What the fist of death did to the tracer. Doomfist in Overwatch - who he is and what he can do

Doomfist is a nickname-title that is assigned to the owner of the gauntlet weapon of the same name, so anyone can become it. Akande Ogundimu is the third current owner of the glove.

Akande Ogundimu is a descendant of a respected Nigerian family that runs a cybernetic prosthetics company. Since childhood, Akande was distinguished by his rare intelligence and charm, which contributed to the expansion and strengthening of the family business, and also showed interest in martial arts. In his free time, he studied both traditional African fighting systems (for example, dambe and gidigba) and modern ones, borrowing the best techniques and developing his own fighting style. Strength, speed and incredible intuition, allowing him to predict the actions of his opponents, not only became his ticket to participate in tournaments across the continent, but also brought him victory after victory.

During the Rise of the Machines, Akande lost his arm. A cybernetic prosthesis from his own company allowed him to recover from his wounds and made him even stronger, but blocked his way to competitions. Ogundimu tried to concentrate on his work, but he could not fill the emptiness in his soul. Everything changed after meeting Akinjide Adeyemi, the second Doomfist, nicknamed the Punisher from Numbani. A new friend suggested that Ogundim become a mercenary and continue fighting. Together with Adeyemi, Akande was able to put his abilities into practice, and a little later he met the “family” of his teacher - the terrorist organization “Claw”.

“Claw’s” belief that wars make humanity stronger appealed to Akande very much, so when Ogundimu did not want to limit himself to attacks on Numbani carried out by Akinjide, the teacher lost not only the legendary artifact, but also his life

After becoming Doomfist, Akande gained the respect of the Talon and began to help plan the conflict that would result in a global confrontation. Leaders saw even more potential in Ogundimu than in Akinjide Adeyemi. A talented and intelligent commander, capable of inspiring others and radically solving problems, became an indispensable figure. However, the organization’s plans did not come true - Akande entered into battle with the Overwatch strike force, consisting of Tracer, Genji and Winston, and lost. Doomfist was taken into custody and securely locked in a prison for especially dangerous criminals for many years. The legendary glove became a museum exhibit, and Akande himself was left to wait until the long-planned events took place.

When the time came, Ogundimu felt it was time to return. At the appointed time, a Claw aircraft with a Reaper on board was waiting for him - Doomfist fled, easily dealing with the agents of Helix Security International, and after some time appeared in Numbani. The OR15 protective robots did not become a hindrance; Akande easily destroyed them at the international airport, took possession of his glove and went to Monaco.

There, Doomfist, in company with Widowmaker and Sombra, met with one of the leaders of the Talon, his longtime ally, the omnic Maximilien, who warned the man that not everyone in the organization was happy about his return.

The conversation was interrupted by an attack by unknown men. Doomfist realized that behind the attack was none other than Vialli, one of the Talon council members with whom Akande had always been at odds. Ogundimu decided to deal with all those who disagreed, for which he went to Venice and killed his opponent, after which he came to a meeting of the leaders of the “Claw” and announced that it was time to start a war.

This guide takes a detailed look at how to play Doomfist in Overwatch. We look at the hero's strengths and weaknesses, and we move on to mechanics, recommended strategies, and things to watch out for.

Real name: Akande Ogundimu;

Occupation: Mercenary;

From: Oyo, Nigeria;

Connection: Claw;

1. Synergy:

Doomfist is an extremely wealthy hero, given how fragile he can become when caught in the wrong place, he hopes to team up with heroes who can protect him and help him retreat or secure kills. With her years of healing and biotic grenade, Ana is the perfect ally for Doomfist to attack behind his combo. Doomfist works well with any of the "close" tanks, as they ensure that the back line is harassed while the Doomfist singles out a target and takes it down, or they, in Zarya's case, take down anything that moves with her shield.

2. Opponents:


Doomfist is easily killed when he fails to catch the target he's aiming for, and given that Soldier: 76 often goes to high ground, he'll likely deal massive amounts of damage before our hero can reach him. Pharah and her ability to stay in the air is also a huge problem for Doomfist, as he simply cannot catch her in his combo. Another ideal opponent for Doomfist is able to use Sombra which hacks him, completely cutting off his mobility and damage and essentially making him a big dummy. Orisa works incredibly well against Doomfist, given her ability to close out her combo by simply using Shield Field, as well as slowing it down with her Stand ability.

3. Who is strong against:


Doomfist is great for both Genji and Reinhardt, given that their survivability is dependent on their Damage Reflection and Defense Barrier abilities respectively, but Doomfist can ignore both attacks. He outclasses heroes who simply can't get away when they're busy, and once Ana uses her sleep, the target becomes easy for him.

Combining abilities in any order is the most effective way to get rid of the enemies you encounter.
Earthquake and Bombard can be used as an effective move to put pressure on an enemy, no matter how much damage they deal.
Doomfist's Rocket Punch can be incredibly dangerous, especially when trying to attract an entire team. Focus on the goal and study it before deciding whether to retreat or not.
Doomfist has massive damage for his class and can attack quickly.
Use Meteor Strike to focus a single enemy, such as a backline support, that can be quickly removed from the fight, rather than wasting it and trying to hit the entire team of enemies.

