:
  • The total amount of overhealth gained through both methods is capped at +200 overhealth.
  • After 3 seconds, the overhealth starts decaying at 3 health per second. Dealing more ability damage will reset this condition.
  • Overhealth is only generated if the ability damages an enemy player.

Hand Cannon
Key mouse 1
Hand cannon
Effect Type
Shotgun Shotgun (projectile)
Blocked by barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Short-range weapon with spread. Reloads automatically.
5 – 1.5 (per pellet)
55 – 16.5 (per shot)
Falloff range:
15 – 30 meters
Rate of fire:
3 shots/s
1.36 shots/s (continuous fire of final shot)
Bullets per shot:
Ammo per shot:
Reload time:
0.4 seconds (per shot)
Spread angle:
Constant: 2.15 degrees
Projectile speed:
80 m/s
Projectile radius:
0.05 meters

Ability details:
  • Using the melee attack does not interfere with the reload timer.
  • Reloading automatically begins 0.73 seconds after Hand Cannon was last fired.
  • Damage per second: 73.3 while firing continuously, 165 burst from full ammo.
  • While falloff begins at 15 meters, the spread of Hand Cannon will typically cause a portion of bullets per shot to miss starting at 12 meters.

Seismic Slam
Ability Doomfist Seismic Slam
6 seconds
Effect Type
Area of effect Area of effect
Movement Movement
Blocked by barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Leap forward and smash the ground.
50 per target
Cast time:
Area of effect:
18 meter cone at a 100° angle
1.45 meters vertical range from surface
Move. speed:
30 m/s

Ability details:
  • Seismic Slam features a micro-lock that will fully stop a target's movement if they are airborne, but will do virtually nothing to a grounded target.
  • Seismic Slam can climb both up & down surfaces within its vertical range, similar to Ability-reinhardt5 Earthshatter.
  • Seismic Slam's momentum is retained if the ability is cancelled by Sleep Dart or Hack.
  • Seismic Slam can be canceled by reactivating the ability or activating any other ability.

Power Block
Power Block
7 seconds
Protect yourself from frontal attacks. Blocking heavy damage empowers Rocket Punch.
Cast time:
0.34 seconds (min)
2.5 seconds (max)
Move. speed:
-35% penalty

Ability details:
  • After mitigating 100 or more damage, the cooldown of Rocket punch Rocket Punch is immediately reset and the next Rocket Punch is empowered.
    • If Doomfist is already Empowered, blocking 100 or more damage with Power Block will not reset the cooldown of Rocket Punch.
    • The damage requirement is based on the damage mitigated rather than the raw incoming damage, therefore at least 125 incoming damage is required to empower a punch, as Power Block provides an 80% reduction (100 damage mitigated ÷ 80% = 125 raw incoming damage).
  • Power Block is a channeled ability; the ability is interrupted when Doomfist is affected by stunned, knocked down or hacked, including subsidiary effects.
    • The impact damage from the instance that applied the effect will still be blocked with the exception of another Doomfist's Rocket Punch.
  • Damage is blocked if the horizontal angle between the direction Doomfist is facing and the direction from the impact location to its source is less than ~53 degrees.
    • Doomfists's vertical view angle does not affect blocking, however his head hitbox may be exposed from some angles, allowing critical hits.
  • Effectiveness extends to area abilities and splash damage from projectiles. Damage is generally blocked when facing the center of the AoE.
  • Power Block mitigates delayed or triggered detonation damage from stuck projectiles and debuffs, regardless of the direction Doomfist is facing.
  • Does not affect damage over time effects from abilities.
  • Power Block can be canceled by reactivating the ability, activating any other ability, or pressing primary fire.

Rocket Punch
Key mouse 2
Rocket punch
4 seconds
Effect Type
Melee Melee
Movement Movement
Blocked by barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Hold to charge then release to launch forward and knock an enemy back. Damage increases if the enemy hits a wall.
25-75 (impact damage), 10-40 (wall slam)
Cast time:
0.2 seconds (min)
1 seconds (full charge)
1.6 second (max)
0.4 seconds (fire recovery)
0.5 seconds (max. travel time)
0.4 seconds (stun, punch impact)
0.15 seconds (stun, wall slam)
Max. range:
6.3 - 19.7 meters (self)
9.3 - 29.4 meters (self, empowered)
5.5 - 13.2 meters (knockback)
Move. speed:
44 m/s (self)
66 m/s (self, empowered)
15 - 35 m/s (knockback)

Ability details:
  • In addition to damage, charge also affects the distance the punch will travel and the distance of the knockback.
  • The punch impact hitbox is roughly the same size as Doomfist.
  • If Rocket Punch connects, it will also apply its effects to all targets in a small area behind the punched target. This is called 'Blastback'.
  • Rocket Punch briefly stuns enemies on initial impact and again for 0.15 seconds if the enemy is knocked against a wall.
  • Rocket Punch can be empowered by Power Block Power Block:
    • An empowered Rocket Punch deals +50% damage, has +50% speed/distance, greatly increased blastback area, and the wall slam stuns the target for 0.15 - 0.65 seconds based on charge.
  • Rocket Punch has natural power limiters in the form of what is known as ‘Sliders’ & ‘Bouncers’. Both are intentional parts of controlling how often and easily punched targets will impact a surface and will only activate if specific conditions are met.
    • A Slider will trigger if a punched target impacts a surface at an angle greater than 45° relative to their knockback trajectory.
    • A Bouncer will trigger if a punched target impacts an obstacle in their trajectory path with less than 50% of their hitbox vertically. Bouncers tend to occur less often as they depend heavily on the shape of nearby geometry.
  • If Rocket Punch collides with Ability-reinhardt3 Charge, Shield Bash Shield Bash, a charging Ability-ashe4 B.O.B., or another Rocket punch Rocket Punch, both participants get knocked down for 1.7 seconds. This is called 'The Stalemate Mechanic'.
    • The Blastback effect of Rocket Punch will ignore and override the Stalemate mechanic where applicable.
  • Rocket Punch's wall-impact trajectory can be altered mid-motion by other knockback effects.
  • Rocket Punch can be cancelled by activating any other ability or pressing primary fire.
    • If Rocket Punch is cancelled through aforementioned means by Doomfist during the charge, the empowered state is not consumed. But if the punch has already started, the empowered state will be consumed.
  • Rocket Punch's charging is interrupted by getting stunned, knocked down, mobility locked or hacked, putting it on cooldown. This also causes the empowered state to be lost.

Meteor Strike
Ability Doomfist Meteor Strike
2145 points
Ultimate Ability
Effect Type
Area of effect Area of effect
Movement Movement
Blocked by barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Press Q to leap up into the air. Move the targeting circle, then press Key mouse 1 to strike the targeted area.
300 (inner sphere)
100 – 50 (outer sphere)
Falloff range:
2 – 8 meters
75 per second (while targeting)
Cast time:
0 + 0.5 seconds (initial activation)
1 + 0.8 seconds (landing)
Up to 4 seconds (targeting)
3 seconds (slow)
Area of effect:
2 meter radius (inner sphere)
8 meter radius (outer sphere)
Move. speed:
16.5 m/s (self, targeting)
-50% slow (enemies)

Ability details:
  • Empowers Rocket Punch on landing.
  • While in Meteor Strike, Doomfist regenerates health and his ability cooldown rates are accelerated by 100%.
  • While in Meteor Strike, Doomfist is untargetable and invisible to by both allies and enemies and and cannot contest objectives while in Meteor Strike. He also becomes phased out, cleansing most negative effects and stuck projectiles, such as Tracer's Ability-tracer4 Pulse Bomb.
  • While targeting, the "Zoom Out" option on secondary fire allows moving to the highest elevation level as opposed to staying on current level.
  • Contrary to Meteor Strike’s display reticle, the Ultimate's area of effect is not a 2-D circle on the floor, but is actually a 3-D sphere. The display reticle is a cross section of the central point of the Ultimate.
  • If Doomfist selects his landing zone in a void/death pit, he will be instantly eliminated and will lose the Ultimate.
  • If there is a Tree of Life Icon Tree of Life at the landing location, Doomfist will slide to its side upon landing.

Hero-specific options

Setting name Options Description
Hand Cannon UI On (default) Hand Cannon ammo UI element is displayed below the crosshair.
Off Hand Cannon ammo UI element is hidden.
Hide Rocket Punch cancel text Off (default) Cancel text UI element is displayed to the left of the crosshair.
On Cancel text UI element is hidden.
Hide Rocket Punch charge meter Off (default) Charge meter UI element is displayed below the crosshair while charging Rocket Punch.
On Charge meter UI element is hidden.

Hide Power Block cancel text

Off (default) Cancel text UI element is displayed to the left of the crosshair.
On Cancel text UI element is hidden.
Hold to use Power Block Off (default) Power Block deactivates when player presses the button again.
On Power Block deactivates when player stops holding the button.
Relative aim sensitivity during Power Block 1% ... 500% (default: 100%) Multiplier to base aim sensitivity during Power Block.
Swap Meteor Strike confirm and zoom-out inputs Off (default) Primary Fire confirms and Secondary Fire zooms out.
On Secondary Fire confirms and Primary Fire zooms out.


Doomfist is a close-combat fighter who excels in taking down enemy targets with his powerful combos. With his signature ability, Rocket Punch, he is incredibly mobile and can deal damage and knockback to enemies, doing added damage and stunning if they hit a wall. Seismic Slam is also a dual-purpose ability that provides both high mobility, reasonable damage, and a large hitbox to gain overhealth from The Best Defense. Power Block is Doomfist's only defensive ability and is used primarily to Empower his gauntlet, allowing him to survive longer and amplifying the effects of his next Rocket Punch with even greater power. 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 with his abilities. While Doomfist is strong up close, his damage falls off heavily at mid-to-long range, so unless he can close the distance between himself and an enemy, his only option is to use Hand Cannon, a shotgun style weapon with an automatic reload mechanic. Like other tanks, he typically takes more damage than other heroes due to his large hitbox.

Weapon & Ability Strategies

  • The best defense The Best Defense...: Doomfist's passive ability. When Doomfist deals damage with his abilities, he gains overhealth akin to Lúcio's Ability-Lucio4 Sound Barrier. The overhealth can accumulate up to a maximum of 200, giving Doomfist a maximum of 725 effective health without any other bonuses. After a short delay, the overhealth begins to decay.
    • Doomfist receives more overhealth from Meteor Strike than from his other abilities, precisely 75 overhealth per enemy hit.
    • Doomfist increases his durability by quickly and continually replenishing his overhealth in the midst of combat.
    • All of Doomfist's abilities provide overhealth in proportion to the number of enemies hit. For Rocket Punch and Seismic Slam, that rate is 35 overhealth per enemy hit (1 enemy hit = +35 overhealth, 2 enemies hit = +70 overhealth, etc). For Meteor Strike, the rate is 75 overhealth per enemy hit (1 enemy hit = +75 overhealth, 2 enemies hit = +150 overhealth, etc).
  • Hand cannon Hand Cannon: Doomfist's primary weapon. Doomfist shoots pellets in a hexagram spread from his knuckles. Unlike other weapons, it automatically reloads.
    • This is Doomfist's main form of self-followup to combos and general source of damage output.
    • Hand Cannon is slightly off-set to the left similar to Zarya's Particle Cannon beam. This makes aiming at ranges within 10 meters a little more challenging.
    • While strong at close range, the spread and damage falloff of this weapon 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.
    • Hand Cannon should be used just before and in between ability combinations to deal quick bursts of extra damage at no cost.
  • Ability Doomfist Seismic Slam Seismic Slam: Doomfist lunges at the ground and slams it with his gauntlet.
    • Seismic Slam can be used to move in and out of fights very quickly.
    • Seismic Slam can be utilised to very quickly farm ultimate charge and personal shields for Doomfist to work with.
    • Seismic Slam can be cancelled with any other ability and will retain its momentum. The sooner it is cancelled, the more momentum is kept. This is a useful method to use for traversing maps at high speeds and navigating between high and low ground positions.
    • Seismic Slam can be used after a Rocket Punch to carry the momentum of the Punch and extend the effective leap distance of Seismic Slam. This is commonly known as a Super Slam.
    • Seismic Slam's micro-lock can be used to stop enemies trying to escape by controlling their movement if timed correctly.
      • This micro-lock effect will always work on Wrecking Ball when in his Ball Form, regardless of if he is airborne or on the ground.
    • Seismic Slam can be used to clear Wrecking Ball's Minefield Minefield in one fell swoop, as it does the same amount of damage as the mines have HP, but in a much larger area than the mines can cover.
  • Rocket punch 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, stunning them and dealing bonus damage.
    • 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 a safe position.
    • Enemies hit will also knockback their nearby teammates alongside their pathway, potentially knocking them into walls, while receiving equal damage and stun. When empowered, the size of this extra knockback radius increases dramatically.
      • For this knockback area to correctly apply when punching a construct Doomfist requires direct line of sight to the character.
    • Rocket Punch will temporarily stun affected enemies when punched. It can be used to interrupt channeled ultimates and abilities such as Roadhog's Ability-Roadhog2 Take A Breather or Cassidy's Ability-mccree4 Deadeye. An extra stun of 0.15 seconds (up to 0.65 when Empowered) is also applied if the targets hit a wall.
    • Following up Rocket Punch with primary fire is a good way to get high burst damage. Punching enemies typically only helps Doomfist to guarantee a single followup shot, regardless of wall slam. An Empowered punch allows for more shots depending on the wall stun duration achieved.
    • Rocket Punch can be cancelled during its charge at any time. If cancelled while Empowered, Rocket Punch will retain the Empowerment status unless cancelled with Seismic Slam.
    • Rocket Punches stun effect will override and knock enemy players out of the frozen effect from Mei's Ability-mei4 Blizzard.
  • Power Block Power Block: Doomfist puts up his fist in a blocking stance and blocks 80% of all damage taken from the front only. Mitigating 100 or more damage empowers your next Rocket Punch.
    • While blocking, Doomfist is slowed to 65% of his normal movement speed.
    • To maximize the probability of getting charged, looking down at approximately a 45° angle will expose Doomfist's head hitbox, effectively doubling the incoming damage to be blocked.
    • There are two main methods to utilise Power Block effectively. Blocking/Tanking damage & Catching damage.
      • Blocking/Tanking damage is self explanatory. Using block on incoming damage targeted at Doomfist will reduce it, allowing him to tank the incoming damage while simultaneously empowering his gauntlet. Be careful though as this method has the highest chance of failing to empower Doomfist's gauntlet since Doomfist is the primary target and players can chose to stop shooting him at any given moment, resulting in no empowerment and a wasted cooldown.
      • Catching damage is a little different and can be risky to use depending on the enemies' team composition. Using block while jumping in front of allies who are the primary targets of incoming damage will allow Doomfist to simultaneously block incoming damage for his teammates and empower his gauntlet at the same time. This method almost always guarantees empowerment as Doomfist was not the primary target for the damage, so players will not typically register that they are feeding him a free empowerment and can't chose to not shoot him as easily.
      • A 3rd more risky, selfish, and stylish method to utilise Power Block is what is known as Parrying or Flashing. Parrying is reserved for instances of incredibly high burst damage such as Cassidy's Ability-mccree4 Deadeye or a Widowmaker taking a scoped shot, that can be held and let loose in a very controlled manner. Using block just before these abilities are fired at Doomfist will guarantee empowerment, but be careful as mis-timing Power Block will more often than not result in being eliminated.
  • Ability Doomfist Meteor Strike 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 force enemies to move away.
    • For maximum effect, Meteor Strike should be combined with other crowd control effects like Mei's Ability-mei4 Blizzard or Junkrat's Ability-Junkrat3 Steel Trap or used to repeatedly chain ability comobs together for extended periods of time.
    • During the landing animation, Doomfist is vulnerable to attacks and crowd control. Avoid using this ability without backup.
    • Meteor Strike is best utilised as a tool to freely reposition and refresh Doomfist's cooldowns for another rotation in a fight or a tactical reset.
    • This ability can be used to destroy important enemy units such as Symmetra's Ability-symmetra4 Teleporter, Torbjörn's Ability-torbjorn3 Turret, Wrecking Ball's Minefield Minefield, Baptiste's Baptiste-ability3 Immortality Field or Mercy during Ability-mercy5 Resurrect.
    • Meteor Strike applies a very powerful slow effect to all enemies caught within it's area of effect, use this slow to set up allied attacks to secure damage and eliminations much faster.
    • Remember: Meteor Strike is a 3-D sphere, so it can affect enemies above and below the targeting reticle if placed correctly.

