Overwatch Wiki
Advertisement
This article is about the playable hero. For information on the generational title and his predecessors, see Doomfist (title).
Doomfist

Doomfist Artwork.png

"Only through conflict do we evolve."

Real Name
Akande Ogundimu
Aliases
The Successor
Status
Alive
Age
45
Nationality
Nigeria Nigerian
Occupation
Martial artist (formerly)
Mercenary
CEO
Talon council member
Base
Oyo, Nigeria
Affiliation
Talon
Relations
Akinjide Adeyemi (mentor)
Sahr Ngaujah (English)

Doudou Masta (French)
Tobias Meister (German)
Massimo Corvo (Italian)
Liu Cong (Mandarin (China))
Wang Hsi-Hua(Mandarin(Taiwan))
Jōji Nakata (Japanese)
Juan Carlos Tinoco (American Spanish)
Miguel Ángel Jenner (European Spanish)
Luiz Carlos Persy (Brazilian Portuguese)

Cosmetics
Cosmetic page
Quotes
Quotation page
Role
Damage
Health
250
Character Video

Doomfist is a Damage hero in Overwatch, and Tank hero in Overwatch 2.

Overview[]

Doomfist’s cybernetics make him a highly-mobile, powerful frontline fighter. In addition to dealing ranged damage with his Hand Cannon, Doomfist can slam the ground, knock enemies into the air and off balance, or charge into the fray with his Rocket Punch. When facing a tightly packed group, Doomfist leaps out of view, then crashes down to earth with a spectacular Meteor Strike.[1]

Abilities[]

Overwatch[]

The following abilities are exclusive to Doomfist's original Damage role in Overwatch. See below for his roster set in Overwatch 2.

The Best Defense...
Hero-ability-circle.svg
The best defense.png
Type
Passive Ability
Doomfist generates temporary personal shields when he deals ability damage.
Health:
+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
Dealing damage with abilities creates temporary personal shields.
Details:
  • This ability has a statistic card named "Shields created."
  • After 1 second, the shields start decaying at 3 shields per second.


Hand Cannon
Key mouse 1.png
Hero-ability-circle.svg
Hand cannon.png
Type
Weapon
Aim Type
Shotgun Shotgun (projectile)
Doomfist fires a short-range burst from the knuckles of his fist. Its ammunition is automatically regenerated over a short time.
Damage:
1.8 - 6 per pellet
19.8 - 66 per shot
Falloff range:
15 meters to 30 meters
Spread angle:
Constant: 2.15 degrees
Projectile speed:
80 meters per second
Num. of pellets:
11 per shot
Rate of fire:
1 shot per 0.333 seconds
Ammo:
4
Reload time:
0.65 seconds (per shot)
Headshot:
Short-range weapon with spread. Reloads automatically.
Details:
  • Unlike most weapons, Hand Cannon cannot be forced to reload by using the "Reload" key.


Rising Uppercut
LSHIFT
Hero-ability-circle.svg
Rising uppercut.png
6 seconds
Type
Ability
Aim Type
Melee Melee
Doomfist uppercuts enemies in front of him into the air.
Damage:
50
Move. speed:
10 meters per second
Area of effect:
5 meters
Duration:
0.6 seconds (air lock)
Cooldown:
6 seconds
Knock an enemy into the air.
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.
  • There is a 0.35 second recovery period where Doomfist cannot shoot or use any of his abilities.
  • This ability is removed in Overwatch 2.


Seismic Slam
E
Hero-ability-circle.svg
Ability Doomfist Seismic Slam.png
6 seconds
Type
Ability
Aim Type
Area of effect Area of effect
Doomfist leaps forward and smashes into the ground, knocking nearby enemies toward him.
Damage:
25 - 125
Move. speed:
25 meters per second (diagonal)
Max. range:
15 meters (travel distance)
Area of effect:
8 meters
Cooldown:
6 seconds
Leap forward and smash the ground.
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.


Rocket Punch
Key mouse 2.png
Hero-ability-circle.svg
Rocket punch.png
4 seconds
Type
Ability
Aim Type
Melee Melee
After charging up, Doomfist lunges forward and knocks an enemy back, dealing additional damage if they impact a wall.
Damage:
50 - 100 (punch)
50 - 150 (wall impact)
Move. speed:
-50% penalty (charging)
45 meters per second (punch)
Max. range:
~6.4 to 20 meters (depending on charge)
Casting time:
1.4 seconds to fully charge
2 second max. charge time
Duration:
0.5 second stun
Cooldown:
4 seconds
Hold to charge then release to launch forward and knock an enemy back. Damage increases if the enemy hits a wall.
Details:
  • Damage, distance traveled, and knock back all scale with the charge time.
  • It takes ~0.933 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
Q
Hero-ability-circle.svg
Ability Doomfist Meteor Strike.png
1680 points
Type
Ultimate Ability
Aim Type
Area of effect Area of effect
Doomfist leaps into the sky, then crashes to the ground, dealing significant damage.
Damage:
Inner ring: 300
Outer ring: 15-200
Falloff range:
2-8 meters
Move. speed:
16.5 meters per second
Area of effect:
Inner ring: 2 meters
Outer ring: 6 meters
Overall radius: 8 meters
Casting time:
1 second
Duration:
4 seconds
Ultimate cost:
1680 points
Press Q to leap up into the air. Move the targeting circle, then press Key mouse 1.png to strike the targeted area.
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.