5. Role in the current meta:

Doomfist fits in perfectly with the incredibly powerful comanga encounters that currently exist in every level of the game. He synergizes well with two of his favorite tanks, Winston and D.Va, and greatly holds off one of the most popular defenders, Reinhardt. You'll often see him picked in a traditional 2-2-2 pick, replacing one of the former DPS picks like Tracer or Genji, especially on offense.

Given his risky playstyle, he often finds himself dying too quickly without the full support of his team.

Damage

Difficulty

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.

Abilities

Hand Cannon

Doomfist fires a short-range burst from the knuckles of his fist. Its ammunition is automatically regenerated over a short time.

Seismic Slam

Doomfist leaps forward and smashes into the ground, knocking nearby enemies toward him.

Rising Uppercut

Doomfist uppercuts enemies in front of him into the air.

Rocket Punch

After charging up, Doomfist lunges forward and knocks an enemy back, dealing additional damage if they impact a wall.

Meteor Strike

Doomfist leaps into the sky, then crashes to the ground, dealing significant damage.

Biography

  • Real Name: Akande Ogundimu, Age: 45
  • Occupation: Mercenary
  • Base of Operations: Oyo, Nigeria
  • Affiliation: Talon

"Only through conflict do we evolve."

Recently freed from imprisonment, Doomfist is determined to plunge the world into a new conflict that he believes will make humanity stronger.

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

But when he lost his right arm in the aftermath of the Omnic Crisis, it seemed 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 conflicted 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.

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. 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. However, before their plan came to fruition, Ogundimu was defeated and captured by an Overwatch strike team that included Tracer, Winston, and Genji. He was imprisoned in a maximum-security facility for years, where he waited patiently for events he had encouraged to play out.

Finally, he sensed that the time had come for him to return. He broke out of his prison and recovered Doomfist"s gauntlet in a one-sided battle with Numbani"s newly unveiled OR15 defense robots. Now, he has retaken his place in Talon's inner council, ready to spark a war that will consume the world once again.

On July 27, a new hero - Doomfist or Doomfist - appeared on the main Overwatch servers, and next Thursday, August 3, he will be unlocked in competitive games, so it's time to figure out how best to play for and against him.


First, let’s talk very briefly about the abilities so that you have a very general idea of ​​the character.

    This is an attack hero with a health reserve of 250 HP. His passive ability gives him temporary shields, 30/75 for each ability/ultimate hit against enemies, increasing his health to a maximum of 400. The main weapon is a weak shotgun with 4 rounds in a clip. Rocket Strike – The Doomfist launches into space, knocking back any enemy in its path, dealing 49-100 damage, and an additional 49-150 if it flies into a wall. The amount of damage depends on the charge level of the blow, the maximum is reached in 2 seconds, during which the Doomfist moves very slowly. Uppercut – The Doomfist leaps forward and upward, uppercutting enemies in front of him into the air, dealing 50 damage to them. Earthquake (Slam) – Doomfist leaps forward 8 meters, dealing 50 damage to enemies in a cone in front of where he lands. Meteor Strike (Ultimate): The Doomfist flies into the sky, becoming invulnerable, after which the player has 4 seconds to move the target and choose a landing location that will deal 300 damage to the enemy in the center and descending to the edges of a circle with a diameter of 16 meters.

Doomfist is a sprinter, not a marathon runner, he is capable of doing a lot of damage in one shot, but quickly runs out of steam. After all three of his abilities go on cooldown and his clip is empty (which takes 1.3 seconds), he becomes extremely vulnerable and almost unarmed.

All three of his abilities are used both to deal damage and to rush into battle; they are also necessary for retreating. Usually, for maximum effect, the attack uses the whole trio, interspersed with shots from a shotgun. After such an attack, Doomfist has nothing left to retreat. If you haven't killed everyone, it will be extremely difficult for you.

This is the main difference between Doomfist and the heroes with whom he is most often compared - Genji and Tracer. Not only do they move faster than other characters in the game (6 m/s versus the standard for everyone, including Doomfist, 5.5 m/s), but they also have many escape abilities: double jump, wall climbing, dash, triple blink and rewind time. They also recover more evenly than Doomfist, so it’s much easier for this pair to press the enemy’s rear and calmly go back to a safe place. They do not have such sharp dips into defenselessness and weaponlessness.

Rushing into a crowd of opponents with Doomfist is not a very good idea, usually leading to a quick death.

The fist is good in duels with almost anyone, capable of defeating even 2-3 opponents, but only when it is he who is taken by surprise, and not him. As Doomfist, you need to understand the situation very clearly in order to correctly distribute his powerful but extremely limited arsenal. Hence the first rule - don't miss. The Nigerian gets few second chances.

A miss usually means death, when the 4 second cooldown of the Rocket Punch and even more so the 7 seconds of the Uppercut and Slam will seem like an eternity, in which you only have an inconvenient shotgun on your side, quickly reducing to terribly rare farts once per second.

This is very brief, now let's try to understand it in detail.