General Strategies

Target Prioritisation: Who Should Doomfist Fight?

  • Unlike other tanks, Doomfist should not focus very much of his attention on the tank matchup, even if it’s in his favour. While he can very easily control most tanks' movements and stop their advances, he does not present enough sustained threat to make a long term impact on a team fight focusing the other tank. Doomfist’s time is better spent prioritising Damage and Support eliminations, only focusing on fighting the other tank when the risk of engaging his ideal targets outweighs the priority.
  • Ideally, Doomfist should be looking to try and pick off targets that are alone and isolated from the team, or have just used resources for other things and don’t have capacity to fight back beyond simply shooting back. Targets like a Widowmaker that has just used her Grapple or an Ana in the backlines that has just used her Sleep Dart are prime examples of targets deserving of Doomfist’s focus, as they have used key resources and are isolated away from the team.
  • A lot of Supports come with an increased measure of risk, as the more accessible targets often have strong countermeasures that can easily turn an engagement against Doomfist. Weighing up the risk/reward ratio of engaging any character is key.

Maps, Modes, & Engagements: How to Manoeuvre the Battlefield

  • Doomfist’s strengths and weaknesses are amplified by the maps he is on and the way they are designed. Some maps help Doomfist by providing ample amounts of natural cover and allow him to easily control how and when he engages enemies, while other maps might not provide much cover at all and may naturally force Doomfist into unfavourable scenarios, even when played well.
    • Maps & Modes:
      • Control (a.k.a King of the Hill/KotH) is where Doomfist is at his strongest. Maps like Oasis, Lijang Tower, & Nepal make it very easy for Doomfist to work on as the objectives, are locked in one place and allow for Doomfist to freely move in and around them to engage enemies. Utilising the abundant natural cover, complex verticality, unique pathways and hazards crammed into their designs aid Doomfist into forcing unfavourable situations on enemy players.
      • Hybrid & Escort (a.k.a Payload) modes are heavily map dependant for Doomfist to succeed. Maps like Circuit Royal, Dorado, Havana, and Blizzard World, ­for example, are very difficult for Doomfist to work on, as they’re open, very linear, and do not provide much natural cover to work, making Doomfist’s approach to engagements much harder to take securely and reliably. On the other side, maps like Numbani, King's Row, and Rialto give Doomfist ample flexibility to work on as they possess a lot of flank routes, unique designs, and abundant natural cover.
      • Flashpoint is very similar to control and plays almost the exact same way, allowing Doomfist to succeed with ease. The only major difference is the map size and amount of control points. Flashpoint maps are the largest maps in the entire game and can cover up to 200 meters between two flashpoints. While this means nothing for Doomfist who can leap across most maps in an instant, it does mean that his team will often be far behind him in the transitions between flashpoints, leaving him alone and open to a group attack.
      • Push is not too bad for Doomfist to work on, as the objective is constantly shifting positions. He is one of few characters that can reliably keep up with it, but it can be very hit-or-miss, depending on how the map is designed.
        • Colosseo, for example, is designed somewhat like Circuit Royal and Havana, being very linear and open, making it difficult for Doomfist to be particularly effective, whereas Esperança is very complex and has a lot of verticality and flank potential to it, providing Doomfist with ample opportunity to make plays and initiate engagements.
      • Doomfist can also struggle on map areas that become very enclosed and claustrophobic. Places like Eichenwalde's final section, Route 66's final section, and The Antarctic Peninsula's Sublevel are all very enclosed areas that do not allow for very much freedom to move about. While they may offer flank routes, natural cover, and unique areas to work with, they still limit how freely Doomfist can move about the maps.
    • Engagements:
      • Engaging correctly as Doomfist is paramount to succeeding in a team fight. Unlike most other heroes in the game, Doomfist does not build up to a big impactful Ultimate ability. All of his power rests within his ability cycles, or his “neutral game”, which does not leave very much room for error, so care must be taken to ensure that engagements are properly and accurately assessed before they are taken. Measured and controlled use of abilities is incredibly important as each scenario dictates a different engagement method.
        • For example, opening with Seismic Slam can be used to generate personal shields, brawl with and bruise enemy teams before selecting a target or two to isolate and focus on. It can also be used to initiate a dive on an isolated target. Alternatively, Seismic Slam could be left to last and used as a disengagement tool if Doomfist has chosen to engage with Rocket Punch. Determining the best way to apply each ability for each scenario is what separates a good Doomfist from a bad Doomfist.
      • Target acquisition and control is also incredibly important for Doomfist, as some scenarios require Doomfist to rapidly follow or swap between targets during fights. Keeping track of who is being targeted and which targets can be swapped to for maximum effect can change the flow of a fight.
      • If Doomfist has his Ultimate, he can play much more aggressively without fear of over-commitment, as the Ultimate can be utilised as a dual purpose “get-out-of-jail-free” card and neutral reset, allowing him to cycle more cooldown rotations.

Space Creation & Area Denial

  • Unlike other tanks, Doomfist’s space creation and denial is not as tangible or obvious as a barrier or high impact cooldown, it is more abstract and can often be harder for his team to recognise. Doomfist cycles his cooldowns to apply pressure, uses cover and positions intelligently around the map to create off angles and draw attention away from the rest of his team to create space, essentially becoming a big distraction/threat the enemy team must deal with. This sounds very easy and simple to do, however, this is just step one. Doomfist must recognise if he can capitalise on whether the enemy team ignores him or focuses him.
    • If the enemy team decides to focus Doomfist, he must continue to cycle cooldowns and look to survive their assault while disrupting as much as he can while his team capitalises on the space created. It is also important for Doomfist to understand if his team can recognise the space he has created in this situation or not and if they are enacting on it.
    • If the enemy team choose to ignore Doomfist, that is when he must seek a target to pick himself, creating more direct and tangible space for his allies to capitalise on and more often than not immediately drawing all attention to himself once he attacks.
  • Doomfist also excels at stalling objectives, especially when he has his Ultimate. Cycling his cooldowns allows Doomfist to deal wide area damage, control when and where the enemy team can contest and sustain himself all at once.

Play Smart, Not Hard: Brains > Brawn!

  • Intelligent play is always encouraged on any hero in the game, but none more than Doomfist. Doomfist possesses the utility and means to elevate smarter play and grant opportunities to counter his counters, however, he lacks the raw power and threat to do this completely independently. A large part of Doomfist's gameplay is observing and gauging enemy and ally intelligence, and whether they possess the knowledge and capacities required to counteract or work with Doomfist properly. Doomfist must also be able to recognise if enemies or allies have the capacity to learn and adapt to the things Doomfist does mid-game.
  • Mind-gaming enemy players is an incredibly strong tool for any tank to utilise, but Doomfist can utilise it a little more effectively than most. Baiting enemies into doing specific things or forcing cooldowns is one way for Doomfist to mind game enemy players and make them either waste resources, or in the case of the Punch/Block bait (where Doomfist charges Rocket Punch then cancels it with Power Block before releasing) to feed his Empowerment. Doomfist can also use his hyper mobility to zoom around enemies to confuse and distract them without ever actually engaging on them.
  • Voice line spamming can also mess with and infuriate enemy players to a degree. The most common voiceline to perform this tactic with is the "And they say chivalry is dead" voice line. Be careful though, as there are hidden game mechanics in place to dampen this, so spacing out the voice lines is required.


Getting Hard Countered

Countering Doomfist is all about resources and how they are utilised. Certain characters, pairings and entire team compositions can utilise and/or combine certain resources to hard stop Doomfist, and prevent him from attaining any value at all, no matter how well he plays. This section is dedicated to some of the hardest things Doomfist can face, wherein almost all these cases swapping to another tank is strongly advised, as Doomfist simply will not be able to get value playing against them. In cases where swapping is not required, Doomfist is recommended to ignore and avoid the problematic characters if he can.

  • The Hard Stop Comp
    • This specific composition is not a composition Doomfist can fight at all. It is recommended to swap to another tank that will be able to attain more value simply by existing. Featuring Roadhog, Echo, Sombra, Mercy & Zenyatta or Ana, this composition does not provide Doomfist with any room to work or any targets to try and engage on as all of the heroes present are considered to be Doomfist’s hardest counters, so swapping is the only truly viable option.
  • Chunky & Survivable Comps
    • Featuring Roadhog, Zarya or Orisa as the main tank and utilising any or all the characters with a base HP value greater than 250 provides Doomfist with very little opportunity to pick targets or create space. The raw HP pool to burn through alongside the utilities all of the bulkier heroes possess is far too much for Doomfist to handle. In cases like this, it can be map dependent on whether Doomfist should swap or not. Case-by-case judgement is required, but generally swapping is a better option.
  • Counter Engagement Combos
    • When paired together, Reinhardt & Mei work incredibly well. They both provide the utility and means to fully stop and counter a Doomfist’s engagement and ensure he is eliminated as a result. Reinhardt possesses the means to counter charge and stun Doomfist while Mei can stop his engagements with either ability and cut him off preventing disengaging. This is just one example, bit hero pairings like these can be quite dangerous for Doomfist, and it is recommended to avoid them and engage on other targets or risk being entirely shut down.
  • Support Combos
    • Certain Support compositions can be extremely detrimental to Doomfist as they feed into each other repeatedly, and essentially prevent Doomfist from being able to do anything impactful at all. Combinations such as Brigitte/Zenyatta, Mercy/Baptiste and Kiriko/Lúcio all feed each other so incredibly powerfully that they make it difficult for Doomfist to attain any value. Note: These are not the only troublesome Support combinations, just some examples.
      • The Brigitte/Zenyatta combo sees Brigitte act as a babysitter to Zenyatta, ensuring he stays alive for the purpose of amplifying his and the teams damage output with Orb of Discord which can be incredibly dangerous for Doomfist to deal with. On top of this, Brigitte is quite tanky for a support and poses a significant threat with her Shield Bash as it can stalemate a Rocket Punch very easily.
      • The Mercy/Baptiste combo is incredibly difficult to deal with as both of these supports combined output insane amounts of healing and can very easily undo/prevent any impact Doomfist provides. Baptiste’s Regenerative Burst (which is also AoE) doubles in strength for targets below 50% HP and Mercy’s Healing Beam is an easy to use, constant stream of HP/s. This makes them the ultimate combo in elimination prevention outside of instant burst damage eliminations, like a Hanzo arrow or Widowmaker headshot. Targeting one or the other for elimination is also quite difficult, as either can heal the other or simply evade Doomfist with ease.
      • The Kiriko/Lúcio combo is difficult to deal with for two reasons. Doomfist struggles to reliably target both heroes and eliminate them as they are both incredibly mobile characters able to simply avoid Doomfist. Kiriko alone outputs a large amount of healing and possesses Protection Suzu to completely nullify anything Doomfist wants to do.
  • Pocketed Characters
    • Certain characters when pocketed are too much for Doomfist to handle, even if he has a decent matchup against them. His hardest counters are virtually impossible to counteract when pocketed, no matter the skill difference.
      • Characters like Sombra, Echo, Pharah, Tracer & Cassidy are exceptionally troublesome when pocketed, though that’s not to dismiss other pocketed characters as easy to deal with when pocketed. Depending on the Support pocketing them, almost all characters are impossible to eliminate without utilising an Empowered Rocket Punch and perfectly nailing the follow up shots in the head.

Styling on Enemies: Counter the Counters

  • Because of Doomfist’s virtually limitless potential, he has both the means and opportunity to completely counteract his hardest counters in the game (except for his tank counters). The player’s confidence in their own ability can enable them to chase after those that have swapped to or are playing a strong counter to Doomfist to discourage them, break their confidence and affect their performance. Though this is a dangerous game to play, as making even one error in this chase or failing to secure the elimination will result in feeding.
  • It has become somewhat of an unspoken culture among the more diehard Doomfist mains to always try and target the hardest counters wherever they can for the reason mentioned above, along with the idea of it providing an extra challenge to gameplay. Plus, it looks and feels awesome to punch a Pharah out of the sky or perfectly predict a Tracer’s Recall & Blinks.
  • Player discretion is heavily advised when attempting to engage in these chases.

Techs: Knowledge is Power

  • Doomfist is one of the most complex and unique characters in the game, and as a result, various ability techniques dubbed “techs” (short for techniques) have been discovered and refined for application during gameplay. While these techs have played a defining role in Doomfist as a character ever since his introduction to the game, their utilisation is not entirely necessary for success.
  • The 5 most common techs will be listed here, but that does not mean these at the only techs available to Doomfist. For a more comprehensive list along with guides on how to execute all of these plus more, head to GetQuakedOn’s YouTube Channel. They are the community creator pioneering Doomfist’s skill ceiling with new and unique techs.
  • Only one tech is absolutely necessary for Doomfist to play well and that is our first tech.
  • Momentum Conservation:
    • This is a universal tech for all mobility in the game, but sees its application applied more on Doomfist than anywhere else. Momentum conservation is essentially cancelling an ability mid-motion to stop the abilities effects from happening, while conserving and utilising the momentum gained by it. This is the only essential tech for Doomfist to regularly apply, as it is what grants him his hyper mobility. The best example of its application on Doomfist is cancelling Rocket Punch with jump to fly forward freely.
  • The Rocket Bounce:
    • The Rocket Bounce was one of the first ever techs to be discovered for Doomfist and grants his Rocket Punch vertical mobility. This tech is executed by cancelling Rocket Punch just before impacting a surface with Doomfist’s feet and can send him flying upwards into the sky. The later the cancel, the higher the bounce can be.
      • Is this tech necessary for effective play? No, but if time is invested to learning and understanding the way it works, it can open more opportunities to path find around maps in unique and unpredictable ways, including using enemy players as surfaces.
  • The Diagonal Punch:
    • Much like the Rocket Bounce, the Diagonal Punch adds vertical momentum to Rocket Punch, however, it does not require the punch to be cancelled, allowing the ability to retain its damage and stunning properties.
      • Is this tech necessary for effective play? No, although it is extremely useful for engaging with Rocket Punch from different elevations, as not many players consider the Diagonal Punch as an option for Doomfist to fight them with while they are at a different elevation.
  • The Super Slam: 
    • The Super Slam is a combination tech featuring Rocket Punch, Seismic Slam and the application of the momentum conservation tech. Utilising the momentum conservation tech to carry the momentum of a Rocket Punch into a Seismic Slam this tech can increase the distance that can be travelled by the Seismic Slam by up to 3x. Executing this tech is as easy as cancelling a Rocket Punch with jump then immediately using Seismic Slam.
      • Is this tech necessary for effective play? Kind of. The Super Slam is a very useful hyper mobility tech to allow Doomfist to rollout from spawn with unmatched speed, so it is recommended to always use it out of spawn unless the fight is at or near the spawn room.
  • The Crouch Slam Effect:
    • The Crouch Slam Effect is an intriguing effect with multiple trigger methods. It essentially removes the arcing leap from Seismic Slam, and in return, Doomfist sticks to the floor and glides along it before slamming. The most common trigger method for this tech is a tech known as the Stair Slam, but it can also be triggered by enemy abilities that possess high gravity effects like Ramattra’s Ravenous Vortex or Sigma’s Gravitic Flux.
      • Is this tech necessary for effective play? No. If anything, this effect can actually be detrimental to the player unless they are keenly aware of it, how it can be triggered and what can be done with it, as it cuts the mobility and flexibility out of Seismic Slam and forces Seismic Slam to become very limited.