Overwatch 2[]

The following abilities are currently exclusive to Doomfist's role in the Overwatch 2 beta. As of final release, these abilities will become the norm for Doomfist:

The Best Defense...
Hero-ability-circle.svg
The best defense.png
Type
Passive Ability
Doomfist generates temporary personal shields when he deals ability damage.
Health:
+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
Dealing damage with abilities creates temporary personal shields.
Details:
  • This ability has a statistic card named "Shields created."
  • After 1 second, the shields start decaying at 3 shields per second.


Hand Cannon
Key mouse 1.png
Hero-ability-circle.svg
Hand cannon.png
Type
Weapon
Aim Type
Shotgun Shotgun (projectile)
Doomfist fires a short-range burst from the knuckles of his fist. Its ammunition is automatically regenerated over a short time.
Damage:
1.8 - 5 per pellet
19.8 - 66 per shot
Falloff range:
15 meters to 30 meters
Spread angle:
Constant: 2.15 degrees
Projectile speed:
80 meters per second
Num. of pellets:
11 per shot
Rate of fire:
1 shot per 0.333 seconds
Ammo:
4
Reload time:
0.4 seconds (per shot)
Headshot:
Short-range weapon with spread. Reloads automatically.
Details:
  • The Hand Cannon operates similarly in Overwatch 2, the main distinctions being a faster reload time, in exchange for less damage per shot.


Seismic Slam
E
Hero-ability-circle.svg
Ability Doomfist Seismic Slam.png
6 seconds
Type
Ability
Aim Type
Area of effect Area of effect
Damage:
50
Move. speed:
25 meters per second (diagonal)
Max. range:
15 meters (travel distance)
Area of effect:
8 meters
Cooldown:
6 seconds
Leap forward and smash the ground.
Details:
  • Now functions akin to Winston's Leap.
  • On landing, it deals damage and slows enemies.


Power Block
Hero-ability-circle.svg
Power Block.jpg
Type
Active Ability
Protect yourself from frontal attacks. Blocking heavy damage empowers Rocket Punch.
Details:
  • This ability is exclusive to Overwatch 2.
  • Damage is reduced up to 90%.


Rocket Punch
Key mouse 2.png
Hero-ability-circle.svg
Rocket punch.png
4 seconds
Type
Ability
Aim Type
Melee Melee
After charging up, Doomfist lunges forward and knocks an enemy back, dealing additional damage if they impact a wall.
Damage:
15-30 (impact damage), 20-40 (wall slam)
Move. speed:
-50% penalty (charging)
45 meters per second (punch)
Max. range:
~6.4 to 20 meters (depending on charge)
Casting time:
1 second max. charge time
Duration:
0.5 second stun
Cooldown:
4 seconds
Hold to charge then release to launch forward and knock an enemy back. Damage increases if the enemy hits a wall.
Details:
  • Rocket Punch is empowered by Power Block.
  • Charge time and damage have been reduced.


Meteor Strike
Q
Hero-ability-circle.svg
Ability Doomfist Meteor Strike.png
1680 points
Type
Ultimate Ability
Aim Type
Area of effect Area of effect
Doomfist leaps into the sky, then crashes to the ground, dealing significant damage.
Damage:
Inner ring: 300
Outer ring: 15-100
Falloff range:
2-8 meters
Move. speed:
16.5 meters per second
Area of effect:
Inner ring: 2 meters
Outer ring: 6 meters
Overall radius: 8 meters
Casting time:
0.5 seconds
Duration:
4 seconds
Ultimate cost:
1680 points
Press Q to leap up into the air. Move the targeting circle, then press Key mouse 1.png to strike the targeted area.
Details:
  • Now adds a slow to all enemies hit.
  • Outer ring damage and activation time have been reduced.


Strategy[]

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

Weapons & Abilities[]