Doomfist is a forty-five-year-old Nigerian, Akande Ogundimu, the real leader of the Talon, who escaped from prison. His right arm is reinforced with implants to withstand the power of the gauntlet. The prison manager did not seem to take this into account, which allowed Akanda to break through the wall even without the Fist. And yes, it turns out that he is putting cyber prosthesis on cyber prosthesis.

This is the second new African character in a row to be based on Numbani, but like Orisa, Doomfist has all his lines in English (though they both have an accent) rather than some African dialect.

This makes it somewhat difficult to distinguish the ult of an allied Doomfist from an enemy one purely by phrase. With Genji, Hanzo, Widow and others it’s easy - if something sounds foreign and incomprehensible, run.

With English-speaking characters, you have to memorize two similar phrases and, in the heat of battle, try to remember which one means what. Despite a thousand hours in the game and a golden frame, I still confuse Lucio's phrases. But aside from the practical side, it's just weird. Why did even both Egyptian women receive a portion of phrases in their native language, but the Africans were deprived?

Ana and Sombra were quite original heroes that brought a lot of new things to the game. Doomfist and Orisa are also played very freshly and unlike other characters, but all their abilities look trained from the rest.

Torbjorn already has a projectile shotgun, although auto-loading by cartridge is something new. Rocket Strike is essentially Reinhardt's Charge, as the German sees it in his dreams (lightning fast, much safer and with a cooldown 2.5 times shorter). Slam is his same Earthquake, only combined with Winston’s jump, cut in strength like Zarya’s Graviton when turning into Orisa’s screed. Uppercut – yes, it has no analogues, but it doesn’t really change the game much (compare with Ana’s grenade or Sombra’s hack).


Doomfist is often said to play more like a fighting game hero than a multiplayer shooter character. It's strange that I haven't come across an even more specific reference: Doomfist is Jax from Mortal Kombat. Steel hands, flying fist forward, shaking the ground, uppercut - well, kamon. It's a shame that Doomfist can't grab opponents by the chest or intercept them in the air.

It's funny that of all his abilities, the one that confused and amused the most people was his normal melee strike, which deals the same 30 damage to everyone. Not only is the doomfist no exception and deals the same amount, but for some reason he also hits with his weaker left fist - which is without a glove.

Blizzard clearly decided that if he hit with his right hand, then the figure of 30 damage would seem completely ridiculous, and they did not want to increase it and cancel equality.

But at the same time, Genji was allowed to cut people with his wakizashi and the damage did not bother anyone. Considering that it is Genji that makes it most enjoyable to strike close up, I think here, too, it was worth sacrificing one convention for the sake of another - so at least pressing the button would be more fun.

And yes, in the end it wasn’t Terry Crews who voiced the hero, something didn’t work out between them.

Passive ability: gains shields for each enemy affected by his abilities. 30 for regular ones and 75 for those who fell under the ult. Maximum shield limit: 150 HP, total maximum health when fully charged: 400 HP. Shields melt at a rate of 3 units per second (similar to shields from Lucio's ult). Naturally, Sombra's ult blows them away instantly.

Main weapon: bombard in the knuckles of the left fist. This is a shotgun, but not a hitscan, but a projectile type. That is, the shot does not reach the target instantly, like the Reaper or the Pig, but flies for some time, like Torbjorn, so the target has to be “led.”

The bombard fires 6 pellets per shot, each dealing 11 damage, 66 damage per shot. Headshots count, so the maximum is 132 damage if they all hit the head. Considering the spread, this is only possible by shooting at point blank range.

The bombard's damage does not decrease with distance (unlike other shotguns in the game).

There are 4 charges in the fist, they are reloaded automatically - one at a time, and not with the entire clip. That is, after shooting, you first get one cartridge, then a second, and so on, which allows you to start shooting earlier. You can forget about the reload button on this hero - it doesn’t do anything. Autoloading works even if you shoot only once, without waiting for the clip to empty.

The bombard fires 3 shots per second, reloading takes 0.75 seconds for each cartridge, all 4, respectively, take 3 seconds to charge.


This, by the way, is the slowest reload in the game. For most heroes it takes 1.5 seconds, for Genji, Tracer and Pharah - one, for Bastion, Torb and Zen - 2, for Orisa with her 150 rounds - 2.5. Perhaps this is the price for automatic charging, which you don’t have to think about, but in my opinion it was too high.

It should be taken into account that auto-loading does not work during a shot, so if you hold down the left button, then after the first four shots the rate of fire will drop from 3 rounds per second to 1.1 per second, like Farrah. That is, the shot itself slows down reloading by another 0.2 seconds. The damage per second correspondingly drops after the first four shots from 198 to 72. Let me remind you that the Angel has 100 damage per second, and then some of the pellets fly past.

In fact, it feels extremely painful - the hero feels completely unarmed, and considering how difficult it is to hit and inflict significant damage with an unusual projectile shotgun, the bombarda sometimes looks like a stupid fart.