Bugs: How Bad is It?

  • Doomfist is a very problematic hero when it comes to his functionality. His entire kit is designed around hyper mobility and melee attacks which don’t particularly mix together too well. As a result, Doomfist usually has a lengthy list of issues plaguing one or more aspects of his kit, ranging from incredibly minor animation issues to game changing ability failures and everything in between. It is important to familiarise oneself with these issues so that the player can avoid situations where they might occur more frequently or recognise when they do and don’t occur.
  • All of these issues are tracked and updated each patch in a document dubbed The Hydra (name selected for comedic purposes).

Match-Ups and Team Synergy

When fighting Tanks, Doomfist has "Matchups" ratings, ranging on a scale of 5 levels. This is becuase Doomfist's job is focused on eliminating the DPS or Supports, with controlling and annoying the enemy tank being a secondary objective:

  • Very Strong Vs. | Strong Vs. | Even/Neutral Vs. | Weak Vs. | Very Weak Vs.

When fighting DPS & Supports, Doomfist has "Priority Targeting" & measures of "Risk" ranging on a scale of 5 levels. This is because these heroes are Doomfist's main target options to fight. Only the Supports feature a listed measure of risk as nearly all of them can counteract Doomfist very reliably with CC or other miscellaneous effects:

  • Extremely High Priority | High Priority | Medium Priority | Low Priority | Very Low Priority
  • Extreme Risk | High Risk | Medium Risk | Low Risk | Very Low Risk

Doomfist's Synergies are also graded on a scale with 5 levels. Tank Synergies will not feature explicit gradings due to the nature of Role Lock restrictions:

  • Exceptional Synergy | Strong Synergy | Good Synergy | Ok Synergy | Weak Synergy


Hero Match-Up Team Synergy

Compared to most other Heroes, D.Va cannot negate most of Doomfist’s damage with her Ability-dva3 Defense Matrix. This makes her ability to peel for more vulnerable targets less effective than it would be against Heroes like Genji or Tracer. A skilled D.Va will still be able to prevent Doomfist from completing a combo by negating his Hand Cannon shots though. Doomfist can also effectively negate D.Va's attempts to dive a target of choice with Rocket Punch as it is on a slightly shorter cooldown than D.Va's Ability-dva2 Boosters.

D.Va's Ability-dva7 Micro Missiles can deal a hefty amount of damage, making them ideal for attaining Empowerment. D.Va cannot manually cancel the missiles so she must commit to feeding Doomfist Empowerment or look away to prevent it.

D.Va's Ability-dva4 Self-Destruct provides enough damage to fully empower Doomfist's gauntlet at all of its damage ranges.

D.Va vs. Doomfist is very much a skill and knowledge-based matchup as both heroes share similar goals in team fights, though Doomfist features more utility and direct threat so it is a little bit easier for him to be on the front foot.

This Synergy can only occur in Gamemodes with no role-locks or if an Echo is present.

Like Doomfist, D.Va fits well into brawl and dive compositions. She can protect Doomfist and enable him to be extra tanky in brawl situations while also being able to dive with him and more efficiently eliminate targets.


Mirror matchups always boil down to one major factor: Who has the better team resources?

Possessing a team that can more efficiently and effectively work with and against a Doomfist will provide the player with a significant advantage when engaging in the mirror matchup. If one Doomfist has an easier time engaging, then he has more freedom and flexibility to dominate the game. This is especially powerful when Empowerment is factored in, as the Doomfist who utilises Rocket punch Rocket Punch more effectively (including its Empowerment) will often come out on top.

It is important to note that the mirror matchup is one of two matchups where Doomfist can focus the other tank reliably, as he can very effectively control and negate his own abilities without sacrificing his regular value. Interrupting an enemy Doomfist's ability cycling can prevent him from building overhealth and ultimate charge, slowing his process down considerably. It is also important to keep in mind that Rocket Punch is one of two abilities in the game that can directly disrupt Power Block Power Block without giving it any progress towards Empowerment. Using this to prevent the other Doomfist from gaining Empowerment will dramatically reduce his overall impact.

Ability Doomfist Meteor Strike Meteor Strike is an ultimate with very low immediate impact, however, the other effects of the ultimate grant Doomfist an enhanced neutral game post-landing. Doomfist should look to disrupt and ideally cancel the free Empowerment an enemy Doomfist receives on landing Meteor Strike, as this will cut his value down and prevent him from capitalising on the extra effects of Meteor Strike.

This Synergy can only occur in Gamemodes with no role-locks or if an Echo is present.

Doomfist's mirror synergy is a hellish combination to deal with. Doomfist has enough self-sustain, mobility and damage output that when doubled can wipe entire teams with little to no effort. Doomfist requires a lot of resources to pin down so double the Doom means double the resources required.

Icon-junker queen
Junker Queen

Junker Queen is not a particularly favourable matchup for Doomfist as she outputs a much higher amount of damage over a more sustained period, though he can dampen and restrict this output quite easily. Because Rocket Punch has such a short cooldown Doomfist can look to cancel Junker Queen's Carnage Icon Carnage and Ultimate: Rampage Icon Rampage, removing most of her impact from each fight. It can also be used to dampen Junker Queens' mobility gained from her Commanding Shout Icon Commanding Shout and control where she goes.

Doomfist must take care not to get stuck by her Jagged Blade Icon Jagged Blade though as its "pull" mechanic can override Seismic Slam's mobility and forcibly reposition him.

Doomfist cannot block any of the bleed damage Junker Queen inflicts but can block the impact damage each ability deals.

It is also important to be aware of Junker Queens Commanding Shout as it provides her allies with +50 Overhealth, making it quite painful to finish off a target if they gain its effects.

Both Doomfist and Junker Queen are quite similar and share similar goals in team fights. Each aims to severely punish and capitalise on mistakes made by the enemy team or focus on eliminating squishy characters, the first to do either of these successfully is usually the winner of the team engagement.

This Synergy can only occur in Gamemodes with no role-locks or if an Echo is present.

Like Doomfist, Junker Queen is a brawl master aiming to output steady and high damage while also sustaining herself in a fight, making this combo a nightmare to fight. Capitalising on each other's damage and ability usage to secure eliminations is the key to success. One specific combo to make short work of entire enemy teams is using Rocket Punch to bunch everyone up before Junker Queen uses her Carnage Icon Carnage to strike them all one or more times.


Mauga has only one goal on the battlefield. Tank busting. His sheer damage output from his weapons "Cha-Cha" (Volatile Chaingun icon Volatile Chaingun) and "Gunny" (Incendiary Chaingun icon Incendiary Chaingun) make him the most dangerous thing on the battlefield to Doomfist, avoiding him is the only option. Due to Mauga’s simplicity, Doomfist can do nothing to counteract or control his actions besides avoiding him, as all of his value is based on his damage output. This can be beneficial for Doomfist though. Being Mauga’s priority 1 target, Doomfist can very easily farm empowerment from him. Extreme caution and preplanning are advised though. Without an escape option, Doomfist will be shredded once Power Block ends as he cannot block the fire damage from Gunny and will take far more damage than usual during and post-block due to the forced critical mechanic.

Doomfist must also be mindful of Mauga's Cardiac Overdrive icon Cardiac Overdrive, which is AoE. This means that any viable targets for Doomfist to engage on near Mauga also receive its damage resistance and life leech effects, making the engagement pointless.

Mauga’s Overrun icon Overrun is the most unique charge in the game and cannot be stopped by anything, so it is not worth punching him to try.

Mauga’s Cage Fight icon Cage Fight is a guaranteed death sentence for Doomfist, as being caught inside it will prevent him from using Rocket Punch, Seismic Slam and Meteor Strike, leaving him helpless against any enemies looking to target him.

This Synergy can only occur in Gamemodes with no role-locks or if an Echo is present.

Like most other heroes, Doomfist can benefit greatly from the effects of an allied Mauga’s Cardiac Overdrive icon Cardiac Overdrive. Its life leech and damage resistance will allow him to engage and remain survivable more comfortably.

Mauga’s Cage Fight icon Cage Fight also provides a nice confined space for Doomfist to use Meteor Strike and guarantees any targets inside the cage are quickly disposed of.


Orisa’s Ability Orisa Fortify Fortify ability essentially negates all of Doomfist’s abilities due to it preventing knockback and stun effects while also granting a massive damage reduction and additional overhealth. This means Doomfist will not be able to eliminate Orisa even after using every ability and having reasonable accuracy with his Hand Cannon, it is not advised to engage her unless she is the last enemy standing.

Rocket Punch can be used to interrupt Orisa's Ability JavelinSpin Javelin Spin, however, if she is fortified the spin cannot be interrupted.

Orisa's Ability EnergyJavelin Energy Javelin possesses a rather large hitbox along with a stun. It is on a relatively short cooldown and allows Orisa to effectively nullify anything Doomfist attempts to do provided she lands the javelin. This is her main goal when fighting a Doomfist, to disrupt him using her Javelin. Doomfist can use the Javelin's damage spike to his advantage and farm Empowerment. Using Power Block in front of Orisa to take at least 5 shots from her Ability Orisa Fusion Driver Fusion Driver will secure his empowerment as the damage from the Javelin will complete the required mitigation.

Orisa's Ultimate Ultimate TerraSurge Terra Surge can be either easily avoided or blocked to gain Empowerment should Doomfist be caught inside of its AoE. Generally, it is better to ignore Orisa unless attempting to farm Empowerment from her to redirect towards other targets.

This Synergy can only occur in Gamemodes with no role-locks or if an Echo is present.

Orisa has excellent crowd control and resistance capabilities, allowing her to effectively act like a large distraction and control where the enemy team is positioned, enabling Doomfist's brawling style and allowing him to make effective use of the AoE portions his abilities possess.


Ramattra can square off quite well against Doomfist, he has very strong poke capabilities, Ravenous Vortex Icon Ravenous Vortex can mess with Doomfist's mobility and his Nemesis Form Icon Nemesis Form allows him get close and duel Doomfist. Keeping track of Ramattra's abilities is key as Doomfist can still out ma-ch him with his disruptive capabilities.

Utilizing Rocket Punch to continuously disrupt him in his Omnic form will keep him at bay for the rest of the team to focus him down. Keep in mind that Ramattra's Void Barrier Icon Void Barrier can be placed behind Doomfist to cut him off from team resources, so keen awareness of its placement is advised.

When in Nemesis form Ramattra will usually want to get up close to deal damage or take focus with his block. Ideally, Doomfist will want to keep punching Ramattra away from his team to minimize any damage he can do, but getting behind him and timing a Rocket Punch to knock him into allied team members as Nemesis form ends can leave Ramattra vulnerable focus fire.

Ramattra's ultimate, Annihilation Icon Annihilation, is very dangerous as it puts him in Nemesis form and adds a damaging area of effect on top of that, Doomfist's only mitigation method to this is to punch Ramattra away from his team until the ultimate runs out.

This Synergy can only occur in Gamemodes with no role-locks or if an Echo is present.

Ramattra and Doomfist don't have very much direct synergy outside of Ravenous Vortex Icon Ravenous Vortex. Focusing their synergies on maximising controlling where enemies are and moving to is the cornerstone of a Doomfist and Ramattra synergy.


Reinhardt is a challenging tank to “toss around” like Doomfist can do to other tanks, simply because both Doomfist and Reinhardt occupy the same effective attacking range with Reinhardt having a much higher damage output and health pool than Doomfist. Reinhardt will have a hard time keeping up with Doomfist's mobility though, so he can use this to his advantage.

Rocket Punch can be used to force Reinhardt’s Ability-reinhardt2 Barrier Field down for a split-second, leaving his team exposed for a very short time. Be careful though, as Reinhardt can counter Rocket Punch with his Ability-reinhardt3 Charge. This will stalemate both characters and knock them to the floor but Reinhardt has far more lasting power than Doomfist does and is more likely to come out on top.

Reinhardt can very easily provide Doomfist with Empowerment. His Ability-reinhardt1 Rocket Hammer swings do incredible damage and his Ability-reinhardt4 Fire Strikes leave Doomfist on the edge of empowerment. Doomfist must be very cautious though, as he is a very easy target for Reinhardt to pin while using Power Block. Doomfist will be forced out of power block regardless of whether Reinhardt connects the charge or not. Should Reinhardt successfully charge Doomfist and pin him into a wall, immediate escape is advised.

Taking the full force of Reinhardt's Ability-reinhardt5 Earthshatter (the point of impact between hammer & ground) will provide enough damage to fully empower Doomfist's Gauntlet, be careful though as Doomfist will likely not survive the follow-up of being bonked on the head by a Reinhardt's Hammer.

This Synergy can only occur in Gamemodes with no role-locks or if an Echo is present.

Reinhardt and Doomfist work very well together due to the fact they must both engage at a very close range (brawl). Having Reinhardt nearby allows Doomfist to focus more on dealing damage and less on escaping, as Reinhardt can use his Barrier Shield Barrier Shield or take focus off of Doomfist when needed.


Facing a Roadhog is usually a bad idea unless elimination is guaranteed. Both characters excel at close-range combat, however, Roadhog deals far more damage than Doomfist, has far more health and can out-sustain Doomfist with his Ability-Roadhog2 Take a Breather, even if Doomfist lands a Meteor Strike directly on him. Fleeing isn't usually an option once engaged in combat since Roadhog can use his Ability-Roadhog3 Chain Hook to force Doomfist back to an unfavourable position. If he manages to hook Doomfist, two headshots from his shotgun will make quick work of him. The hook can also pull Doomfist out of Power Block.

Roadhog's Ability-Roadhog5 Pig Pen deals damage over time and features a slowing effect, while it can be blocked, it is not advisable as the DoT is not reliable enough to provide meaningful damage and the slow effect can be crippling. Destroying it or avoiding it are the most reliable plays to make.

Raodhog's ultimate Ability-Roadhog4 Whole Hog pumps out an absurd amount of damage and cannot be interrupted. Doomfist's only options are to avoid it or use its raw damage output to attain Empowerment, though this is a risky play as the knockback from the ultimate can pin Doomfist into a corner.

Doomfist should refrain from engaging in combat with Roadhog at all costs and make sure to keep out of his hook range. Doomfist should avoid Roadhog and disrupt his team resources so that he can be focused down more easily by the rest of Doomfists allies.

A surefire way for Doomfist to gain a small advantage is to try using Rocket Punch to cancel Roadhog's self-heal or interrupt his hook when an ally is caught, though these advantages are very small and difficult to exploit.

This Synergy can only occur in Gamemodes with no role-locks or if an Echo is present.

There is no known synergy between Roadhog and Doomfist other than capitalising on an ally Roadhog's Ability-Roadhog3 Chain Hook.


Sigma is generally a favourable match-up for Doomfist. Sigma's incredibly high damage output is very useful for Power Block, as a single volley of his Abilities-sigma1 Hyperspheres can almost empower Doomfist's gauntlet alone. Sigma will want to use Abilities-sigma4 Accretion on Doomfist while he is using Power Block to try and cancel it, so baiting one Hypersphere volly before taking the Accretion will guarantee Empowerment.