  • The Best Defense... (Passive): Doomfist's passive ability. When Doomfist deals damage with his abilities, he gains personal shields akin to those given by Lúcio's Sound Barrier. The personal shields can accumulate up to a maximum of 150, giving Doomfist a maximum of 400 effective health without any other bonuses. After a short delay, the personal shields begin to decay.
    • Doomfist receives more personal shields from Meteor Strike than from his other abilities.
    • The personal shields take damage before armor, shields, and health.
    • Doomfist increases his durability by quickly and continually replenishing his personal shields in the midst of combat.
    • Meteor Strike, Rising Uppercut, and Seismic Slam provide more personal shields based on the number of enemies hit.
  • Hand Cannon: Doomfist's primary weapon. Doomfist shoots pellets in a spread from his knuckles. Unlike other weapons, it automatically reloads.
    • This is useful for finishing off enemies, or attacking Tanks.
    • While strong at close range, the spread of this ability makes it much less effective at medium to long range.
    • While ammo does replenish automatically, it does not happen instantly. Efficient use of ammo is key.
    • The post-fire animation can be cancelled with any ability. This can be used to optimize combo speed and perform attacks more quickly.
  • Seismic Slam: Doomfist lunges at the ground and slams it with his gauntlet. The damage increases the farther Doomfist travels.
    • Seismic Slam deals a significant 125 damage at maximum travel time.
    • This ability can be used to move into the fray more quickly.
    • If the ability is activated from the ground or after a jump, it will arc down. If the ability is activated after Rising Uppercut or a fall, it will travel in a straight line. Consider this if you want to get his Pixel spray, since the first method will output more damage than the second.
  • Rising Uppercut: Doomfist uppercuts and launches enemies into the air with him. Both he and his enemies will seem to float for a short amount of time.
    • This ability is used to disrupt enemies and open up combo opportunities.
    • Rising Uppercut is capable of hitting an enemy from up to 5 meters away from his position.
    • The uppercut can launch multiple enemies at once provided they are all within range.
    • Combine Rising Uppercut with Seismic Slam to maximize distance.
    • As this ability disables air strafe capabilities for affected enemies, it is very effective at launching enemies with no mobility abilities off the map. Rocket Punch can be used while in the air to send enemies flying even farther, greatly lessening the chance they will be able to get back to safe ground.
  • Rocket Punch: Doomfist unleashes the power of his gauntlet to propel himself forward and impact the first object he hits. The ability will knock back enemy heroes and potentially slam them against walls.
    • While charging his gauntlet, Doomfist is basically immobile. Use it to quickly enter battle or retreat. If deciding to attack with this ability, try to charge it behind a wall or from higher ground.
    • Unlike his other abilities, Rocket Punch can only hit a maximum of one target.
    • Rocket Punch will temporarily stun affected enemies. It can be used to interrupt ultimates and abilities such as Roadhog's Take A Breather or Cassidy's Deadeye.
    • Doomfist cannot knock back Bastion if it is in Configuration: Sentry.
  • Meteor Strike (Ultimate): Doomfist's Ultimate ability. Doomfist launches into the sky and disappears. He will then strike down with the force of a meteor.
    • Meteor Strike is a good zoning tool - it can be used on the objective to either get a few picks or to force enemies to run away.
    • For maximum effect, combine with Zarya's Graviton Surge or Mei's Blizzard.
    • During the landing animation, Doomfist is very vulnerable to attack. If possible, avoid using this ability without backup.
    • This ability can be used to destroy important enemy units such as Symmetra's Teleporter, Torbjörn's Turret or Bastion in Configuration: Recon.

General strategies[]

  • While Doomfist can one-shot most of the cast, actually doing so is riskier than is strictly necessary. Landing Seismic Slam into Rising Uppercut is more reliable and does a combined ~100 damage, requiring only two interwoven handcannon shots (three, realistically) to finish off a 200 HP hero, allowing for Rocket Punch to be used as an escape. Against most tanks the Rocket Punch can be added to the end of the combo to knock them away or finish them off, depending on the availability of walls. This combo can do substantially more damage if the Seismic slam is initiated at high altitude (possibly +75 damage), requiring only one handcannon shot against a 200 HP hero to secure a kill. When using the high altitude Seismic Slam it’s better to try and estimate where Doomfist will land instead of where the cone will be; the cone can be reaimed, but Doomfist’s trajectory cannot. Engaging with a one-shot Rocket Punch kill should be reserved for opponents who can disrupt the Seismic Slam + Rising Uppercut + Handcannon Shots (SSRUHSH) combo. These are the One-Shot-Worthy:
    • Ana and Cassidy, as their Sleep Dart and Flashbang respectively can be thrown mid-combo and either give them time to retreat, or make you vulnerable.
    • Mei, as she can freeze you after you use all of your abilities.
    • Reaper, who might kill you first due to your large hitbox.
    • Sombra, Moira, Tracer, and Widowmaker, who all might slip away mid-combo (or, in case of Sombra, hack you mid-combo).
  • There are also a few enemies you should, absent favorable conditions, avoid at all costs:
    • Roadhog - Your combo is not enough to kill him outright and he can heal in between your abilities. If you try to run away he gets an easy hook, and you will have no more ways out.
    • Turret Mode Bastion - Your abilities will not move him if he’s in turret mode. This removes much of Doomfists's combo potential and results in a highly disfavorable fight.
    • Widowmaker/Hanzo/Cassidy (Open Ground): Each of your abilities moves you predictably and your Rocket Punch slows you down as you charge it, opening you up to attack. Keep to cover. General Tips:
      • Don’t be afraid to cancel out of a Rocket Punch. The charge up sound is loud and clever players will begin to move out of the way. You can re-engage with the SSRUSH combo after a cancel if you’re against a 200 HP hero.
      • Remember that Rising Uppercut has a slight backwards push, making it useful for pushing off stage or over walls in the right situations.
      • As an escape, Seismic Slam is best after Rising Uppercut.
    • Jumping while releasing a Rocket Punch will cause you to travel forward completely horizontally, as opposed to along the ground. This can be useful if you want to catch a Pharah (after Rising Uppercut or jumping off a ledge) or if you want to push someone off from on top of the cart (since you would otherwise hit the cart itself).
    • Genji cannot deflect any of your abilities aside from Hand Cannon; charging Rocket Punch during his deflect is a good idea.
    • The best time to interweave handcannon shots is after Rising Uppercut, while you and your opponent are mid air. You will have built shields using your previous abilities in the SSRUSH combo and they will not be able to dodge your shots. This is provided they are not on the list of the One-Shot-Worthy of course.
    • Remember that Rocket Punch can be used to knock players off the map, and that you can recover easily if you hit Rising Uppercut soon enough.
    • Meteor Strike is a hard counter to Cassidy’s Deadeye, Reaper’s Death Blossom, Hanzo’s Dragonstrike, and Moira’s Coalescence. When you hear their voice cues, use your Ultimate keybind for an easy kill.
    • Avoid using Meteor Strike on Roadhog. You are unlikely to land a kill due to his high health pool and the damage reduction from Take a Breather and the landing animation provides him with the perfect opportunity for a hook combo.
    • Don't hesitate to use Rocket Punch to retreat. It is better to fall back and wait for another opportunity than to charge into certain death and risk staggering before the next team fight.
    • Note that while he might seem like it, Doomfist is NOT a dive character. He has one of the largest hit-boxes of all non-Tanks, making him vulnerable without a team supporting him.