It loses even in comparison with its closest analogue - Torbjorn's shotgun. Yes, the dwarf’s damage decreases with distance, but shooting from a shotgun (especially a non-hitscan) at distant moving targets is for masochists in any case, so Doomfist’s advantage here is dubious. Torba's shotgun produces 6-15 damage for each of 10 pellets, 60-150 versus 66 for the Nigerian. And it fires once every 0.8 seconds, 5 shots per clip, reload - 2 seconds. For the first 1.33 seconds of continuous shooting, the Doomfist will be slightly ahead in terms of damage, but if the battle turns into long races in a narrow room where it is difficult to hit the enemy, the Dwarf's shotgun will be much more reliable.


Jet strike

The strike can be charged like Hanzo's shot. The charge reaches the maximum in 2 seconds, after another second the blow fires on its own, you can’t keep it drawn forever like a bow. Like the older Shimada, charging greatly slows down movement, and it can also be canceled (for Doomfist - with the main attack button). The ability will still go on cooldown after being cancelled, but this is often much better than running into shots.

Depending on the charge, the Doomfist flies from 10 to 21 meters (when it first appeared on the PTR, the maximum range was 30 meters) straight forward with a slight loss of altitude in motion if the strike is activated in flight.

The blow throws back the first target that gets in the way (without catching the others even with a splash) - to a distance that also depends on the charge: from 7 meters when clicked and up to 11 meters when pressed to full, causing it 49-100 damage. If the victim hits a wall, they deal an additional 49-150 damage. That is, if you just press the button and hit the enemy into a wall, it’s 98 damage, if you hold it for 2 seconds it’s 250, an instant kill of any character in the game, except tanks.

Cooldown: only 4 seconds. And this turns out to be key in many situations, since the Strike rolls back first and allows you to escape from danger or finish off an enemy who survived the first “all attack.”

Peculiarities:

    The blow goes through barriers, the Diva matrix, even Genji's reflection, so taking down Reinhardt covering the team with a shield can be dangerous, but effective if your allies are ready to attack enemies left without cover. The hit is considered a stun and therefore interrupts ults that are sensitive to it: McCree's Reckoning, Turbo Hog, Rocket Barrage, and so on. When facing another reactive Doomfist or Rine in a Charge, both heroes will fall to the ground. The hit does not knock Bastion out of the turret, like Doomfist's other abilities, so this omnic is extremely dangerous for him. Without the second, more important part of the Impact - the smack against the wall - it is not powerful enough, and Bastion does not move. Sombra can hack you mid-dash, which will interrupt it. The trap triggers on Doomfist while dashing, making the Rat doubly dangerous to Doomfist. There is no way to escape from the trap with any ability - all that remains is to shoot, and this, as we have already discussed, is such a help. I often died from a trap; you usually don’t have time to shoot a Rat with a shotgun - its damage is much greater. Usually the Doomfist feels more comfortable in cramped corridors - it’s easier to hit people against the walls there, but the Rat is still the king of agoraphobes, so it’s better not to meddle with her in the corridors. In open areas, he is much less dangerous and can be killed quite easily.

Despite 3 weeks on the test server, Doomfist was launched with a list of known but not yet fixed bugs. Once they are corrected, it will be possible to:

    Hit away Diva's exploding mecha. Accelerate from allies' buffs, which affects the speed of the dash and its range (for now this is only acceleration from Lucio's songs, but suddenly other types of speed boosts will appear in the future). Write the enemy into the ice (cryostasis) of an allied Mei (that is, yours, not the enemy's), using it as a wall.

In general, Jet Strike is the most important and most scandalous feature of Doomfist, which is why there is so much controversy around it.

Like, they just nerfed Pig to the point of uselessness so that she couldn’t instantly kill with one hook-headshot combo, and now introduce a new character with an instakill.

In principle, there is nothing very unusual in the ability. This is an accelerated analogue of the Rain Dash, which also allows you to throw enemies into the abyss without flying into it yourself, but only hitting one target, and not everyone who is in the way. There are still one-shots in the game (Hanzo's Frag Arrow, Widow's Charged Shot), and yet Rocket Punch does feel especially annoying at times, as it comes out of nowhere and is harder to avoid (maybe we'll get used to it later), and it also gives too much of an advantage in a duel.


Uppercut

The Doomfist takes off (5 meters forward and about 8 meters up), throwing enemies in a four-meter cone in front of him to the same height, dealing 50 damage to each.

Despite expectations, this does not count as a stun, just like a slam. Let me remind you that for each enemy you hit, you get 30 shields and this alone makes uppercuts in a crowd justified - at least for survival.

Throwed up opponents become more vulnerable (to run away or start strafeing, you must first land), they are easier to hit, but the Doomfist himself briefly hovers in the air at the top of the jump, which allows him to aim with a slam or a jet blow, and for enemies to make a colander out of him .

The uppercut is not so easy to get used to using, especially to aim and successfully catch an opponent with it.

In most cases, you'll use it to avoid fire, jump onto ledges (and it allows you to climb most hills), and in conjunction with a slam to increase the latter's range and damage.

Get used to jumping and pressing Uppercut at the top of the jump - this increases the height and allows you to jump to places that Uppercut alone cannot reach.

Cooldown: 7 seconds.