Accretion does feature a stun, which can make Doomfist vulnerable if hit by it. Wait for Sigma to use Accretion on another target before engaging him or try to cancel it with Rocket Punch. A well-timed Rocket Punch can also cancel Sigma's Abilities-sigma3 Kinetic Grasp and Abilities-sigma5 Gravitic Flux.

Doomfist must be mindful of Sigma's Abilities-sigma2 Experimental Barrier as it is the most flexible barrier in the game. It can easily be placed behind Doomfist during an engagement to cut him off from his team resources, making his engagements more challenging.

Sigma's ultimate Gravitic Flux cannot be blocked using Power Block so do not try to.

This Synergy can only occur in Gamemodes with no role-locks or if an Echo is present.

Abilities-sigma5 Gravitic Flux and Meteor Strike can pair together after the slam for picks to compensate for Meteor Strike's outer ring damage. Otherwise, an ally Sigma landing an Abilities-sigma4 Accretion is a good reason to engage on an enemy.


Winston's value comes from the team resources he receives along with the way he plays around his Ability-winston3 Barrier Projector when engaging a target. Like the Doomfist mirror matchup, this matchup is very dependent on team resources and coordination to determine the victor. Unlike the rest of the tank roster, Doomfist can choose to focus on Winston and remain reliable, as he can very effectively control and negate all of Winstons value without sacrificing his regular value.

Doomfist does not possess enough damage to break Winston's barrier so utilising Rocket Punch can lower its value by pushing Winston out of it to take damage and cut him off from his team, forcing him to retreat.

The Best Defense... can help keep Doomfist alive in a 1v1 duel with Winston, however, his Ability-winston1 Tesla Cannon can output very high damage, so Doomfist cannot sustain himself for very long. This high damage output can also be used against Winston to farm Empowerment, as it will only take just over a second of sustained fire to Empower Doomfist.

Seismic Slams micro-lock can be used to prevent Winston from leaping away back to his team with his Ability-winston2 Jump Pack. If he does leap away, both Rocket Punch and Seismic Slam can also be used to chase him to try and secure the elimination.

Doomfist can also control Winston for a short amount of time during his Ability-winston4 Primal Rage, taking some of his effectiveness away.

This Synergy can only occur in Gamemodes with no role-locks or if an Echo is present.

Winston and Doomfist diving into the enemy team is a strong combination; Winston's Ability-winston3 Barrier Projector can protect both tanks from taking any unnecessary damage, while in turn allowing Winston to soften enemies up with his unblockable damage in order for Doomfist to finish them off.

Icon-wrecking ball
Wrecking Ball

The Wrecking Ball match-up is one of Doomfist's most even matchups in the tank roster as he is essentially a less lethal, but vastly more bulky version of Doomfist. Both Seismic Slam and Rocket Punch will stop a Wrecking Ball from achieving his 'Fireball' state and Rocket Punch can completely nullify a Piledriver Piledriver if timed correctly. However, Wrecking Ball's mobility and self-sustain are among the best in the game, so eliminating him alone is not possible for any character.

The best Doomfist can do is try to stall and stop a Wrecking Ball from setting up his allies or from being a general nuisance to the team. Alternatively, should the Doomfist have the freedom to do so, eliminating an enemy Wrecking Balls team faster than he can setup will drastically reduce his value as the team's focus will no longer be split.

Wrecking Ball's Piledriver can almost provide enough damage to fully empower Doomfist's gauntlet provided he is close enough to the impact point and walking into an active Minefield Minefield is a guaranteed way to Empower Rocket Punch. Doomfist's Seismic Slam cannot clear Wrecking Ball's minefield on its own but it can drastically reduce the HP of each mine it damages, making it significantly easier for his team to clear them away.

This Synergy can only occur in Gamemodes with no role-locks or if an Echo is present.

Wrecking Ball has high synergy potential with Doomfist as both characters are great at controlling where enemies are positioned. Wrecking Ball can knock enemies into positions for Doomfist to capitalise on and vice versa. More specifically, Wrecking Ball can set up a Meteor Strike with his Piledriver Piledriver, which stops enemies' movement for a moment and forces them into the air.


Be careful of Zarya's Ability-zarya3 Projected Barrier. It can save an enemy from being picked off and gives her more Energy as it is damaged. Waiting until both barriers have been used or baiting them out is key to suceeding against Zarya.

If Zarya is charged up high enough, she can very easily empower Doomfist's gauntlet with her primary and secondary fires.

Her Ability-zarya4 Graviton Surge will completely stop Doomfist in his tracks if he is caught in it and prevent him from using all abilities but Power Block so avoiding this is key.

This Synergy can only occur in Gamemodes with no role-locks or if an Echo is present.

Zarya and Doomfist pair exceptionally well together. Zarya can apply her Ability-zarya3 Projected Barrier to Doomfist when he engages an enemy, preventing stuns that would leave him vulnerable. Zarya and Doomfist have an ultimate combo known as "Space Jam". The combo has Doomfist use Meteor Strike after Zarya has used Ability-zarya4 Graviton Surge to trap the enemies in one place. The combo can eliminate the majority of non-tank heroes provided they don't have any supportive abilities that will nullify damage or prevent death.


Hero Match-Up Team Synergy

Due to Doomfist's large hitbox, Ashe won’t have a hard time landing damage from her weapon Ability-ashe1 The Viper. Due to her tendency of staying mid to long-range from the battlefield there’s not much Doomfist can do at a distance, diving her is his best bet, but it won't always work out as Ashe can escape with a well-timed Ability-ashe3 Coach Gun. Seismic Slam's micro-lock can completely negate this if timed correctly, allowing Doomfist to finish her off quite easily.

Doomfist can use Power Block against an Ashe to Empower Rocket Punch relatively easily since Ashe deals very high damage, however, it is worth noting that her Ability-ashe2 Dynamite should not be blocked in most circumstances as Doomfist cannot block the burn effect it leaves behind, only the initial explosion.

Doomfist can also effectively counter and displace Ability-ashe4 B.O.B. with Rocket Punch. If used while B.O.B. is charging it will stalemate both characters, and if used while B.O.B. is stationary it will simply displace him like any other character. B.O.B. deals an incredible amount of damage so using Power Block on him will allow Doomfist to freely Empower his gauntlet.


Ashe and Doomfist don't have any direct or notable synergies outside of capitalizing on the space Doomfist creates. Using this space can allow Ashe to deal damage and pick off targets of her choice from a safe range.

Doomfist & Ability-ashe4 B.O.B. are a lethal combination together on the field as players must choose to avoid one or the other and Doomfist can chase players and force them into B.O.B.s line of sight.


It is advised that Doomfist plays extra carefully when going up against a Bastion as his raw damage output (particularly in Ability-bastion2 Configuration: Assault) can burn through Doomfist's HP quite quickly, even when using Power Block. The A-36 Icon A-36 Tactical Grenade can be blocked if it is stuck to Doomfist and deals a hefty amount of damage, it is worth using Power Block to attain empowerment though the detonation window is incredibly short and requires precision timing.

While Doomfist can attain Empowerment from an Assault Mode Bastion very easily it is advised to do this at a range where Doomfist can retreat safely once Empowered. Doomfist cannot use Rocket Punch to knock Bastion out of Assault mode so being close to him is usually a death sentence due to how large Doomfist is and how much damage Bastion can pump out.

Bastions Ultimate: Artillery Icon Configuration: Artillery is an easy source for attaining Empowerment so it is recommended to use Power Block on a bombardment for a free Empowerment. Should the situation present itself Doomfist can also cancel Bastion's Artillery with Rocket Punch.


Bastion and Doomfist don't have any direct or notable synergies outside of capitalizing on the space Doomfist creates. Using this space can allow Bastion to freely mow down any targets of choice from a safe distance or even secure free kills with his Ultimate: Artillery Icon Configuration: Artillery as the enemy team will likely be too distracted to avoid it.


Cassidy is a bit painful for Doomfist to deal with. He is quite tanky for a DPS, has strong damage output and minor CC capabilities and both his Ability-mccree2 Combat Roll & Ultimate Ability-mccree4 Deadeye provide him with damage reductions during their uses, making bursting him down exceptionally difficult unless he is already missing some HP.

Cassidy is an easy source for Empowerment as his Ability-mccree1 Peacekeeper can Empower Doomfist with just two shots or one well-placed headshot, this doesn't come without risks though as his Magnetic Grenade Flashbang will completely cancel and lock all of Doomfist's abilities except for Power Block the same way Zarya's Graviton Surge does. While Doomfist can still block the damage, it is recommended to avoid and monitor Flashbang closely at all times for maximum effectiveness.

Cassidy's Deadeye is a lethal ultimate but Doomfist has two ways to counteract it. Doomfist can interrupt it with Rocket Punch and cancel it entirely or take a risk and Parry the ultimate with Power Block for free Empowerment.


Cassidy and Doomfist don't have any direct or notable synergies outside of capitalizing on the space Doomfist creates. Using this space can give Cassidy the freedom to pick off key targets or go on flanks without anyone noticing.

If someone is trying to hide from an ally Cassidy's Ability-mccree4 Deadeye Doomfist can use Rocket Punch to knock them back into his line of sight.


Echo usually spends most of her time flying in the air well outside of Doomfist's normal reach using her FLIGHT Flight ability and GLIDE Glide passive. There's not much Doomfist can or should do about an Echo in the sky as there is almost always a much easier target to engage on. However if Doomfist possesses an Empowered gauntlet he can use Seismic Slam to gain height and then Punch the Echo into a nearby wall, finishing her off with Hand Cannon on the way down. This is not a recommended strategy as the Empowered punch is often better utilized elsewhere. Big style points for attaining an elimination on Echo in this manner though.

Everything in Echo's kit can be blocked by Power Block including her STICKY BOMBS Sticky Bombs when stuck to Doomfist. The Sticky Bombs have a moderate detonation time and deal an incredible amount of damage, making it a guaranteed empowerment if Power Block is used while stuck by at least 5 out of the 6 bombs. Blocking Echo's FOCUSING BEAM Focusing Beam when under 50% HP will guarantee Empowerment for Doomfist but if he is above 50% will not.

Since Echo's Ultimate DUPLICATE Duplicates whoever she selects Doomfist must adapt and fight whichever character she has chosen accordingly. An Echo Ultimate is an extremely high-priority target as she can let loose multiple ultimates depending on who she duplicated. It is advised to go all in and burst the duplicated character down as fast as possible.


Doomfist is exceptionally efficient at bursting targets down to just below half HP with his combos, combining a Doomfist's dive with Echo's FOCUSING BEAM Focusing Beam can make extremely short work of any targets caught by the initial dive.

Echo's DUPLICATE Duplicate can allow her to adapt and work with Doomfist's strengths as anyone else in the entire roster, making her the single best character to synergize with.


Genji is much like Doomfist with his diving and burst potential qualities so keeping track of him is key and pinning him down alone is difficult due to his extreme mobility. Genji will often poke from a distance before trying to all in onto an ally and burst them down with a quick combo, something that Doomfist can interrupt with Rocket Punch if he is fast enough.

Should a Genji be Ability-genji2 Deflecting both Seismic Slam & Rocket Punch cannot be blocked so it is advised to use them on him and force him to either retreat or commit and be elimintated.

When Genji uses his Ability-genji4 Dragonblade he will almost always fully dive onto the nearest support or already be diving them. Doomfist can interrupt his Slash n' Dash combo with Rocket Punch but must also protect the dive target (ideally using Power Block to also Empower himself) to prevent Genji from getting a dash reset and continuing to combo squishy allies.

If a Genji tries to wall climb to escape from Doomfist's Meteor Strike simply landing where he falls after his wall climb expires or on the higher surface he is climbing to is a reliable way to eliminate Genji with Meteor provided he does no have his Ability-genji3 Swift Strike.


Genji and Doomfist synergize together exceptionally well in a Dive composition but also both require excessive healing to work well, expert coordination is key as the healing requirements of both characters will put extra strain on the supports.

Diving the same targets together will make extremely short work of them and allow both characters to chain into the next engagement efficiently, however, if the engagement goes wrong both Genji and Doomfist have escape options and can protect or draw focus away from each other to make their escape.


Hanzo is a very useful character to fight as Doomfist albeit also very annoying. All of Hanzo's damage is incredibly high burst damage, making it virtually guaranteed to attain Empowerment if Doomfist catches a shot or two with Power Block. Hanzo's Ultimate: Ability-hanzo4 Dragonstrike is also a very easy source of Empowerment once it is let loose.

Hanzo is quite easy to pin down and eliminate, regardless of whether he has used his Ability-hanzo01 Lunge, however, Doomfist will likely take a lot of damage in the process making it a risky dive to commit to. Hanzo's Ability-hanzo2 Sonic Arrow will also remove any element of surprise Doomfist may attempt to utilize so it is important to play as if they know where he is at all times.

Hanzo'sAbility-hanzo03 Storm Arrows are an extremely threatening form of burst damage Hanzo can utilise to put immense pressure on Doomfist. Hanzo has extreme control over how this burst is unleashed so caution is advised when he uses it. Two shots or one well-placed headshot are enough to fully empower Doomfist's gauntlet. This will leave Hanzo with 3-4 leftover arrows to fire at Doomfist once Power Block ends, escaping is usually safer than trying to confirm the elimination.

If a Hanzo tries to wall climb to escape from Doomfist's Meteor Strike simply landing where he falls after his wall climb expires or on the higher surface he is climbing to is a reliable way to eliminate him with Meteor provided he does not have his lunge.


Hanzo and Doomfist synergize quite nicely together purely because of Hanzo's Ability-hanzo2 Sonic Arrow. A well-placed Sonic Arrow allows Doomfist to play even more tactfully and aggressively as he can see what the enemies are doing and strike before they can process he's even attacking.


Junkrat is quite useful for Doomfist to fight as his damage is incredibly high and often uncontrolled, making Empowerment incredibly easy to get from random bombs around the map. One bomb is enough to fully empower Doomfist's gauntlet.

Junkrat can be quite easy to burst down and eliminate quickly so long as he doesn't have a Ability-Junkrat2 Concussion Mine to knock Doomfist away from him, though Doomfist will likely take a lot of damage in the process or fall into a Ability-Junkrat3 Steel Trap, making it a risky dive to commit to.

Junkrat’s Steel Trap can almost fully Empower Doomfist's gauntlet on its own so it can be used to finish off an Empowerment or bait people into finishing Doomfist's Empowerment, though this is ill-advised as being trapped usually results in death. Junkrat's passive Ability-Junkrat4 Total Mayhem can also be used to freely empower Doomfist's gauntlet if Junkrat dies nearby.

Junkrat's Ability-Junkrat5 Rip-Tire is lethal to most characters in the game, however, Doomfist can survive it using Power Block (and gain Empowerment at the same time) provided it is not detonated inside of Doomfist. Doomfist can also quickly hunt down and eliminate Junkrat while he is in control of his tire as he is left defenceless.


Junkrat and Doomfist don't have any direct or notable synergies outside of capitalising on the space each character creates.

Outside of space creation, Junkrat's Ability-Junkrat3 Steel Trap can allow Doomfist to fully commit to diving a character as they'll be stuck in one spot unable to avoid Doomfist's combos or even his Ultimate.


Mei can be extremely painful for Doomfist to fight but also possesses the capacity to help Doomfist bully the enemy team harder. Mei is less of a priority eliminate target than other characters and more of an avoid character as she has high HP for a DPS alongside good survivability and extreme utility. The high DPS output from her Ability-mei1 Endothermic Blaster can easily provide Doomfist with Empowerment but is also risky, as her slow effect is much stronger than Power Blocks self slow, making it even harder for Doomfist to adjust his position during the block.