Match-Ups and Team Synergy[]

Tank[]

Hero Match-Up Team Synergy
Icon-D.Va.png
D.Va
Compared to most other Damage Heroes, D.Va is unable to negate the majority of Doomfist’s damage with her Defense Matrix. This makes her ability to peel for more vulnerable targets less effective than they 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, however. Like Doomfist, D.Va fits decently into a Brawl composition. She is able to provide protection to Doomfist while also being able to “dive” with him (for lack of a better term) to allow for easier kills.
Icon-Orisa.png
Orisa
Orisa’s Fortify ability negates essentially all of Doomfist’s abilities. This is because it prevents knockback, which Rising Uppercut and Rocket Punch rely on for effective use, while also granting Damage Reduction, meaning Doomfist will not be able to kill Orisa even after using every ability and having reasonable accuracy with his Hand Cannon. Orisa also has Halt!, which can severely disrupt Doomfist’s ability to escape and allow for an easy kill. Not much synergy exists between Doomfist and Orisa. Halt! can be used to keep a Hero in place long enough for Doomfist to easily line up a Seismic Slam or Rocket Punch.
Icon-Reinhardt.png
Reinhardt
Reinhardt’s Steadfast passive ability makes him challenging to “toss around” like Doomfist can do to many other Heroes. Along with this, Reinhardt’s high health pool and high close-range damage makes him a risky target to focus without extensive help from your team. Rocket Punch can be used to force Reinhardt’s shield down for a split-second and Rising Uppercut can be used to launch Reinhardt in the air, leaving his team exposed for a very short period of time. 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 is able to use his Barrier Shield or take focus off of Doomfist.
Icon-Roadhog.png
Roadhog
Facing a Roadhog is usually a bad idea unless you're sure you can eliminate him or have some backup from your team, both of you excell at close range combat, however, Roadhog deals more damage than you, has far more health than you and can use take a breather to outlast you in a one on one fight, even if you land a meteor strike on him, the most you'll do to him is take half of his health, which he can easily recover with his self heal, fleeing isn't usually an option once you engage in combat since the enemy roadhog can just use his chain hook to force you back to his position, if they manage to hook you, a headshot from his shotgun will make quick work of you, as it stands, you don't have enough health, damage, or combo potential to take him out on your own, only try to face him if you can knock him into an enviormental hazard or is being pressured by your team. Otherwise, stay out of his hook range and don't engage in combat with him. There is no known synergy between Roadhog and Doomfist other than capitalising on a ally Roadhog's hook.
Icon-Sigma.png
Sigma
Sigma is generally a favourable match-up for Doomfist. The only exception is Sigma's Accretion which can Doomfist vulnerable. Wait for Sigma to use Accretion on another target, then engage. Otherwise, Rocket Punch can cancel Sigma's Kinetic Grasp and Gravitic Flux if you're lucky. Rocket Punch also bypasses Experimental Barrier and can let you escape from Gravitic Flux. (before Sigma lifts your team) 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 Accretion is a good reason to engage on an enemy.
link=http://overwatch.gamepedia.com/Wrecking Ball
Wrecking Ball
The Doomfist/Wrecking Ball match-up is slightly in favour of Doomfist. Any of your abilities cancel a Wrecking Ball spinning in fireball. This is useful for stopping a Wrecking Ball stalling the objective and gives your team an opportunity to eliminate him. Rocket Punch can also cancel Wrecking Ball trying to engage with a Piledriver, although this is difficult. A friendly Wrecking Ball can setup your Meteor Strike with his Piledriver, which stops enemies for a moment.
Icon-Winston.png
Winston
Winston's value can be lowered by Doomfist significantly. The Best Defense... can keep you alive in a 1v1 due to Winston's low damage output. Rocket Punch can also give your team an opportunity to eliminate Winston by getting a head start in damage on him before he can escape. You can also force Winston away if he's going after a teammate with Primal Rage. Winston and Doomfist diving into the enemy team is a good idea, Winston's damage can't be blocked, so he can soften enemies up in order for you to finish them off.
Icon-Zarya.png
Zarya
Be careful of Zarya's Projected Barrier. It can save an enemy from being picked off and gives her more Energy. You can bait out both Particle and Projected Barrier by cancelling your Rocket Punch. Be careful not to do this too often, or else the Zarya will learn and hold her barriers. Zarya and Doomfist pair well together. Zarya can apply her Projected Barrier to Doomfist when he engages an enemy, preventing stuns that would leave him vulnerable. Zarya and Doomfist have a combo known as "Space Jam". The combo has Doomfist use Meteor Strike after Zarya has used Graviton Surge to trap the enemy in one place. The combo can eliminate most heroes even through Ultimates such as Zenyatta's Transcendence. (provided they don't have armour from Brigitte's Rally or temporary shields)