Slam (Tremors)

The Doomfist jumps 8 meters forward and throws enemies in an 8 meter long cone a meter into the air. The direction of the cone can be changed by turning the camera while jumping.

As I already mentioned, the slam is reminiscent of Winston’s mini-jump, only here you cannot change the angle of the jump, like a monkey - you can look at the ground or at the sky, Doomfist jumps in the same arc. With Winston, landing damage is dealt in a radius of 5 meters and knocks back enemies a little, while with Doomfist, the effect goes only in one direction, not in a radius, and the victims are thrown up stronger and pushed closer to you, causing damage that depends on time in the air , or from the height from which you activate it - no one has fully understood this point.

Officially, Slam deals from 10 to 125 damage (the amount of damage is indicated directly on the sight at the time of activation). If you jump from a place to a surface at the same height (in other words, on a flat floor), then 49 damage comes out, if you use an Uppercut and press a Slam in the air: already 84-86 damage. Jumping, then Uppercut, supposedly increases the height, but the damage does not change.

The problem is that Slam is nerfed and bugged. On the test server, they could climb to sites located above your current position. Just like in the new DOOM, you climb onto a ledge that is slightly taller than you are, only here you could do it from a distance. Sometimes it was possible to climb to the top, being ten meters below - this was clearly a bug, but people really liked jumping to platforms that are a couple of meters above your position and the news that this is a bug, and not a feature of many turned me off from the character. I admit, this really changed everything a lot and playing as Doomfist became less fun - with the bug, he was amazingly mobile, leaving even Genji and Tracer behind.

Unfortunately, after the fix, Slam generally began to malfunction and now is not always activated - apparently it is waiting for the engine to calculate all the places where it can and cannot land.

This results in the fact that Slam simply doesn’t work out half the time. The cone marker marking the landing zone appears only when you are in the air, which is also inconvenient. After the bug fix, it became visible even less frequently, again due to the delay.

In other words, Slam is currently not a very convenient or reliable ability. It doesn’t work as crookedly as the Reaper’s teleportation, which is sometimes impossible to aim properly even in ten seconds (for example, through a window in Lidzian’s garden), but the sensations are close. Get used to not pressing once, but spamming the button until it wakes up.

The second even more blatant bug is damage calculation. At the moment, if you press Slam while standing on a very high platform, you fly down and the maximum damage is dealt - 125. But if you first jump from the same platform or use an uppercut, which in theory should add both height and damage to you, the blow will be weaker - about 90. This is an outright glitch that would be better corrected before Doomfist enters competitive mode.

The slam is also inconvenient because it combines two actions - jumping forward and hitting enemies. If the enemy is closer to you than 7 meters, you will simply fly over him. You have to turn 180 degrees in the air and grab it like that.

In general, you will have to constantly rotate the camera, choosing the direction of the cone, so think about separately calibrating the mouse sensitivity for this hero. Here it is more important to turn quickly than to aim more accurately - the shooter from it is already unimportant.

What he has in common with Genji and Tracer is at least frequent disorientation - you constantly use abilities that quickly move you, and sometimes you don’t have time to reorient yourself, especially in close quarters, or keep track of where the enemy has gone, whom you use the same abilities to thrown up or thrown away.

Slam, like Uppercut and Rocket Punch, does not knock Bastion out of turret mode, but all three of Doomfist's abilities are capable of knocking back enemies in Zarya's bubble (including herself). According to the recently changed rules, a hero covered by a bubble can be knocked back if the source of the “boop” penetrates the shield. That is, Winston’s fists in his ult penetrate, and Lucio’s boop only if he runs up close and literally gets into the bubble with his cannon. The same is true for Doomfist - if he himself stands close to the victim, he will move, but will not receive damage.

Get used to using the slam primarily as a means of transport: avoid a shot, jump to a first aid kit, get to a point faster, and so on. Just keep an eye on cooldowns all the time so you don’t come into the fight empty-handed, wasting everything along the way.

Cooldown: 7 seconds.


Ultimate: Meteor Strike

This ability is probably the most unusual thing in the Nigerian’s kit - there was definitely nothing like it in the game. When activated, you instantly become invulnerable and fly into the sky, even through the ceiling. You see a target on the ground with a diameter of 16 meters that can be moved, it feels like it moves a little faster than the character himself, so in some cases it, like Zen’s ult, can be used for acceleration - saving a captured object, for example.

On the test server, initially the target could capture a point or contest on its own - you are invulnerable, but are considered present at this point, you could even be treated, but all this has already been fixed, so if you are rushing to the point, do not delay landing when you reach it.

It takes less than a second to take off, and you have another 4 to choose your landing spot. Time can be easily tracked by how the circle fills from the center to the edges. With the right mouse button (or whatever is responsible for the Rocket Strike on consoles) you can switch the camera to a top view, the target can climb onto hills and go down into basements, in general you wander around with her like an ordinary character - it turned out that she was quite fat - I couldn’t she could crawl through the very wide gap left from the passage blocked by May’s wall.