Mei's Ability-mei2 Cryo-Freeze allows her to both block Doomfist's Rocket Punch and survive any life threatening damage that may come her way. There is nothing Doomfist can do about this other than bait it out and move on to another target to fight, however, if Doomfist has his Ultimate he can use it to land on the Mei as she finishes coming out of Cryo-Freeze for a free elimination provided it is timed correctly.

Mei's Ability-mei3 Ice Wall is a double edged sword for her when up against Doomfist. On one hand, it can be used in a multitude of tactical ways to stop fights, secure eliminations or specifically mess with Doomfist. But on the other hand, the blastback effect from Doomfist's Rocket Punch can still be activated by punching an Ice Wall provided Doomfist has direct LoS to the players in the range which is something not many players may know, turning a defensive wall against a Mei and her team behind it. It is only recommended to do this when Empowered as the blastback area on a regular punch is too small to take advantage of.

There is nothing Doomfist can realistically do about a Mei's Ability-mei4 Blizzard other than avoid it, although a well-timed Rocket Punch can cancel it if lucky enough.


Mei and Doomfist pair exceptionally well together in a death ball or brawl composition. Mei's Ability-mei1 Endothermic Blaster can slow multiple enemies at a time and allow Doomfist to set up high-impact combos.

Mei's Ability-mei4 Blizzard allows Doomfist to freely damage anyone caught in it with one well-placed Seismic Slam or even a Meteor Strike for added follow-up post-Blizzard. Be careful though, as Rocket Punch will knock frozen targets out of the frozen state and may allow them to escape the Ultimate.


Pharah usually spends most of her time flying in the air well outside of Doomfist's normal reach using a combination of her Jet Dash Jet Dash, Ability-parah2 Jump Jet, Ability-parah3 Concussive Blast and Ability-passive Hover Jets. There's not much Doomfist can or should do about a Pharah in the sky as there is almost always a much easier target to engage on. However if Doomfist possesses an Empowered gauntlet he can use Seismic Slam to gain height and then Punch the Pharah a nearby wall, finishing her off with Hand Cannon on the way down. This is not a recommended strategy as the Empowered punch is often better utilized elsewhere. Big style points for attaining an elimination on Pharah in this manner though.

Pharah's Ability-parah1 Rocket Launcher is a good source of damage for Doomfist to farm Empowerment from as each rocket deals high damage and is usually fired from a considerable distance away, making it virtually impossible for Pharah not to give Doomfist the free damage.

Pharah's Ability-parah4 Barrage is a highly lethal Ultimate. Under no circumstance is Doomfist able to block all of its incoming damage as the rockets spread out and land all around Doomfist. It can be cancelled completely with a well-placed Rocket Punch though.


Pharah and Doomfist don't have any direct or notable synergies outside of capitalizing on the space each character creates.

Doomfist's setups can also often help an ally Pharah land direct hits or increased splash damage.


Reaper and Doomfist both excel in close-quarters combat, however, Reaper possesses an edge over Doomfist as his damage output is far greater than Doomfist's plus he heals a portion of the damage he deals. Reaper is a low-priority elimination target and more of an avoid target as he will outclass Doomfist more often than not, even with Power Block.

It is not ever advised to take a Reaper head-on, however, if Doomfist does choose to fight a Reaper he must use his abilities effectively to bait out Reaper's Ability-reaper2 Wraith Form. Wraith Form effectively allows Reaper to reset any engagement he takes as he automatically reloads his weapons, cleanses all de-buffs and becomes completely intangible. Reaper is much easier to deal with once his Wraith Form has been used but it doesn't change the fact that he can outclass Doomfist in a fight so caution must still be taken.

Reapers Ability-reaper4 Death Blossom is incredibly lethal but will not often be used near Doomfist. While it can be blocked to gain Empowerment Doomfist is better off attempting to completely cancel it with a well-placed Rocket Punch to save any allies caught within it.


Reaper and Doomfist pair quite well together in most team compositions.

For more dive-oriented compositions Reaper's Ability-reaper3 Shadow Step can allow him to keep up with Doomfist's dives or go on flanks while Doomfist creates space and distractions.

For brawl and death ball-oriented compositions Reaper's exceptional strength in close-quarters combat allow him to make short work of targets alongside Doomfist.


Sojourn is a very difficult character to fight. Railgun Icon Railgun has a high damage output and the Railgun Alt Fire Icon Railgun Alt Fire is exceptionally powerful when fully charged, she has good area denial capabilities and very good mobility. All of these factors make her a very high-priority elimination target albeit incredibly difficult.

Sojourn can avoid Doomfist with her Power Slide Icon Power Slide quite easily making pinning her down a challenge, using Rocket Punch to interrupt the Slide can aid in keeping her close to secure the elimination.

Sojourn's incredible damage output makes it relatively easy for Doomfist to farm Empowerment from her. Her Railgun Alt-Fire will provide guaranteed Empowerment if it is fully charged regardless of whether she lands a headshot or not. Doomfist can also very easily farm Empowerment off her Disruptor Shot Icon Disruptor Shot when it is on the field though he must be quick about it.

Sojourn's Overclock Icon Overclock is a devastating Ultimate that can make short work of a team on its own. When Sojourn uses her Overclock she becomes priority target #1 for Doomfist to try and eliminate as he is one of few characters that possess the burst potential and health pool to rival her during the Ultimate provided she does not land repeated headshots with it.


Sojourn and Doomfist don't have any direct or notable synergies outside of capitalizing on the space Doomfist creates. Using this space can allow Sojourn to deal damage and pick off targets of her choice from a safe range or go on flanks without anyone noticing.

Icon-Soldier 76
Soldier: 76

Soldier: 76 is an easy pick for Doomfist. While a Soldier will beat Doomfist if he keeps his distance Doomfist can very easily close that distance and combo Soldier out of the game. A Soldier: 76 will likely drop his Icon-ability.bioticfield Biotic Field if he sees a Doomfist coming his way so it is key to knock him out of it to ensure he dies.

Soldier: 76 can also provide quick and easy Empowerment charge with his Icon-ability.helixrockets Helix Rockets and just one shot on top of that. It is recommended that Doomfist Parry the Helix Rockets as it will guarantee Empowerment.

Soldier: 76 can also be forced to provide Doomfist with Empowerment through his Ultimate: Icon-ability.tacticalvisor Tactical Visor if Doomfist can position correctly and make himself the primary focus of the Ultimate.


Soldier: 76 and Doomfist don't have any direct or notable synergies outside of capitalizing on the space Doomfist creates. Using this space can allow Soldier to deal damage and pick off targets of his choice from a safe range or go on flanks without anyone noticing.


Sombra is one of the largest threats to Doomfist in the DPS roster as she can disrupt him at any given moment and shut him down, forcing him to retreat with her Ability Sombra Hack Hack. Sombra's capacity for infinite Ability Sombra Thermoptic Camo Invisibility means that Doomfist wouldn't be able to hunt her down even if he wanted to, so he must keep on alert and play a little more reserved at all times as he is Hack priority #1 for Sombra.

Depending on when Doomfist is hacked determines how he recovers, if Doomfist is hacked during Rocket Punch or Seismic Slam he is usually forced to stop his attacks and retreat, if he is hacked while blocking though he needs to try and attain some overhealth with one ability then escape with the other. Committing and going deeper is not an option as being hacked also reveals Doomfist's location through walls similar to Widowmaker's Ability-widowmaker4 Infra-Sight.

Sombra's Ability Sombra Virus Virus is a damage-over-time ability so it cannot be blocked using power block except for its impact damage, however, due to its accelerated performance on hacked targets it is often paired with a hack, making blocking it virtually impossible to begin with. Sombra's Ability Sombra Translocator Translocator acts as her escape tool due to how it functions and the way it amplifies her invisibility. This tool is quite predictable and limited though, unless Sombra throws it around a corner and out of LoS Doomfist can reliably chase her and secure an elimination after teleporting provided he does this with Seismic Slam.

Sombra's Ability Sombra EMP EMP is essentially an AoE Hack that locks players out from using their abilities for double the amount of time and deals a lot of damage as well, Doomfist needs to play the same as he would if he'd been hacked normally only with a lot more caution once hit with an EMP.


Sombra and Doomfist pair exceptionally well together. Sombra can reveal up to two enemies at a time with Ability Sombra Hack Hack and up to three if she uses the ping system as well. Giving Doomfist all of this information allows him to freely pick and choose his targets well ahead of time and jump at them with Sombra for guaranteed eliminations.


Symmetra is a little tricky to fight, she has an incredibly slim hitbox alongside semi-decent mobility, tricky utilities to mess with players and can wield damage that cannot be out-healed. Symmetra's Ability-symmetra1 Photon Projector can be a double-edged sword. It can very easily provide enough charge for Empowerment when at max level but it can also melt straight through Power Block. Using a Symmetra's beam to gain Empowerment requires Doomfist to either leave as soon as he can once he becomes Empowered or use the Empowered punch on the Symmetra.

Fighting Symmetra near her Ability-symmetra2 Sentry Turrets is not an option as the turrets will damage and slow Doomfist down enough for Symmetra and her team to focus and eliminate him, ensuring the turrets are destroyed or simply not engaging while she is near them is the key to success. It is also recommended to be cautious of her turret placement as they also reveal Doomfist's location through walls similar to Widowmaker's Ability-widowmaker4 Infra-Sight when they damage targets, removing any elements of surprise.

Symmetra's Ability-symmetra4 Teleporter is not a problem that needs to be dealt with unless Symmetra decides to move her entire team using it. Destroying the teleporter and controlling anybody who took it is Doomfist's primary focus in this scenario. Symmetra can also choose to Teleporter Bomb the backline, though this is a rare strategy to see used. If this becomes a problem simply using Seismic Slam on the Teleporter will destroy all of the Turrets in the bomb.

Symmetra's Photon Barrier Photon Barrier is virtually meaningless to Doomfist as he can still punch and move straight through it, however, it will block Seismic Slam and Meteor Strike so Doomfist must pick and choose his targets a little more cautiously while it is active.


Symmetra and Doomfist synergize quite well together. Her Ability-symmetra4 Teleporter can elevate Doomfist's already insane mobility and allow him to set up and execute 'trick punches', an incredibly unsuspecting tactic that can rarely be blocked or stopped.

Doomfist can also ensure that targets stay within range of Symmetra's Ability-symmetra2 Sentry Turrets and take continuous damage, making elimination much easier.


Torbjörn isn’t a problem for Doomfist unless he’s in Ability-torbjorn4 Overload, while Torbjörn is in Overload he becomes significantly faster, quite tanky and has an increased damage output so it is advised to wait until he has used it to engage him.

Although Torbjörn’s Ability-torbjorn3 Turret can be pretty irritating Doomfist is not particularly well equipped to deal with it and should leave it to other teammates to deal with or farm it for some extra damage towards Empowerment. The Turret alone can empower Doomfist provided it is already targeting him when he begins blocking.

Punching the Turret will still trigger the blastback effects of Rocket Punch, something that not many players are aware of and will be caught off guard by.

Torbjörn’s Ability-torbjorn5 Molten Core is a simple but powerful ability that creates 'no-go zones' wherever it is placed. Doomfist has to be careful as he will have less room to work with the more area the ultimate covers. Molten Core can be blocked by Power Block so it is always advised to farm a free Empowerment if safe to do so.


Torbjörn and Doomfist don't have any direct or notable synergies outside of capitalizing on the space Doomfist creates. Using this space can allow Torbjörn to deal damage and pick off targets of his choice from a safe range or go on flanks without anyone noticing.

Outside of space creation, Doomfist can ensure that enemies stay within allied Ability-torbjorn5 Molten Core puddles with Rocket Punch.


Tracer is one of Doomfist's hardest counters in the entire game. She is the only character that can easily and reliably avoid all of Doomfist's abilities and burn him or his team down with ease. Doomfist should not try to hunt down and fight a Tracer, he is better off leaving her for the rest of the team to deal with or using a Rocket Punch to catch her off guard mid-dive and force her to retreat.

Tracer vs. Doomfist becomes somewhat of a dance when in a 1v1, Doomfist can only win if he can out-mind-game the Tracer and bait her into Empowering him which is exceedingly difficult to do.

Should Tracer stick Doomfist with her Ability-tracer4 Pulse Bomb the damage can be blocked by Power Block, allowing Doomfist to survive the explosion unless he is on 80HP or less and will become automatically empowered. It is highly recommended to block the Pulse Bomb for tree empowerment if it is safe to do so. Doomfist can also drop the Pulse Bomb off himself by using Meteor Strike if Power Block is not available, this usually throws the Tracer off and in some cases can cause her to eliminate herself.


Tracer and Doomfist pair exceptionally well together in a dive-oriented composition. Doomfist can all in on a target of choice while Tracer zips in and out of the fight to help secure eliminations.


Venture can be difficult to deal with, but it's ultimately dependent on who can manage their cooldowns better. Venture's kit deals fairly big burst damage in comparison to other damage heroes, but this can be used to Doomfist's advantage. They'll likely want to avoid you, as they get most of their value from eliminating your damage and support teammates with their burst damage, so while you can trust your team to deal with them, helping can resolve the issue quicker.

Both their Burrow and Drill Dash can be cancelled with a well-timed Rocket Punch, which can prevent a lot of their damage potential, as well as prevent them from getting away if they're trying to escape. Just be wary of their Smart Excavator, as it can deal good consistent damage to Doomfist, especially as he's an easy to hit target. Their ultimate Tectonic Shock deals big, heavy damage, but more importantly it lasts a long while. Doomfist has no way of defending him teammates from it, so the best option is to either avoid it completely or try eliminating Venture without getting eliminated first.


Venture is a high-speed type of damage hero. If they fully engage, they'll have to commit all their cooldowns and will likely secure a kill. Due to their limited range and variety of movement abilities, they pair well with Doomfist as they both work best in close-range fights.

To say the least, if Doomfist and Venture team up, it'll be a pain for the enemy team. Together, they can eliminate most enemies, including tanks. But it may be a challenge for your team to keep up, so be considerate of others on your team, as they may be targeted by the enemy.


Widowmaker is a huge threat to all players in the game, with her low HP she is priority target #1 for Doomfist at all times. Doomfist can very easily dive a Widowmaker and secure her elimination, communication is key and use of the ping system is important to let allies know where she is at all times to minimize her impact. Widowmaker will likely try to escape back to her team with her Ability-widowmaker2 Grappling Hook once she is dived on, a well-placed Rocket Punch will ensure she does not make it back to her team.

Doomfist can bait Widowmaker into shooting at him and Parry the shot for guaranteed Empowerment, though this is a very risky strategy to employ so it is not always recommended.

When a Widowmaker activates her Ability-widowmaker4 Infra-Sight she is granted the power to see enemies through walls and always knows where everyone is, during this period it is still up to Doomfist to dive and eliminate her however he must mind-game her a little bit to get there while taking minimal damage. Using Infra-Sight against Widowmaker and her team can make gaining Empowerment from incoming damage around corners very easy.


Widowmaker and Doomfist don't have any direct or notable synergies outside of capitalizing on the information Widowmakers Ability-widowmaker4 Infra-Sight reveals to the team. Using this information can allow Doomfist to play more aggressively and tactfully, setting up combos and choosing targets to pick well in advance of when he'd normally be able to.


Hero Match-Up Team Synergy

Ana is a very strong counter option to Doomfist's 'all-in' nature. Aside from being a very generally strong source of healing Ana's Ability-ana3 Biotic Grenade provides an even stronger source of burst healing that also amplifies future healing for a short time while simultaneously preventing any enemies hit with it from being healed. Having a dive target struck by a biotic grenade or being struck by one himself means Doomfist will not likely succeed in the engagement, the same can be said for Ana's Ability-ana2 Sleep Dart which is one of the few tools in the entire support roster that can completely stop Doomfist in his tracks no matter what he is doing.