Damage[]

Hero Match-Up Team Synergy
Icon-ashe.png
Ashe
Due to your big hitbox, Ashe won’t have a hard time hitting her shots, and due to her tendency of staying mid to long range from the battlefield there’s not much you can do at a distance, however should you catch her by surprise you won’t have a hard time pinning her down with your abilities as her only means of escape is her Coach Gun, which should she use it, you can land a quick Rocket Punch to close the distance and finish her off. A friendly Ashe's Dynamite is a good reason to engage an enemy, as the burn damage and your damage well eliminate them quickly.
Icon-Bastion.png
Bastion
You should never try to take on a Bastion in Sentry Mode as Doomfist; your Rocket Punch won't bring him out of it, and your big hitbox means he can quickly melt you down, and then recover any damage you may have dealt with his self-heal. If you see him in Recon mode, get the jump on him by landing a fully charged Rocket Punch and working with your team to finish him. Even if he gets into Sentry mode at this point, he'll be weak enough that you can use your other abilities to finish him off. There is no known synergy between Bastion and Doomfist.
Icon-Cassidy.png
Cassidy
Be careful when fighting Cassidy. He can fight as medium-distance and his Flash Bang gives him and his team the opportunity to run over you. Even if you have Rocket Punch, the speed penalty while charging up makes you a vulnerable target if he spots you. While Rising Uppercut or Seismic Slam, do it while he's not aware because it can be stopped with Flash Bang, once again, making you an easy pick. With Deadeye, Cassidy moves slower and he can't stun you either. Try to attack him from behind where he can't see you from the sides. If you have confidence in your coordination with an ally Cassidy, you can use your abilities on an enemy that has been stunned with Cassidy's Flashbang.
Icon-Doomfist.png
Doomfist
Mirror Matchups against an enemy Doomfist comes down to two factors: Who gets the drop on who and who gets the most value of their abilities, If you can catch an enemy Doomfist unaware a Rocket Punch should finish the job fairly quickly, if the enemy Doomfist notices you and starts charging a Rocket Punch, try to do a really quick one to at least stun you two momentarily, if both of you have used all your abilities and are still alive, decide whether to backpedal to your team or stand your ground and try to take out the enemy Doomfist. Doomfist creates chaos which is annoying for the enemy team, as they must devote resources to deal with him. While Doomfist is doing this, it creates an opportunity for Doomsfist's team to close in on the enemy.
Icon-Echo.png
Echo
You can’t do much about an enemy Echo, most of the time she’ll be out of your range due to her tendency of being airborne and she’ll usually land most of her abilities on you due to her mobility, the only chance you can potentially kill an Echo is with a Rocket Punch while she’s unaware, and it must hit a wall, should Echo use her Ultimate on you be wary of Meteor Strike and always save your Rocket Punch so you have a reliable escape tool. Other than capitalizing on a friendly Echo's Sticky Bombs, there is no known synergy between Echo and Doomfist.
Icon-Genji.png
Genji
Genji cannot deflect any of your abilities, and due to his relatively low health you shouldn’t have trouble with him other than him maybe pestering you at a distance with his primary fire, In Dragonblade, his Swift Strike cooldown is much lower, giving him an escape tool should the fight turn sour. You and Genji diving into the enemy team is a good idea, similar to Winston. You both have escape options of things go wrong, and can take focus off of each other.
Icon-Hanzo.png
Hanzo
Hanzo has you beaten in a few ways, at a distance, Hanzo can one shot you with his arrows, and due to your slow movement speed and big hitbox this will give him an easy time to do so. Sonic Arrow will reveal your location to him and his teammates, which can ruin any element of surprise you could do (e.x: peeking a corner with your Rocket Punch) and should he notice you approaching or being at close distance in general, he can destroy you with his Storm Arrows, only try to take him out if you can catch him unaware with a Rocket Punch following up with your other abilities before he can react in time or use Storm Arrows, otherwise don’t wander out in the open and stay out of his sights. A stray Storm Bow arrow can function the same as a Reinhardt Fire Strike, giving you an easier time getting a pick and escaping. Otherwise, Hanzo's Sonic Arrow can help in charging Rocket Punches around corners to surprise the enemy.
Icon-Junkrat.png
Junkrat
In this duel it all comes down to whether you catch Junkrat unaware, If that’s the case, he’ll die to your combos fairly easily (though he might hit a few directs hits with his grenade launcher, due to your hitbox’s size) although if he’s quick to react he might be able to use a Concussion Mine to save himself, should Junkrat notice you before you get the drop on him though, he’ll usually have some time to consider his options and decide whether or not stick around, watch your step if there’s an enemy Junkrat on the other team, since stepping on a Steel Trap will be your doom if Junkrat or his team is around, If he uses his Rip-Tire, you can easily avoid it with your Meteor Strike. Junkrat can use his Concussion Mines to displace the enemy team so you can single out one target. His Steel Trap also pairs well with your abilities, including Meteor Strike.