After clicking or after 4 seconds, all enemies in the marked radius will be dealt damage, in the center - 300, but it quickly blows away to the edges. However, it is important to remember that even if only a couple of units of damage were dealt to the enemy, for each hit you will receive the same 75 shields, which may be more important. Shields are not affected by damage, they only count affected enemies.

The problem with the ult is that after you click to land, the target becomes visible to everyone - the enemies understand that a forty-five-year-old Nigerian is about to fall on their necks, and they run away.

A second passes between the click and the blow, which allows all attentive opponents to run a kilometer away and aim at your head while you pathetically straighten up in the center of the crater. The Doomfist is invulnerable for a second after falling, but this does not always save him.

In general, the ult is far from overwhelming, it does less damage than Tracer’s Velcro (400 there), it doesn’t build up too quickly, it’s quite difficult to kill someone with it, and making a PTG is even more difficult, although this still happens from time to time.

Try to attack enemies with it who are busy in battle, who will not immediately notice the scream and the reddened ground beneath them. I didn’t shy away from spending my ult on Widows - they don’t move, they look through the sights and don’t see a damn thing around them, so they become an easy target, and they pose a fair problem for Doomfist, since it’s extremely difficult for him to get close to them unnoticed, and even climb up difficult. It’s usually not worth being greedy and saving it for a dream multikill, unless you constantly combine it with the ults of Zarya, Raine or May.

But this does not mean at all that it is useless, you just need to look at it not only as an area nuke. Meteor is Doomfist's most reliable escape; in this regard, it is close to the ults of Winston and Zen. Sometimes it is justified to click on it, just to save your life - for example, when you are in the middle of a successful push and the team can only finish it off with you.

The upside is that it's not difficult to find a nearby enemy to land on within 4 seconds. Someone was killing you at that moment, after all.

Let me remind you that in addition to invulnerability for the time that you hang in the sky (during which your tank or medic can reach the point and can cover/heal you after landing), you will receive 75 shields for each enemy caught under the ult - this will allow you You are guaranteed to live for a couple more seconds, then decide for yourself whether to retreat or push to the end.

And yes, Meteor can save you from falling into the abyss if you figure out how to squeeze it before you touch the level of instant death. You will definitely have a second to decide whether it’s worth it.

Also, Doomfist's ult removes debuffs from you (Zen's discord, Ana's anti-heal).

No one has yet fully figured out how exactly to play for Doomfist and what style of play suits him best. Initially, they took him for a flanker and tried to play him like Genji or Tracer, quickly finding out that this only leads to constant deaths, since, having flown into the crowd and using all his abilities, he has nothing to escape, and 4 seconds until the next Rocket Strike is an eternity, during which they manage to tear it into a hundred small fists.

Firing back after the first four shots is also quite sluggish - almost any other gun in the game is much more effective and accurate. His survivability is rather weak, since his hitbox the size of Africa is no match for the dystrophic silhouettes of the above-mentioned couple.

Sitting in the rear is also of no use to Kulak - there is nothing to shoot from afar, all that remains is something in between that is not entirely clear - to sit with the team, clearly calculate the attack and rush into the enemies, executing the planned combination of attacks without mistakes, then jump back to a safe place. Do not try to wander along the flanks and attack the entire crowd from behind. You can try to catch enemy flankers who have strayed from the herd of medics, or take McCree by surprise as he wanders towards the first aid kit.

The duelist from Doomfist is excellent and one on one he is capable of killing almost anyone, including tanks - not with one combo, of course, but he can finish them off.

The problem starts when you are noticed and focused, surprise is the key here. If you take someone by surprise - he is a corpse, he managed to notice - most likely he will be able to resist or run away. This applies to all heroes to some extent, but for Doomfist, surprise can be the difference between killing three people solo and dying instantly. The problem is that you have to get at least 10-20 meters away from enemies to start a combo, so don’t try to run towards enemies in open areas and hope for a miracle - they will have time to see you and understand what to do with you.


Doomfist's combos can be very different, the most basic ones are a jump, an uppercut, a slam, a jet strike. To run from respawn - hit, uppercut, slam, hit again, adjusted to the landscape of a specific map. Another convenient option: a reactive strike on an open target, then an uppercut and a slam for finishing, attacking other opponents or retreating. You can use a slam and an uppercut and in the opposite order - jump into the crowd, throwing them up, then add an uppercut, then you can use the Jet Strike on the most dangerous enemy or to retreat - the main thing is that the first two abilities charged you with shields and gave you a chance to survive.

When you get used to the combo, start inserting a shotgun shot between your abilities. Shot, uppercut, shot, slam, shot, jet - and so on. The bombard cancels the animation of abilities and does not slow down the combo, although it becomes difficult to do all this, especially considering the need to constantly keep the target at gunpoint.

Place on the team

So what position will Doomfist come into the team for? So far this is also not entirely clear, but the most likely candidate for a replacement looks like Genji, that is, the place of the flanker. No, Doomfist will not flank, he plays in his position, but there is no one else to replace. Soldier/McCree is still needed against Pharah, and if the enemy doesn’t have her, you yourself will need Pharah for splash damage and killing Reapers, May, Symmeter, Torb’s turrets, Bastions, Hanzo and Rats.