It is important to keep both abilities in mind when initiating an engagement, it is usually best to wait them out before engaging as they both have incredibly long cooldowns, leaving Ana open and vulnerable to being burst down as she possesses no mobility.

Ana's Ability-ana4 Nano Boost boasts a lot of power and depending on the context it is applied in can determine if a team is completely wiped or able to sustain a lengthy fight. A Nano Boosted target usually aims to all-in on a target of choice before chaining onto more targets, Doomfist can utilise Rocket Punch to control and displace the boosted player, disrupting their chain and drawing attention to himself where he can utilise Power Block to attain easy empowerment or force the nano boost to run its course and be wasted.


Ana and Doomfist pair exceptionally well together with only one glaring flaw in their synergy. Positioning. It can be difficult for an Ana to position well enough to maintain consistent healing on Doomfist as she is usually in the allied backline while Doomfist spends a lot of time in the enemy backlines, however, all of Ana's abilities provide Doomfist with immense power surges, allowing him to more easily secure eliminations and sustain lengthy fights.

Ana's Ability-ana4 Nano Boost elevates Doomfist from threatening to outright lethal as the boost provides a normal Rocket Punch with the damage of an Empowered Punch and elevates an Empowered Punch to a guaranteed elimination, Meteor Strike also benefits massively and applies a mildly threatening amount of damage.


Baptiste's incredibly high healing output coupled with his Baptiste-ability3 Immortality Field can be quite difficult for Doomfist to deal with. He is generally able to out-heal any damage dealt by Doomfist with ease and can easily avoid almost everything Doomfist does with the boosted jump provided by his Baptiste-ability5 Exo Boots, while using Seismic Slam can match this mobility it is not advised to do so as Baptiste's mobility is on demand whereas Doomfist's is on a cooldown. Basptiste also has incredibly high DPS output through his Baptiste-ability1 Biotic Launcher and can dish out large amounts of damage almost equivalent to Cassidy while simultaneously keeping a reliable healing output.

While Immortality Field (a.k.a "Lamp") can be destroyed with ease it does provide Doomfist with some challenges, so long as Baptiste has his lamp Doomfist is unable to reliably all-in on a target on his own as he does not possess the capabilities to burst down a character and the lamp in the same dive, even while Empowered. While Doomfist can knock people out of the lamps radius with Rocket Punch they can still get healing from Baptiste's Baptiste-alt-fire Biotic Launcher or Baptiste-ability2 Regenerative Burst, waiting for the lamp to be used beforehand and making use of its exceptionally lengthy cooldown gives Doomfist the flexibility necessary to operate normally.

When diving as a coordinated team it is possible to overcome the lamp and healing output through sheer force, so coordination is key when fighting a Baptiste. Baptiste's Baptiste-ability4 Amplification Matrix provides the perfect window to attain a free Empowerment through Power Block as all damage dealt through it is doubled, effectively turning everything short of shotgun pellets at range into an instant Empowerment. While the window is active there is nothing that Doomfist can directly do about it, so abusing its amplification properties for Empowerment is the best way to counteract it.


Baptiste and Doomfist pair well together but suffer from different positioning priorities. While Baptiste can lob his healing projectiles and Baptiste-ability3 Immortality Field a lengthy distance the time it takes for them to get to Doomfist may be too long and cause him to be eliminated so it is often best for Doomfist to travel back to Baptiste for healing than for Baptiste to overextend and follow Doomfist into a fight. Baptiste's lamp can aid Doomfist in surviving an engagement if it goes awry and a lot of resources are used on him to stop him.


Brigitte occupies the same damage range as Doomfist but can very easily outlast Doomfist in a 1v1 as her passive Inspire PNG Inspire heals her as she deals damage and possesses a strong Barrier Shield Barrier Shield to absorb some of the damage she takes. While she can be bursted down with a well-placed Rocket Punch, wall impact and follow-up Hand Cannon shots Brigitte is generally rather difficult to deal with as she's exceptionally tanky for a support character and can make other characters nearby almost as tanky with her healing from Inspire and her Repair Pack Repair Pack, making target choice more difficult when she is around.

Doomfist must be careful when using Rocket Punch to engage near a Brigitte as her Shield Bash can stun Doomfist and knock both characters to the ground. While this scenario is not favourable for either party Brigitte's passive healing and armor puts her at a small advantage to survive.

Brigitte’s Whip Shot Whip Shot can be mildly annoying at best and can shut down a dive at worst, it will only make a difference if she hits Doomfist with it during Seismic Slam as it is easily redirected by knockback. Brigitte can also contribute a significant portion of Empowerment through Power Block quite easily with Whip Shot as it deals a significant amount of damage and triggers her healing so baiting her into throwing a Whip at Doomfist and making use of the damage can be key to getting Empowerment.

When Brigitte uses Rally Rally she makes all allies nearby incredibly tanky and becomes a minature tank herself with her shield becoming far stronger and gaining the power to stun multiple players at a time. While she is in Rally it is ideal to try and knock or draw her away from her team to make it easier for the team to secure eliminations, trying to engage her in a 1v1 will almost always result in a loss. Extreme focus fire can burn through the overhealth generation and her extra tankiness.


Brigitte and Doomfist pair exceptionally well together in brawl-oriented compositions as they both share the same damage range and self-sustain through fighting. So long as Brigitte can reliably trigger Inspire PNG Inspire she can provide Doomfist with the flexibility to fight more actively and aggressively.

Outside of a brawl setting Brigitte cannot help Doomfist very much.


Illari is a very dangerous support for Doomfist to fight. Her Solar Rifle is a long ranged, high damage dealing weapon that will chip Doomfist's health down quite quickly. Two fully charged shots will provide Doomfist with empowerment so it is worth trying to bait her to shooting Doomfist. Illari is somewhat weak to being dove so getting in close and bursting her down quickly is the key to success. Bursting an Illari down (or any other squishy target) can prove exceptionally challenging if her Healing Pylon is nearby. This pylon is a construct, and acts as an automatic healer for nearby enemies and begins healing the instant they lose HP, forcing Doomfist to overcommit to try and secure the elimination. Ensuring the Pylon is destroyed before engaging or engaging on targets not near it will make securing eliminations much easier. Like other select constructs in the game, Rocket Punches blastback can be triggered by punching it, a feature not many people are aware of.

Her Solar Rifle Alt Fire heals 105 HP/s, ensures that whoever she is healing in the moment with this beam does not die short of being focused by 4 enemy players or being anti-naded. The moment Illari begins healing someone with this beam they cannot be elimiated By Doomfist alone unless he stuns them with an Empowered Punch. Disengaging is generally advised.

Illari also has a minor form of burst mobility and knockback through her Outburst ability. This presents more of an inconvenience than a problem to Doomfist as it forces him to re-adjust slightly to secure the elimination unless Illari makes it up onto a small ledged high-ground, wherein she will usually escape.

Illari's Captive Sun is one of the most dangerous support Ultiamtes in the game. and can very quickly wipe entire teams. There is not very much Doomfist can do against this Ultimate so retreating is generally advised. However Doomfist can stun Illari out of the Ultimate with Rocket Punch is she has not yet fired the main projectile. Should Doomfist be struck by Captive Sun and then Sunstruck, he can block the detonation and receive a free empowerment.


Illari's Solar Rifle Alt Fire and Healing Pylon can output immense amounts of healing, but they are also quite limited in range. Unlike a lot of other supports, Illari cannot reliably keep up with Doomfist's mobility to heal him, forcing Doomfist to retreat back to her for healing and making their pairing quite unfavourable. Illari is quite strong at range though and can help to finish off targets Doomfist has chosen to Dive from a safe distance. Doomfist can followup on Illari's captive sun better than most other heroes and force detonations as all of his abilities posess strong AoE effects.


Kiriko is one of the more frustrating supports for Doomfist to fight as she can very easily avoid everything he throws at her with either of her abilities or her Ability-hanzo5 wall climb passive leaving Doomfist in an unfavourable position. Kiriko's Swift Step Icon Swift Step requires an ally be nearby to activate so depending on who she teleports to and how far they teleported can determine whether Doomfist can chase them and go all in on them.

Protection Suzu Icon Protection Suzu is easily the strongest support tool that can be used against Doomfist as it can completely nullify everything in the game and is on quite a short cooldown. The most troublesome aspect of Protection Suzu is the intangibility it provides which causes Doomfist to sail through enemies as if they are not there. This can cause Empowered Punches to go to waste and leave Doomfist in highly unfavourable positions. Alternatively, Kiriko can also save it and use it to nullify a Seismic Slam, Meteor Strike or save weak targets and prevent Doomfist from finishing them off or securing eliminations so keeping an eye out for this ability is key.

Kiriko's Kunai Icon Kunai deal significant headshot damage so getting hit by one can nearly fully Empower Doomfist's gauntlet through Power Block on its own.

Kitsune Rush Icon Kitsune Rush heavily amplifies enemies inside of it and there is nothing Doomfist can do about this ultimate short of eliminating Kiriko during its cast. Utilising this amplified state to gain Empowerment and control enemy movement is the most useful thing Doomfist can do to lessen the impact of the Ultimate.


Kiriko and Doomfist pair exceptionally well together. Kiriko's healing output, while somewhat slow is constant and high, which allows her to easily sustain Doomfist when committing to fights. Her exceptional mobility allows her to keep up with Doomfist and further enhance his sustain, coupled with Protection Suzu Icon Protection Suzu Doomfist effectively becomes immortal while fighting alongside a Kiriko until enough resources are spent to force one or the other to retreat.

Her Kitsune Rush Icon Kitsune Rush allows Doomfist to cycle his abilities at double speed, effectively doubling his self-sustain potential and heavily enhancing his crowd control capabilities and damage output. The only thing to be aware of in this synergy is the interaction between Power Block and Protection Suzu. Suzu will completely prevent Doomfist from blocking damage and attaining Empowerment so it is crucial that an ally Kiriko is aware of this and only cleanses Doomfist during Power Block if it is a life-or-death situation.


Lifeweaver is one of the easiest supports for Doomfist to fight against although one of the most frustrating to pin down. He has a rather large hitbox and generally lacks an easy escape option, but is quite tanky for a support, posessing an extra 25HP totaling to 225HP. He can prevent Doomfist from securing an elimination with a well placed Petal Platform Icon Petal Platform or his Life Grip Icon Life Grip ability and can pump out an outrageous amount of healing very easily and reliably with his Healing Blossom Icon Healing Blossom.

Doomfist must keep an eye out for Lifeweaver's Petal Platform and when he uses his Rejuvenating Dash Icon Rejuvenating Dash. Both of these are his only forms of mobility and Petal Platform in particular requires prior placement and setup to properly utilise as an escape tool, whereas Rejuvenating Dash is instantaneous. Engaging a Lifeweaver when he is not near a pre-placed Petal Platform is a surefire way to secure his elimination, however if he has a Petal Platform setup near him the reliability of securing his elimination drops substantially.

Lifeweaver does not typically focus very much on outputting damage, however, his Thorn Volley Icon Thorn Volley can output a surprising amount of damage and contribute a large amount towards empowering a blocking Doomfist.

Lifeweavers Life Grip is much like Baptiste's Baptiste-ability3 Immortality Field in that it will prevent Doomfist from securing an elimination on a target he is engaging. Life Grip is on a fairly short cooldown for the type of utility it provides so tracking this is key to securing eliminations reliably.

Tree of Life Icon Tree of Life is a very powerful and unique ultimate. It creates a physical construct that outputs large amounts of burst healing and overhealth under the right conditions in a reasonably sized area. This healing area effectively nullifies Doomfist's ability to secure an elimination unless the target has been affected by an Ana's Anti-Heal effect, though it is possible to burst a squishy enemy down in-between the healing bursts with full commitment. Outside of this scenario Doomfist can only realistically disrupt and annoy enemies inside this area or look to punch them out of it. The Tree of Life itself is a valid target to trigger Rocket Punches blastback effects provided Doomfist has direct LoS to the players within the range which is something not many players may know, allowing Doomfist to turn a Tree against the team behind it.


Lifeweaver pairs exceptionally well with Doomfist. His healing output is quite high and can very reliably follow Doomfist a considerabe distance.

Using his Petal Platform he can create new angles to support Doomfist from in almost every scenario or even use it to help Doomfist create new angles to apply pressure from. Coupling this with Lifegrip can allow Lifeweaver to remove Doomfist from any situation that turns against him or allow him to over-commit to a situation without risk of elimination.

His Tree of Life is one of the more useful ults for Doomfist to work with as it creates cover and a safe space for him to work effectively in and around.


Lúcio is one of the few supports that can completely ignore Doomfist and still do their job effectively. Lúcio's Ability-passive Wall Ride allows him to easily stay out of Doomfist's reach and his Ability-Lucio5 Soundwave (a.k.a Boop) can keep him away or negate a dive. Lúcio's healing isn't particularly strong, but it also isn't his primary focus, Lúcio's Ability-Lucio2 Crossfade allows him to swap between a healing aura and a speed aura the latter of which is Lúcio's primary focus, allowing allies to move in and out of fights or dodge key abilities much easier.

Lúcio's Ability-Lucio4 Sound Barrier is an extremely powerful Ultimate that will negate all pick potential on the battlefield. Doomfist can cancel the ultimate with a well-placed Rocket Punch as it requires Lúcio to touch the ground to trigger the effect.

Generally, it is not advised to spend time trying to eliminate a Lúcio unless they are on the ground in the open where they are slightly more vulnerable to be picked, though it is recommended to always keep them in mind as they will likely try to bypass the team to isolate and pick off an ally support.


Lúcio and Doomfist pair quite well together, Lúcio's accelerated mobility allows him to keep up with Doomfist quite easily and amplify his mobility even higher. Diving targets together with a Lúcio is a sure-fire way to guarantee eliminations as the combined damage output and the amplified power to engage and disengage much faster grants immense flexibility to both Doomfist and Lúcio.


Mercy is a very difficult target to pin down and an extremely painful support to go up against. Her Ability-mercy3 Guardian Angel and the built in Super Jump mechanic allow her to freely fly to allies around the battlefield every few seconds giving her some of the best mobility in the entire game. The healing from her Ability-mercy1 Caduceus Staff is very easy to apply and her self sustain through her secondary passive Ability-passive Sympathetic Recovery is also quite strong. All of these aspects are greatly magnified by her Ultimate Ability-mercy6 Valkyrie which also gives her complete control of her mobility in 3D space.

Mercy requires an extreme amount of focus fire and resources to pin down and requires a keen eye to keep track of, diving her or her healing target alone is never recommended unless they are afflicted with the anti-heal debuff as securing the elimination alone is incredibly difficult.

Her Damage Boost from her Ability-mercy1 Caduceus Staff also elevates her target of choice from threatening to outright lethal, but this can be used to Doomfist's advantage as an amplified target doesn't usually consider their extra damage when deciding whether or not to shoot at Doomfist during Power Block which often leads to easy Empowerment.

Mercy's Ability-mercy5 Resurrect is her big key ability and it is obvious when she is casting it. A well-timed Rocket Punch can completely cancel a resurrection and even eliminate Mercy if lucky, tracking enemy corpse locations is a strong way to ensure Doomfist has the opportunity to cancel a resurrection.


Mercy's extreme mobility and pocketing power allow her to follow Doomfist closely across the battlefield and keep him alive to further enhance his sustain or amplify his damage output to secure eliminations much faster and chain onto new targets more quickly, all of which is even further magnified by Ability-mercy6 Valkyrie.