Icon-Mei.png
Mei
When fighting Mei, you have two priorities to keep in mind, avoid getting frozen, and bait out her Cryo-Freeze, if Mei manages to freeze you before you can kill her, you’re most likely dead, in a 1v1 scenario, your combos will be severely nullified by her Cryo-Freeze, so instead of using all your abilities, start charging up a Rocket Punch but don’t use it unless it’s fully charged or if Mei used her Cryo-Freeze, a fully charged Rocket Punch will kill Mei and most players are aware of this, so just seeing you charge one up will usually end with an ice wall or Cryo-Freeze, should the latter happen back off some distance but not too much so you can still keep track of Mei, once the Cryo-Freeze is about to end charge up a Rocket Punch and hit her as she comes out of it, potentially killing and/or injuring her. An enemy frozen by a friendly Mei is helpless, leaving them open to you.
Icon-Pharah.png
Pharah
Pharah is extremely dis-favourable for you. None of your attacks, including Meteor Strike, will reach her. It's a better idea to leave her for other heroes to deal with. There is no known synergy between Pharah and Doomfist.
Icon-Reaper.png
Reaper
Both you and Reaper are close-range combatants, however Reaper is a huge threat to you as Doomfist. Because your Rocket Punch is so easy to detect and avoid, he can use Wraith Form to dodge it, and without your Rocket Punch you're as good as dead against Reaper. Using uppercut on him is a bad idea, you'll only make it easier for him to land one or two headshots to absolutely demolish you. In addition, your big hitbox makes Reaper able to tear you apart in point-blank fights. Even if you land Rocket Punch, he can Wraith away and find healing. If you need to fight a Reaper bait out his Wraith Form by charging your punch then cancelling it. Once he's used it, he can't escape your punch, so he is a much easier target to deal with. If he uses Death Blossom, use Meteor Strike and land directly on him to counter-initiate. If he survives, a single Rocket Punch will be enough to finish the job. (To be added)
Icon-Soldier 76.png
Soldier: 76
Soldier 76 is a very easy match-up for Doomfist, while at range he clearly has you beaten, at close distance you can quite easily beat him with your abilities and knock him out of his Biotic Field should he deploy it, as long as you don’t run at him from a distance (in which case, he can easily kill you) or face him with low health, you should win. (To be added)
Icon-Sombra.png
Sombra
If you get hacked you only have your primary fire to work with, leaving you extremely vulnerable and easy for Sombra to finish off and translocate away. Due to her complete invisibility, she will almost always get the jump on you and hack you before you can react. Try to listen for her audio cues for when she exits invisibility, then determine her location and land a single shot to cancel the hack. Most Sombra players will translocate away if they mess up the hack, however Doomfist is one of the best characters to camp her Translocator as a single Rocket Punch can kill her. If you find it, crouch nearby behind any cover and Rocket Punch her to either weaken or kill her. A hacked enemy is a prime target to combo on, as the hack renders them unable to defend themself.
Icon-Symmetra.png
Symmetra
Symmetra loses to Doomfist most of the time, as she has no movement abilities save for her Teleporter. Be wary of fighting Symmetra near her Sentry Turrets because they will slow you down a great deal. Be careful if her Photon Projector beam is fully charged. Also be careful of engaging an enemy while Photon Barrier is active as it will block your attacks. Symmetra's Teleporter can allow for sneaky Rocket Punches or combo's.
Icon-Torbjörn.png
Torbjörn
Torbjörn isn’t really a threat unless he’s in Overload, in which case his armor can protect him fairly enough against you to turn the tide in his favor, you should wait for him to use Overload before facing him and you should have little problem, you’re not really suited to destroy his Turret so leave that to your teammates instead. (To be added)
Icon-Tracer.png
Tracer
A Rocket Punch can one-shot Tracer, however this most likely won’t ever happen due to her Blink and Recall abilities, which allows her to easily avoid your abilities, which is what makes Doomfist shine as a character, so unless you can catch her unaware with a Rocket Punch, don’t bother with her and let your teammates deal with her. (To be added)
Icon-Widowmaker.png
Widowmaker
An enemy Widowmaker is one of your biggest threats; at long range she can easily remove you from the fight with a single well-placed headshot, and your big hitbox makes it even easier for her to do so. If she misses her shot, determine her location and use your abilities to close the distance. If you don't have Rocket Punch available, a skilled Widowmaker can still make quick work of you in close-quarters combat, so instead use Uppercut and Seismic Slam to close the distance. Most Widowmakers will panic and grapple away, which means that they have just wasted their escape ability making Rocket Punch easier to land. After she's used her grapple, chase her down and finish her off with a Rocket Punch. (To be added)