Genji is not doing well in this meta due to the popularity of the Diva/Winston pairing, since the monkey does not allow him to live. Doomfist is not an ideal counter to Winston, but he doesn’t kill him as submissively as the younger Shimada. Diva also doesn’t interfere with him much, since all his attacks are hand-to-hand, there is nothing there with the matrix. The shotgun is only a small part of his abilities.

It’s difficult to say about any specific strategies and team compositions yet - they have not yet been invented or tested, but Kulak will be able to change the boring dive meta by starting to mow down flankers with one blow.

A tracer can be caught with a reactive strike quite successfully, and Genji is easily caught at the moment of a naive deflection, which does not reflect a blow to the rear.

As for the game modes, in King of the Hill Fist feels expectedly well, accompanied by cargo - depending on the composition of the teams, but also quite decent on average. The hardest thing for them is to storm fortified points. Turrets, snipers firing from above or from behind shields, approaches under fire.

It is very difficult to maintain surprise, which is key for him, if you just wait until the enemies are distracted by your allies and dive into the chaos of heaps and smalls that is so comfortable for Doomfist. Despite formally belonging to the attacking heroes, Doomfist also feels great in defense - a one-shot is always useful. Just try not to get carried away and not chase enemies far from your allies. Sometimes several kills in a row can really turn your head.



Countermeasures

The very first candidate for the Nigerian headache was Somra - her hack and EMP are most harmful to heroes who are completely dependent on their abilities. Lucio, for example, is pretty useless to hack; his song switch just gets stuck, but they still continue to play. Genji and Tracer have no time for jokes - they turn into a nervous piece of meat. Doomfist has the hardest time, because instead of a cannon he also has a combat pepper shaker. But in a duel with a Mexican, the same surprise decides - who will see whom first. She will hack you on the sly or you will write her into the wall with an intricate pattern.

The Reaper poses a serious danger to you because it is too tenacious, especially when it is healed with vampirism, shooting at your huge rash, it is quite difficult to kill it from a raid, and after the first attack the advantage will be on its side.

May is quite unpleasant for the same reasons, and her walls may not allow you to move away - approaching her is generally quite dangerous, and Doomfist has no other choice.

Widows sitting on a platform that no one on your team wants to take care of is a curtain call, better change immediately. Attempts to sneak up, climb, catch up, finish off will take a lot of time for the sake of one kill, and after 30 seconds she will be back in her nest, everything will have to start again.

I already mentioned the Rat, McCree is dangerous, just like for other heroes who rely on mobility. It’s not so easy to break through your 250 HP plus shields, but he has every chance of finishing you off, so don’t bother, wait until he uses his stun or turns his back.

Pharah is certainly unpleasant, but you have a chance to equalize the difference in height with an uppercut and pin her with a Rocket Punch, with a shotgun you can sometimes chew her out, but it’s better to leave her to the professionals and look for easier targets. Due to the constant jumping, it will not be so easy for her to hit you.

If you need something to counter the enemy Doomfist, take Widow, Reaper or Sombra; your own Doomfist, who can wait until his fellow rushes towards you with a Rocket Strike and catch him with his own, would be a good choice.

It’s ironic that Doomfist’s counters are exclusively his own subordinates – “Claw”, and no one from Overwatch. They don't like the boss too much.

In general, the hero turned out to be at least interesting. Despite the fact that his abilities are similar to others, he plays like no other. They were able to convey the feeling of the power of the killing machine. This is not Sombra, with whom most people still don’t know what to do, or the strange Orisa, this is for once an interesting and dynamic character who is very pleasant to play.

Therefore, yes, he is definitely worth studying, and after mastering, trying to take him in a competitive game, he is a strong hero, capable of constantly taking 2-4 gold medals and carrying the team on himself.

But it will take a long time to teach him for this; for the first 5 hours it will seem to you that you are playing for a jar of Vaseline or Kenny, who is just running from the respawn to the front line, where he is instantly turned into minced meat.

It’s not so easy to study it now - in the Quick Game you take it instantly, in the Arcade there is a mode of 12 doomfists, but there the game goes until the first death, and that can be quite fast, which greatly slows down learning. For some reason, Blizzard removed the “unlimited” mode, where you could take at least 12 Fists according to the usual rules, from the test mode, and has not installed it on the main one. There are still custom games where restrictions on heroes are simply disabled, but every time it’s quite tedious to search for them and check whether other rules are twisted to the point of madness.

If you have a fast computer (you will be the first to see the hero selection screen and the first to click), then just try your luck in the Quick Game. When you get to the warm-up, don’t select a hero right away, just click on the portrait and hold the cursor over “select”, as soon as the “warm-up/waiting” inscription in the left corner disappears, hook. Even if someone took him for a warm-up, he will remain with his nose, since the lineup will be reset at the beginning of the match.

Good luck. As Akande himself says, “Losing only makes me stronger,” try not to become too strong.



Our complete guide on how to dominate as Overwatch's latest hero.

Our Doomfist guide contains ability information, gameplay tips, and everything you might want to know about the new villain arriving in Overwatch.