Moira is a very easy target to fight albeit somewhat difficult to pin down. Moira's Ability Moira Fade Fade allows her to dodge and weave herself in and out of fights with ease, this mobility coupled with her unique healing and damaging methods can make her movements somewhat predictable.

Moira deals low but consistent damage at a surprising range with her Ability Moira Biotic Grasp Alt fire Biotic Grasp, coupled together with her Ability Moira Biotic Orb Biotic Orb she can burst down a target of choice with surprising efficiency provided they recieve no healing, this does not matter to Doomfist as he can chose to either ignore her and stay out of her range or burst her down faster than she can recover or leave the fight. Moira's healing output when using Ability Moira Biotic Grasp Biotic Grasp however is incredibly high and consistent, making a target being focus healed by Moira exceptionally difficult to burst down.

Moira's Ability Moira Coalescence Coalescence is an exceptionally strong support ultimate that can be utilised for virtually any reason. Much like the rest of her kit it is a consistent stream of strong damage and healing coupled together in a long-range beam that can bypass barriers. This ultimate can provide an easy source of Empowerment for Doomfist and can also be very easily cancelled by a well-placed Rocket Punch.


Moira and Doomfist pair reasonably well together, her strong healing output and exceptional mobility allow her to keep up with Doomfist and sustain him in fights or help end them much faster.


Zenyatta is a very DPS-oriented support character, functioning like a glass cannon Zenyatta has very low healing output, no mobility and is quite squishy but boasts incredible damage output that is only further amplified by his Ability-zenyatta3 Orb of Discord. The Orb of Discord is the single most threatening thing to any Tank in the game as it increases incoming damage by 25%, effectively turning some tanks (like Doomfist) into glorified squishies.

While this matchup is very strongly in favour of Doomfist as he can dive and burst Zenyatta down extremely quickly with ease Doomfist will not likely do so without taking an incredible amount of damage in the process thanks to the Orb of Discord and Zenyatta's high damage output so some caution is advised.

It's not all bad though, Doomfist is the only tank in the game that can actively turn Orb of Discords effect against itself. Using Power Block while discorded will enable Doomfist to gain Empowerment far easier than normal, allowing Doomfist to churn out Empowered Punches consistently.

Zenyatta's Ability-zenyatta4 Transcendence is a very simple Ultimate that very few things in the game can burn through. Doomfist cannot burn through the healing output of Transcendence without Meteor Strike which can one-shot all non-tank characters at its epicentre.


Zenyatta and Doomfist pair quite well together, Zenyatta's Ability-zenyatta3 Orb of Discord is an immensely powerful tool to secure eliminations and damage while his Ability-zenyatta2 Orb of Harmony can provide Doomfist with a consistent stream of healing to aid in his self-sustain during fights. Acting off a Zenyatta's discord target is a surefire way to secure easy eliminations.


Only through conflict do we evolve.
~ Doomfist

A highly trained fighter and born leader,[1] Doomfist is determined to plunge the world into a new conflict that he believes will make humanity stronger.[2] In Doomfist's (at least stated) view, the global order is unjust, created "to protect criminals from the division they create." In his mind, the solution is to tear it down.[3] He is aware that his actions have cost countless lives, but by his calculus, he has saved many more.[4]

Doomfist possesses great strength and agility, even without his gauntlet,[5] in part due to his cybernetic implants. He is an excellent martial artist, has superhuman levels of concentration,[6] and is a master strategist.[7]

Doomfist is fluent in English[8] and at least some Yoruba.[6]


This isn’t a flawed system. It was created quite intentionally to reward and protect criminals who profit from the division they create.
~ Ogundimu's worldview
Young Akande

A young Akande Ogundimu practicing martial arts

Akande Ogundimu was born into a well-regarded Nigerian family, heir to its prosthetic-technology company,[2] and as such, no stranger to the finer things in life.[9] 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, Ogundimu 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.[2]

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

Ogundimu betrays Adeyemi

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.[2] After the Venice Incident,[10] this difference in aspiration would lead Ogundimu to kill his teacher and take on the mantle of Doomfist, along with the eponymous gauntlet.[2] Talon saw that Ogundimu was a master strategist, capable of leading Talon's military arm, and directing actions that required more subterfuge. He would be the perfect replacement for Adeyemi, and the rest of Talon fell in line.[7]

Not long after Adeyemi's death, Doomfist was confronted by Maugaloa Malosi, who challenged him to a no-rules, anything-goes fight. Amused, Doomfist sensed something in the young man and agreed. The epic fight ended in a draw, with both men exhausted but unwilling to admit defeat. Impressed, Doomfist offered Malosi a place with Talon, the promise of regular cybernetic upgrades, and all the chaos his two hearts desired. Malosi accepted, and joined the organization.[11]

As the new Doomfist, Ogundimu rose high in Talon and helped to orchestrate a conflict that the organization hoped would someday engulf the world.[2] Under his leadership, Talon underwent a transformation to become not just a ubiquitous shadow presence, but a private military organization as well. While a difficult balancing act, Doomfist made sure that Talon could always influence, obfuscate, or terminate anyone who got too close to the truth.[7]

Some of Talon's leaders began to get sloppy as Doomfist's rise throughout the organization disrupted its hierarchy.[8]

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 Ramattra

Doomfist in Cairo

Six years prior to the Overwatch Recall, while Hurricane Fernand ravaged the Caribbean, Doomfist held a clandestine meeting with Ramattra 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.[8]


Isn't it a little embarrassing to get beaten up by a monkey?
Have you ever been hit by a giant, genetically engineered gorilla? I could arrange it for you...
~ Sombra and Doomfist discussing the latter's defeat by Winston

Doomfist shortly before his defeat

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.[5] A battle that Doomfist lost.[12]

Men of War

We are men of war. It’s only natural that this false peace wouldn’t fool you. But not to worry, I’m at a supreme disadvantage—
Where you belong.
In your estimation, perhaps. I am neither the first nor the last with the vision to question the global order. I’m only one of many who realize how broken the world is.
~ Doomfist and Reyes

After his defeat, Doomfist was convicted, and a court-appointed surgeon removed his cybernetic implants and hastily sutured him up.[6] While in his holding cell, Doomfist was visited by Overwatch agent Gabriel Reyes. As satisfied as Reyes was to see Doomfist imprisoned, Doomfist wasn't fazed, claiming that like him, Reyes realized how broken the global order was. Doomfist asked Reyes as to whether he'd actually made a difference, in a career ranging from police officer to Overwatch agent, and Reyes couldn't answer. Doomfist further asked if he was protecting humanity from the man in the cell, or protecting criminals from his justice.

Reyes had no answer, and while he stayed with Overwatch in the short term, Doomfist had managed to plant seeds of doubt in Reyes that would bloom years later.[3]


Doomfist 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.[2] 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.[5] Furthermore, he was able to contact and direct Talon operatives loyal to him,[3] though this was apparently unknown to a large portion of Talon, which came under control of Vialli.[13]

Code of Violence

Within moments, you will be landing at a military black site. Inside you will find a person whose knowledge will allow Talon to move into the next phase of our operation. It is imperative that this man is safely taken from the facility alive. Your teammate on this mission is an important asset, but do not lose sight of her. While I remain confined, you will strike as my hidden hand.
~ Doomfist's briefing to Reyes

One year after the disbandment of Overwatch, Doomfist ordered an operation to his followers to retrieve Dr. Siebren de Kuiper from a black site within the United States. Reyes and Sombra took part in the operation's initial stage, and while he trusted Sombra to a point, he ordered Reyes to not lose sight of his comrade. Unknown to Reyes, Doomfist also sent in a second team led by Widowmaker, which also entered the site. Ultimately, the mission was successful, and de Kuiper was retrieved.

Day at the Museum

Woah. That's Doomfist's gauntlet. Oh man. They said he could level a skyscraper.
~ Timmy, while in the museum
Doomfist in the Cinematic Trailer

Doomfist's gauntlet on display

During his time in prison, his gauntlet was put on display in an Overwatch Museum;[14] Doomfist became aware of this via another newspaper clipping.[5] 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.[12]

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

Doomfist after escaping from his cell

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.[14] Doomfist was able to punch his way out of his own cell during the extraction.[5] 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.[14]


Akande. What a surprise to see you here.
I've been hearing that a lot lately.
~ Vialli and Doomfist

Doomfist in Monaco

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.[13]


Doomfist's declaration

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.[13]

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.[15]

The Hero of Numbani

You're ruining everything. Someone's got to stand up to you. I'm not afraid. I won't let you destroy my city!
Destroy Numbani? Why would I do such a thing like that? Listen, child. I'm no monster. Numbani leads the world in education and commerce. In biometrics. In nanotechnology. This city is primed for greatness. All it needs is a little chaos to bring out its best.
~ Efi Oladele confronts Doomfist

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.[6]


Doomfist's return

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,[14][16][2] ready to take revenge on the Overwatch organization that had imprisoned him for years.[17] He sought to spread discord between humans and omnics. He began rallying his forces, and Numbani's military was powerless to stop him.[18]

Weeks after his attack at the airport, Doomfist resurfaced at Peace Park, where he used his gauntlet to shatter the statue of Gabrielle Adawe. He gave a speech, denouncing Numbani's ideals of unity, that its acceptance of omnics into everyday life had made its people weak. The people of the city, and he was their shepherd, intent on keeping the wolves at bay. Whatever the truth of his beliefs, it was clear that his intent was to spread fear and discord throughout Numbani, then Africa, then the world.


Doomfist's shadow

Doomfist's third attack was at the Numbani Heritage Museum (by this point, his gauntlet had been repainted to be charcoal gray). He jumped from the roof, hitting the ground with enough force that it shattered the glass doors, after which Doomfist and Talon forces entered. They were confronted by Orisa, and a firefight erupted. Doomfist recognised it as a reconfigured OR15, and managed to incapacitate her. However, before he could deliver the final blow, Efi Oladele intervened, begging Doomfist not to destroy Orisa. He explained his ideology to her, and revealed that he knew her as Orisa's creator, and that he was aware of her HollaGram alias, where she'd been posting her progress on Orisa for the world to see. She'd made Orisa stronger than an OR15, but not strong enough. There was, however, a place for her in Talon if she wanted it...

Efi refused, and Doomfist leapt into the air for a final blow, but Orisa came back online, and fired a graviton pulse, incapacitating his lieutenants. Doomfist, enraged, opened fire, but Orisa used her shield to protect herself and Efi from the projectiles. With the sound of sirens approaching, Doomfist and his lieutenants made a retreat, though not without Doomfist making one last threat—"you should learn your history, girl. It's about to repeat itself."

Doomfist Skin Painted

Doomfist in his white markings

Doomfist made his final appearance in Unity Plaza, interrupting a Unity Day event. His skin was painted in white markings that honored the spirits, and the intentions of his victory had been written as well, declaring that he was the victor of a battle that had not yet begun. Talon forces descended from above. A firefight erupted, with Doomfist and Talon on one side, and Orisa and Lúcio Correia dos Santos on the other. Thanks to Efi however, Doomfist was temporarily incapacitated. With his forces in retreat, Lúcio cornered Doomfist, telling him to surrender. Doomfist refused, and took Bisi hostage, holding him over a drop. He tossed Bisi over a railing, and while Orisa was able to save him, he was able to use the distraction to make his escape.

With his defeat, things quietened down in Numbani.[6]

A Great Day

What I wanted was a clandestine operation. Clean, surgical, and precise. You just destroyed a 300,000-tonne Null Sector carrier in broad daylight. I could see the explosion from space!
Okay. So, we ran into a few problems.
I am listening.
~ Doomfist and Sombra in the latter's debriefing

After Null Sector's failed attack on Gothenburg, the command ship that had led the attack crashed into the sea while en route back to base. Seizing the opportunity, Doomfist ordered an operation to retrieve the ship's power relay data to aid in the construction of a device Talon was working on. To this end, Sombra, Reaper, and Mauga were sent to infiltrate the ship. However, the operation went awry, resulting not only in the destruction of the carrier, but retrieval of less than 100% of the data.[19]


Doomfist contacts the team

An irate Doomfist contacted the team, demanding answers. Sombra gave her account of events, explaining how Mauga's trigger-happy nature had sabotaged their infiltration. During the debrief, Doomfist asked if Sombra thought Mauga was no longer loyal to Talon, to which Sombra responded that Doomfist could "have his loyalty," and that she didn't Mauga. After concluding her account, Doomfist stated that a partial victory was no true victory at all, and ordered that Mauga be executed, or that she'd be dealt with in turn. This didn't come to pass however, as Mauga revealed that he'd snagged the power relay itself, and gave it to Sombra to give to Doomfist, before parachuting out of the dropship.[19]


Name Icon Description Reward
Power Punch
Ability Doomfist Seismic Slam Slam 3 enemies into a wall with Doomfist's Empowered Rocket Punch in Quick or Competitive play.
Spray Doomfist Pixel
Ability Doomfist Meteor Strike Hit 4 enemies with a single use of Doomfist's Meteor Strike in Quick or Competitive play.
Spray Doomfist Cute



Concept art depicting Doomfist's augmented right arm.

  • 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.
  • His HollaGram account (at least during his attacks against Numbani) is "Anonymous088503."[6]



Doomfist's initial prototype character design.


Doomfist's prototype abilities in an early playtest.

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.[20] 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.[20]

At SDCC 2017[21], there was a test footage shown which dated back to 2016 December 8.[22] The video shown below.

Removed Abilities

The following is a list of Doomfist's abilities as they existed in the original Overwatch:

The Best Defense... (old)
The best defense
Passive Ability
Doomfist generates temporary personal shields when he deals ability damage.
+30 temporary shields per enemy hit with any of the three normal abilities
+75 shields per enemy hit with the ultimate ability
Maximum of 150

Ability details:
  • This ability has a statistic card named "Shields created."
  • After 1 second, the shields start decaying at 3 shields per second.

Hand Cannon (old)
Key mouse 1
Hand cannon
Effect Type
Shotgun Shotgun (projectile)
Blocked by barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Doomfist fires a short-range burst from the knuckles of his fist. Its ammunition is automatically regenerated over a short time.
1.8 - 6 per pellet
19.8 - 66 per shot
Falloff range:
15 meters to 30 meters
Rate of fire:
1 shot per 0.32 seconds
Bullets per shot:
11 per shot
Reload time:
0.32 seconds (inital reload)
+0.656 second (per bullet)
Spread angle:
Constant: 2.15 degrees
Projectile speed:
80 meters per second

Ability details:
  • Unlike most weapons, Hand Cannon cannot be forced to reload by using the "Reload" key.

Rising Uppercut
Rising uppercut
6 seconds
Effect Type
Melee Melee
Blocked by barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Doomfist uppercuts enemies in front of him into the air.
Cast time:
instantly + 0.352 s. recovery
0.6 seconds (air lock)
Area of effect:
5 meters
Move. speed:
10 meters per second

Ability details:
  • Enemies knocked into the air lose air control for 0.6 seconds.
  • Doomfist is briefly suspended in the air after the uppercut, slowing his fall speed.
  • This ability is removed in Overwatch 2.

Seismic Slam (old)
Ability Doomfist Seismic Slam
6 seconds
Effect Type
Area of effect Area of effect
Blocked by barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Doomfist leaps forward and smashes into the ground, knocking nearby enemies toward him.
25 - 125
Max. range:
15 meters (travel distance)
Area of effect:
8 meters
Move. speed:
25 meters per second (diagonal)

Ability details:
  • Damage scales with the time spent in air during the slam, up to a maximum of 125.
  • While airborne, a blue, arc-shaped indicator will show where the ability will land. The orientation of the slam can be changed in the air.
  • On flat ground, Seismic Slam horizontally propels Doomfist 8.22 meters and deals 49 damage. Adding a jump can increase this damage to 62.
  • Locks camera for ~0.56 s. Then locks shooting for ~0.32 s.