Support[]

Hero Match-Up Team Synergy

Icon-Ana.png
Ana
Be careful of Ana's Sleep Dart, as it will most likely get you eliminated if it connects. Catching Ana unaware or catching her without her Sleep Dart is the best way to engage on her. Ana works well with Doomfist, a Sleep Dart can most likely guarantee an elimination with Rocket Punch if the enemy is not a Tank. Biotic Grenade renders enemies unable to receive healing if you engage them. Nano Boost can make Doomfist even more deadly if you attack multiple targets. Nano Boost also increases damage taken from Meteor Strike.
Icon-Baptiste.png
Baptiste
Baptiste in a favourable match-up for Doomfist. The only real obstacle when facing Baptiste is Immortality Field. You can force him out of it's range for an elimination with a Hand Cannon Shot > Rising Uppercut > Hand Cannon Shot x2. If you're lucky, the push from your Rocket Punch can also force Baptiste out of his Immortality Field for an elimination granted a close wall. Baptiste can deploy Immortality field to save you if an engage goes awry. Other than that, there is no known synergy between Baptiste and Doomfist.
Icon-Brigitte.png
Brigitte
Brigitte is one of your biggest threats as she can Whip Shot you away, stun you and give armour to your enemies, allowing them to survive a SSRUHSH combo. If you can't avoid Brigitte, you can bait out her Shield Bash by cancelling your Rocket Punch. A friendly Brigitte can give you a Repair Pack or Rally armour when you engage, increasing your survivability. An ally Brigitte can also stun an enemy who has overextended for you to finish them off with Rocket Punch or Meteor Strike.
Icon-Lúcio.png
Lúcio
Lucio is a counter to Doomfist due his Soundwave, Wall Ride and Sound Barrier. Lucio's Wall Ride makes it very hard to catch him. Soundwave stalls you in the air if you're using Seismic Slam or Rising Uppercut. It also pushes you away in a SSRUHSH combo. Sound Barrier negates Doomfist's pick potential. You can stall or cancel Sound Barrier before he hits the ground with Rising Uppercut and Rocket Punch respectively. But in general, it's better to avoid Lucio. Lucio can cast Sound Barrier when you engage, keeping you alive and removing your weakness to Crowd Control abilities for it's duration. If you're coordinated enough, a friendly Lucio can use Soundwave to knock enemies into your abilites.
Icon-Mercy.png
Mercy
Mercy is a difficult target to pin down, due to Guardian Angel. Valkyrie only amplifies this, making her movement similar to Pharahs. A counter-play against Mercy is to keep an eye on enemy corpses, as she'll want to Resurrect one. This is a perfect opportunity to Rocket Punch to stun her out of her Resurrect or eliminate her entirely if you're lucky. You can protect a Mercy Resurrecting a fallen ally with your abilities. Otherwise, a friendly Mercy using Valkyrie can increase the damage taken from you when you engage and keep you alive.
Icon-Moira.png
Moira
Watch for Moira to use her Fade, as she can use it to escape your abilities. Although difficult, you can follow Moira after she uses Fade with your Rocket Punch, though this is not recommended. You can cancel Moira's Coalescence with Rocket Punch though this is harder to do with her increased movement speed. Coalescence can help keep you alive while engaging the enemy team. Be careful, as it won't protect you from burst damage such as Tracer's Pulse Bomb.
Icon-Zenyatta.png
Zenyatta
The Zenyatta/Doomfist match-up is in favour of Doomfist. Zenyatta must rely on his team to keep him alive from you. Meteor Strike is also capable of killing through Transcendence. If an enemy is close enough to a wall, a fully charged Rocket Punch can eliminate them though this is rare. Be wary of a Zenyatta charging an Orb Volley. Although you may eliminate him, he will leave you at extremely low health for his teammates to compensate. Zenyatta's Orb of Discord is a very good reason to engage an enemy. He can also keep you alive when you engage with Transcendence, though like Moira's Coalescence, it cannot protect you from burst damage.

Story[]

Only through conflict do we evolve.
~ Doomfist

Recently freed from imprisonment, Doomfist is determined to plunge the world into a new conflict that he believes will make humanity stronger.[1] He possesses great strength and agility himself, even without his gauntlet,[2] in part due to his cybernetic implants. He is an excellent martial artist, and has superhuman levels of concentration.

Doomfist is fluent in English[3] and at least some Yoruba.[4]

Background[]

A young Akande Ogundimu practicing martial arts

Akande Ogundimu was born into a well-regarded Nigerian family, heir to its prosthetic-technology company,[1] and as such, no stranger to the finer things in life.[5] 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.[1]

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.[1] After the Venice Incident,[6] this difference in aspiration would lead Ogundimu to kill his teacher and take on the mantle of Doomfist, along with the eponymous gauntlet.

As the new Doomfist, Ogundimu rose high in Talon and helped to orchestrate a conflict that the organization hoped would someday engulf the world.[1] Some of Talon's leaders began to get sloppy as Doomfist's rise throughout the organization disrupted its hierarchy.[3]

Storm Rising[]

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

Doomfist in Cairo

Six years prior to the Overwatch Recall, while Hurricane Fernand ravaged the Caribbean, Doomfist held a clandestine meeting with an omnic terrorist in Cairo, offering to pledge Talon's considerable resources to their cause. Unbeknownst to Doomfist, his accountant Maximilien was cornered by Overwatch agents in the Havana Sea Fort as the storm reached Cuba. In exchange for immunity and anonymity, Maximilien informed on his employer, divulging that Doomfist would travel to Singapore in three weeks.[3]

Downfall[]

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.[2] A battle that Doomfist lost.[7] After his defeat, Doomfist was convicted, and a court-appointed surgeon removed his cybernetic implants and hastily sutured him up.[4] He was imprisoned in a maximum security installation managed by Helix Security International for years, where he waited patiently for events he had incited to play out.[1] 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.[2]

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's gauntlet on display

During his time in prison, his gauntlet was put on display in an Overwatch Museum;[8] Doomfist became aware of this via another newspaper clipping.[2] 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.[7]

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.[8] Doomfist was able to punch his way out of his own cell during the extraction.[2] 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.[8]

Masquerade[]

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.[9]

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.[9]

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.[10]

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.[4]

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,[8][11][1] ready to take revenge on the Overwatch organization that had imprisoned him for years.[12] He sought to spread discord between humans and omnics. He began rallying his forces, and Numbani's military was powerless to stop him.[13]

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 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.[4]

Achievements[]

Name Icon Description Reward
Air Strike
Ability Doomfist Seismic Slam.png Get a killing blow with Doomfist's full-power Seismic Slam in Quick or Competitive play. Spray Doomfist Pixel.png
Pixel
Cratered
Ability Doomfist Meteor Strike.png Hit 6 enemies with a single use of Doomfist's Meteor Strike in Quick or Competitive play. Spray Doomfist Cute.png
Cute

Trivia[]

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.

Development[]

Doomfist's initial prototype character design.

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.[14] 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 prototype abilities in an early playtest.

Doomfist Formal skin concept art

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.[14]

At SDCC 2017[15], there was a test footage shown which dated back to 2016 December 8.[16] The video shown below.

Videos[]

Doomfist BlackHand skin concept art

Doomfist Blackhand skin gauntlet and hand concept art

Doomfist Thunder skin concept art

Doomfist Karate skin concept art

Official[]

Balance Change Logs[]

For more information, see Patch Notes

Patch
Description

Ability Doomfist Meteor Strike.png 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.png 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.png Rising Uppercut

  • Recovery time increased from 0.2 to 0.35 seconds

Rocket punch.png Rocket Punch

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

The best defense.png The Best Defense...

  • Shield health gained per hit reduced from 35 to 30

Quick melee no longer pauses ammo reload.

Rising uppercut.png Rising Uppercut

  • Cooldown reduced from 7 to 6 seconds

Ability Doomfist Seismic Slam.png Seismic Slam

  • Cooldown reduced from 7 to 6 seconds

Rising uppercut.png Rising Uppercut

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

Ability Doomfist Seismic Slam.png 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.png 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.png Rocket Punch

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

Ability Doomfist Meteor Strike.png Meteor Strike

  • Bonus movement speed increased from 150% to 200%

The best defense.png The Best Defense…

  • Shield gain increased from 30 to 35 for normal abilities

Hand cannon.png Hand Cannon

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

Hand cannon.png 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)

References[]

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 2017-07-06, Doomfist - Heroes - Overwatch
  2. 2.0 2.1 2.2 2.3 2.4 2017-07-06, NEW HERO – COMING SOON Doomfist Origin Story | Overwatch. YouTube, accessed on 2017-07-08
  3. 3.0 3.1 3.2 Overwatch Storm Rising
  4. 4.0 4.1 4.2 4.3 Overwatch: The Hero of Numbani
  5. Overwatch, Doomfist Cosmetics
  6. Overwatch Retribution
  7. 7.0 7.1 2014-11-07, Overwatch Cinematic Trailer. YouTube, accessed on 2014-11-30
  8. 8.0 8.1 8.2 8.3 2017-07-04, Talon Involvement Confirmed in Previous Attack on Helix Facility, Blizzard Entertainment. Accessed on 2017-07-04.
  9. 9.0 9.1 Doomfist: Masquerade
  10. 2017-11-12, BlizzCon 2017 Overwatch: What’s Next Panel Transcript. Blizzplanet, accessed on 2017-11-19
  11. 2017-02-24, Overwatch Tweet, @PlayOverwatch, Accessed on 2017-02-24
  12. 2017-7-6, Developer Update | Introducing Doomfist | Overwatch, Youtube.
  13. 2019-10-03, NYCC 2019: New Overwatch Book – The Hero of Numbani. Blizzplanet, accessed on 2019-10-19
  14. 14.0 14.1 2017-07-18, New Hero Preview: Doomfist. YouTube, accessed on 2017-07-18
  15. [1] I was at the Doomfist BTS SDCC panel, here's the rundown of what was discussed. - Reddit
  16. [2] Doomfist test footage - Reddit


Heroes in Overwatch
 
Icon-D.Va.png
D.Va
Icon-Doomfist.png
Doomfist
Icon-Junker Queen.png
Junker Queen
Icon-Orisa.png
Orisa
Icon-Reinhardt.png
Reinhardt
Icon-Roadhog.png
Roadhog
Icon-Sigma.png
Sigma
Icon-Winston.png
Winston
Icon-Wrecking Ball.png
Wrecking Ball
Icon-Zarya.png
Zarya
Icon-ashe.png
Ashe
Icon-Bastion.png
Bastion
Icon-cassidy.png
Cassidy
Icon-Echo.png
Echo
Icon-Genji.png
Genji
Icon-Hanzo.png
Hanzo
Icon-Junkrat.png
Junkrat
Icon-Mei.png
Mei
Icon-Pharah.png
Pharah
Icon-Reaper.png
Reaper
Icon-Soldier 76.png
Soldier: 76
Icon-Sojourn.png
Sojourn
Icon-Sombra.png
Sombra
Icon-Symmetra.png
Symmetra
Icon-Torbjörn.png
Torbjörn
Icon-Tracer.png
Tracer
Icon-Widowmaker.png
Widowmaker
Icon-Ana.png
Ana
Icon-Baptiste.png
Baptiste
Icon-Brigitte.png
Brigitte
Icon-Lúcio.png
Lúcio
Icon-Mercy.png
Mercy
Icon-Moira.png
Moira
Icon-Zenyatta.png
Zenyatta
Advertisement