Rocket Punch (old)
Key mouse 2
Rocket punch
4 seconds
Effect Type
Melee Melee
Blocked by barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
After charging up, Doomfist lunges forward and knocks an enemy back, dealing additional damage if they impact a wall.
50 - 100 (punch)
50 - 150 (wall impact)
Cast time:
0.192 min. charge time
1.4 seconds to fully charge
2 second max. charge time
0.496 second stun
Max. range:
~6.4 to 20 meters (depending on charge)
Move. speed:
-50% penalty (charging)
45 meters per second (punch)

Ability details:
  • Damage, distance traveled, and knock back all scale with the charge time.
  • It takes ~0.93 seconds of charging in order to kill a 200 HP target, assuming wall impact. This translates to about 2.67 bars of charge in the HUD.
  • Rocket Punch stops if it hits an enemy.
  • If Rocket Punch collides with Charge, Shield Bash, a charging B.O.B., or another Rocket Punch, both participants get knocked down for 2 seconds.
  • While charging, Rocket Punch can be cancelled by pressing the Primary Fire button.
  • After being released, Rocket Punch can still be cancelled with the Jump key. This pushes Doomfist further than what he would have gone without cancelling.

Meteor Strike (old)
Ability Doomfist Meteor Strike
1680 points
Ultimate Ability
Effect Type
Area of effect Area of effect
Blocked by barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Doomfist leaps into the sky, then crashes to the ground, dealing significant damage.
Inner ring: 300
Outer ring: 15-200
Falloff range:
2-8 meters
Cast time:
1 second
Up to 4 seconds for select area
1 second landing + 0.5 s. recovery (invulnerability)
Area of effect:
Inner ring: 2 meters
Outer ring: 6 meters
Overall radius: 8 meters
Move. speed:
16.5 meters per second
60 meters per second

Ability details:
  • This ability works even when used inside an interior area and will land in that area unless Doomfist moves outside.
  • Holding right click enables a birds-eye view of the impact zone, which can also be used to climb up platforms.
  • The impact zone is only visible to the enemy team once Doomfist is coming down.
  • Doomfist is completely invincible during this ultimate.
  • Meteor Strike has two rings that do different damage. If an enemy is touching both rings, the inner ring takes precedence.
  • Doomfist's other abilities recharge twice as fast while Doomfist is in the air.



Hero Kit
Concept Art


Balance Change Logs

For more information, see Patch Notes.

Overwatch 2 PvP
Developer Comments: Most of Doomfist's survivability is through his excellent mobility, but this boost to his passive Overhealth generation will enable him to stay in the fight longer before disengaging, especially when hitting multiple targets with his abilities.

The best defense The Best Defense…

  • Overhealth gained per target increased from 35 to 40 HP.
  • Delay before Overhealth begins to drain increased from 1 to 3 seconds.
  • Knockdown time when two charging abilities collide reduced from 2 to 1.7 seconds.
Developer Comments: This stun time reduction applies to the knockdown that happens when two charging abilities collide and result in a tie (with Reinhardt, Doomfist, Brigitte, Mauga, Bob). The counterplay and interaction of two charging abilities impacting each other is great, but it took both players out of the fight a little too long.
Developer Comments: This quality-of-life improvement streamlines the transition between charging up an empowered Rocket Punch and another ability by removing the requirement of pressing the cancel input first.

Rocket punch Rocket Punch

Ability Doomfist Meteor Strike Meteor Strike

  • Minimum damage increased from 15 to 50.
General updates

Most damage-dealing projectile sizes have been increased by a new global modifier added to their base size.

  • +0.05 meters for hitscan projectiles with a high rate of fire or spread (e.g., Tracer's Pulse Pistols or Reaper's Hellfire Shotguns).
  • +0.08 meters for hitscan projectiles that are more precise (e.g., Cassidy's Peacekeeper or Soldier:76's Heavy Pulse Rifle).
  • +0.05 meters for travel time projectiles that are shotguns or have a very high rate of fire (e.g., Roadhog's Scrap Gun or Ramattra's Void Accelerator).
  • +0.10 meters for travel time projectile with a speed greater than 50 meters per second (e.g., Zenyatta's Destruction Orb).
  • +0.15 meters for travel time projectile with a speed less than or equal to 50 meters per second (e.g., Pharah's Rocket Launcher).
  • Very large projectiles with a base size greater than 0.5 meters have been excluded from these increases (e.g., Orisa's Energy Javelin or Reinhardt's Fire Strike).

Hero combined HP (base health/armor/shields) increased by 15-25%.

  • 150-175 HP heroes increased by 25 HP.
  • 200-300 HP heroes increased by 50 HP.
  • 300+ HP (Tanks) increased by 75-100 HP.
  • Each hero's precise health increases are listed in their patch notes below.

Ultimate Charge

  • All Ultimate ability costs increased by 10%.

Regenerative Passive for All Heroes

  • All heroes now regenerate 20 health per second after 5 seconds of not taking damage.

Quick Melee

  • Damage increased from 30 to 40.
Hero Updates
  • Health increased from 300 to 375.

Rocket punch Rocket Punch

  • Max impact damage increased from 50 to 75.
  • Max wall slam damage increased from 30 to 40.
Developer comments: One of the most effective uses for an ultimate ability like Meteor Strike is to save it as an escape in order to grab a health pack instead of using it against his foes. Doomfist will now recover health during the targeting phase so that it can be used more offensively.

Ability Doomfist Meteor Strike Meteor Strike

  • Now regenerates 75 health per second while in the air.
  • Ultimate cost increased 16%.
Developer comments: This change will give the stunned player more opportunities to react to Doomfist following a wall stun.

Rocket punch Rocket Punch

  • Minimum wall stun duration decreased from 0.25 to 0.15 seconds.
  • Maximum wall stun duration decreased from 0.75 to 0.6 seconds.
Developer Comments: Doomfist is performing well overall but tends to have more deaths on average compared to other Tank heroes. Lowering the Seismic Slam cooldown will reduce downtime in his ability rotations and translate into more survivability due to the increased mobility and potential for generating overhealth more often with his passive ability. Additionally, Power Block will now always reduce explosive damage from a projectile stuck directly to Doomfist, even though normally you have to face the direction of the incoming damage to block it.

Ability Doomfist Seismic Slam Seismic Slam

  • Cooldown reduced from 7 to 6 seconds.

Power Block Power Block

  • Now reduces damage from stuck projectiles.
  • Base health in Role Queue modes remains the same at 450
  • Base health in non-Role Queue modes reduced from 450 to 300

Rocket punch Rocket Punch

  • Cooldown increased from 3 to 4 seconds

Power Block Power Block

  • Minimum damage mitigated required to empower Rocket Punch increased from 80 to 100 damage

The best defense The Best Defense...

  • Temporary health gained per target hit with abilities decreased from 40 to 35 health

There are several changes here for Doomfist with the intent to increase his presence as a disruptive brawler-style tank. The buff to his passive ability will help him stay in the fight longer, especially when he’s hitting multiple enemies with his abilities.

The changes to Power Block and Meteor Strike are intended to increase the availability of Empowered Rocket Punch, which enables him to more easily disrupt enemies and impact multiple targets. Due to gaining Empowered Rocket Punch more consistently, the stun duration and size are slightly decreased to reduce some of the frustration in playing against it.

For Rocket Punch we’re shifting some of its damage away from requiring wall impacts so that it's broadly more useful regardless of where fights are taken.

The best defense The Best Defense...

  • Maximum temporary health increased from 150 to 200 health
  • Temporary health gained per target hit with abilities increased from 30 to 40 health

Power Block Power Block

  • Cooldown reduced from 8 to 7 seconds
  • Duration increased from 2 to 2.5 seconds
  • Minimum damage mitigated required to empower Rocket Punch reduced from 90 to 80 damage

Rocket punch Rocket Punch

  • Impact damage range (minimum-maximum) increased from 15-30 to 25-50 damage
  • Wall slam damage range (minimum-maximum) reduced from 20-40 to 10-30 damage
  • Empowered Rocket Punch wall slam stun duration range reduced from 0.5-1 to 0.25-0.75 seconds
  • Non-Empowered Rocket Punch now stuns for the minimum 0.25 second duration on wall slam
  • Empowered Rocket Punch knockback radius reduced from 4 to 3 meters
  • Minimum time before cancel option becomes available reduced from 0.25 to 0.12 seconds
  • Cooldown reduced from 4 to 3 seconds
  • This has been in since his rework but was not mentioned

Ability Doomfist Meteor Strike Meteor Strike

  • Now empowers Rocket Punch on landing
  • Enemy slow duration increased from 2 to 3 seconds

Power Block Power Block

  • Minimum damage mitigated required to empower Rocket Punch reduced from 100 to 90 damage
  • Movement speed penalty while blocking reduced from 50 to 35%

Rocket punch Rocket Punch

  • Now deals damage to all enemies knocked back instead of only the first target impacted

Ability Doomfist Seismic Slam Seismic Slam

  • No longer slows enemies

Power Block Power Block

  • Damage reduction reduced from 90% to 80%
  • Moved from Damage to Tank role
  • Base health increased from 250 to 450

Rising uppercut Rising Uppercut

  • Ability removed

Hand cannon Hand Cannon

  • Damage reduced from 6 to 5 per pellet
  • Ammo regeneration rate increased from once every 0.65 seconds to 0.4 seconds

Rocket punch Rocket Punch

  • Impact damage range reduced from 50 - 100 to 15 - 30 damage
  • Wall slam damage range reduced from 50 - 150 to 20 - 40 damage
  • Maximum charge up time reduced from 1.4 to 1.0 seconds
  • Impacting a target now causes a secondary larger cone area check to grab extra targets to potentially knock them back as well

Power Block Power Block

  • New Ability 2
  • Enter a blocking stance, reducing damage taken from the front by 90%
  • Blocking at least 100 damage causes Doomfist’s gauntlet to become supercharged, empowering the next Rocket Punch in the following ways:
    • Increases damage by 50%
    • Travels 50% faster and further
    • The area-of-effect blast that knocks back additional targets is twice as large
    • Targets impacting a wall will be stunned for an additional 0.5 to 1.0 seconds, depending on charge amount

Ability Doomfist Seismic Slam Seismic Slam

  • Moved from Ability 2 to Ability 1
  • Now launches Doomfist into the air in the direction the player is aiming
  • Creates a wide arc shockwave upon landing, dealing 50 damage and slowing enemy movement speed by 30%
  • No longer has different behavior between being activated in the air or on the ground
  • No longer pulls in enemies
  • Can be canceled by pressing the ability key again

Ability Doomfist Meteor Strike Meteor Strike

  • Damage range reduced from 15 - 200 to 15 - 100
  • Impact damage at the center 1 meter radius unchanged from 300 damage
  • Knockback removed
  • Now additionally slows the movement speed of all enemies hit by 50% for 2 seconds
  • Cast time reduced from 1.0 to 0.5 seconds

Overwatch 1

Ability Doomfist Meteor Strike Meteor Strike

  • Now speeds up the cooldown rate of his abilities by 100% while in the air

Developer Comment: The accelerated cooldown times will enable more fluidity with setting up Doomfist's combos when using the Meteor Strike ultimate.

Ability Doomfist Seismic Slam Seismic Slam

  • Can now hold down the Ability 2 button to use Seismic Slam as soon as able (and valid, if using the aerial version)
  • When landing very close or on top of enemies, the enemy will be pushed in front/away from Doomfist slightly, instead of sometimes having then end up beside/behind Doomfist
  • Aerial Seismic Slam no longer has a slight acceleration time, which should make it arrive at the destination more reliably

Rising uppercut Rising Uppercut

  • Recovery time increased from 0.2 to 0.35 seconds

Rocket punch Rocket Punch

  • Time to reach max charge increased from 1 to 1.4 seconds

The best defense The Best Defense...

  • Shield health gained per hit reduced from 35 to 30

Quick melee no longer pauses ammo reload.

Rising uppercut Rising Uppercut

  • Cooldown reduced from 7 to 6 seconds

Ability Doomfist Seismic Slam Seismic Slam

  • Cooldown reduced from 7 to 6 seconds

Rising uppercut Rising Uppercut

  • Loss of air control duration lowered from 3 seconds to 0.6 seconds

Ability Doomfist Seismic Slam Seismic Slam

  • Maximum range reduced from 20 meters to 15 meters
  • Targets no longer lose air control while being pulled in

Ability Doomfist Meteor Strike Meteor Strike

  • Inner ring damage radius increased from 1.5 meters to 2.0 meters
  • Outer ring maximum damage decreased from 300 to 200

Rocket punch Rocket Punch

  • No longer impacts Symmetra’s teleporter
  • Now destroys Symmetra’s sentry turrets without stopping his movement

Ability Doomfist Meteor Strike Meteor Strike

  • Bonus movement speed increased from 150% to 200%

The best defense The Best Defense…

  • Shield gain increased from 30 to 35 for normal abilities

Hand cannon Hand Cannon

  • Ammo recovery rate increased from 0.8 seconds to 0.65 seconds per bullet

Hand cannon Hand Cannon

  • Damage reduced from 11 to 6
  • Number of bullets fired increased from 6 to 11
  • Spread pattern made more consistent

New Hero: Doomfist(Offense)


  1. Doomfist (Overwatch 2), Blizzard Entertainment. Accessed on 2022-10-05
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2017-07-06, Doomfist (Overwatch)
  3. 3.0 3.1 3.2 Code of Violence
  4. Overwatch 2, Doomfist Quotes
  5. 5.0 5.1 5.2 5.3 5.4 2017-07-06, NEW HERO – COMING SOON Doomfist Origin Story | Overwatch. YouTube, accessed on 2017-07-08
  6. 6.0 6.1 6.2 6.3 6.4 6.5 Overwatch: The Hero of Numbani
  7. 7.0 7.1 7.2 Doomfist (OW2), PlayOverwatch. Accessed on 2022-12-12
  8. 8.0 8.1 8.2 Overwatch Storm Rising
  9. Overwatch, Doomfist Cosmetics
  10. Overwatch Retribution
  11. Mauga, PlayOverwatch. Accessed on 2023-12-06
  12. 12.0 12.1 2014-11-07, Overwatch Cinematic Trailer. YouTube, accessed on 2014-11-30
  13. 13.0 13.1 13.2 Doomfist: Masquerade
  14. 14.0 14.1 14.2 14.3 2017-07-04, Talon Involvement Confirmed in Previous Attack on Helix Facility, Blizzard Entertainment. Accessed on 2017-07-04.
  15. 2017-11-12, BlizzCon 2017 Overwatch: What’s Next Panel Transcript. Blizzplanet, accessed on 2017-11-19
  16. 2017-02-24, Overwatch Tweet, @PlayOverwatch, Accessed on 2017-02-24
  17. 2017-7-6, Developer Update | Introducing Doomfist | Overwatch, Youtube.
  18. 2019-10-03, NYCC 2019: New Overwatch Book – The Hero of Numbani. Blizzplanet, accessed on 2019-10-19
  19. 19.0 19.1 A Great Day
  20. 20.0 20.1 2017-07-18, New Hero Preview: Doomfist. YouTube, accessed on 2017-07-18
  21. [1] I was at the Doomfist BTS SDCC panel, here's the rundown of what was discussed. - Reddit
  22. [2] Doomfist test footage - Reddit
Heroes in Overwatch 2