Overwatch's 25th hero - or rather villain - Doomfist has finally made his way into the game, and he doesn't disappoint. He tries his best to damage his enemies, slam them into a wall, or throw them into the sky. Not only can he deal massive damage, but his abilities allow him to leap across the battlefield with ease, while his Ultimate takes it all to the next level - pick a spot, click, and you'll drop your fists on your enemies with a devastating explosion.

It's tempting to go forward as an aggressive melee character, and it's easy to put yourself in a dangerous position when you don't need to. To play Doomfist well, you must be patient and wait for the right opportunities - when they come, you will be virtually unstoppable.

To help you identify these points and master this hero, we've put together a comprehensive Doomfist guide that will help you get the most out of this criminal hero from the start and ensure you make the right decisions in the thick of battle.

Since we are also learning it, we are constantly updating this article as we learn new strategies or tips. For now, everything you find here should give you an edge when playing as him.

Was there a chance to play for him? Got any tips and tricks? Let us know about them in the comments section below and we'll include them in the next update!

The arrival of Doomfist should shake up the meta, which is increasingly leaning towards dive picks. We're looking forward to seeing how he fits into the competitive mix as time goes on, and whether he can topple any of the main characters at this point.

Doomfist Abilities

Below you'll find a simple breakdown of how each of Doomfist's abilities works, with tidbits of advice on how to take advantage of them. If you come across a strategy tip, there is a section underneath it that talks about how it applies to certain situations.

[LMB]– Bombard – Short-range weapon with spread. Recharges automatically.

[RMB]– Rocket Punch – Hold to charge, then release to fly forward and knock your opponent back. Damage increases if the enemy hits a wall.

[LSHIFT]– Uppercut – throw the enemy into the air.

[E]– Earthquake – Jump forward and slam the ground, knocking down enemies near you.

[Q]– Meteor Strike – Press Q to jump into the air. Move the target circle, then click LMB to enter the target area.

[Passive]– Best Defense – Generates temporary personal shields when he deals damage with skills.

Doomfist origin trailer

As soon as Doomfist hit the Overwatch PTR, Blizzard released an origin video for this new character. You can watch it here:

- Don't underestimate the Bombarda, as it does decent damage - especially at close range. Focus on getting your shots straight before you try other abilities!

– We think Doomfist is better played as a hero who singles out a target (or two) and rips them apart in a single burst of damage. It's easy to think you're invulnerable when jumping into fist fights, but force yourself to question whether every decision will leave you invulnerable.

– The uppercut is not just a tool for dealing damage, we recommend using it as a way to easily reach high points.

– When you have an enemy in mind, this basic combo sequence guarantees a good attack: Uppercut, Tremor, Rocket Punch, Bombard. Of course, this is just a basic example and you can mix it up depending on the situation.

– The Rocket Strike is a great way to quickly close the gap between you and your opponent. Don't feel like you need to charge it to maximum, sometimes it's better to use half the power to finish off low health enemies or fly short distances.

– Meteor Strike is an ability that is better used to get into an advantageous position instead of just focusing on killing enemies. This is an easy way to get to the enemy team's back line and collect vulnerable supports or low health targets.

– Since Doomfist thrives in fist combat, one of the elements to use is patience. Try to avoid fights and don't force yourself on the enemy as much as you can without your own team to back you up. He's not a tank, so he doesn't have the health pool to get away from them! Instead, wait and wait for the moment to attack.

– Tremor is another distance reducer, but also good for dealing damage to multiple enemies. Try to use it when enemies are grouped together and they will of course be afraid to stand together again.

– Many of his abilities aren't just good for aggressive play, they're also great for disengaging. Save Tremors or Rocket Punch when you're in front of an enemy and wait until you figure out how to win. If it doesn't work out well, use them to win.

Here's a great video that describes how to play smarter on Doomfist:

Compatibility

Below you will find out who Doomfist is especially strong and weak against, with a brief explanation of the reasons.

Strong against

  • Reinhardt
  • Torbjorn
  • Symmetra

Since Doomfist is extremely mobile, he will naturally counter those who cannot reach him. Heroes like Torbjorn and Ana simply don't have the tools to dodge or react to Doomfist tricking them.

Tanks like Diva and Reinhardt are not only susceptible to his mobility, but also cannot block his damage. They're both tanks that are made to soak up ranged damage, but when it comes to getting it in the face, there's nothing they can do about it.


Weak against

  • McCree
  • Sombra
  • Orisa
  • Zenyatta
  • Widowmaker

Since Doomfist is a melee-oriented hero who relies on closing the gap between enemies, he is vulnerable to enemies who can disable his abilities or kill him from a distance.

Orisa is exceptionally strong against Doomfist, especially since she can stand still and shoot him as he rushes towards her. Let's not forget her ability to Stand!, which makes her an immovable object - perfect against an irresistible force.

Sombra is perhaps the hardest counter, as with the click of a button she can disable everything Doomfist relies on - mobility. McCree's flashbang also works in a similar manner, capable of stopping an aggressive Doomfist in his tracks with a well-timed bullet to the head. Don't even think about fighting May or Reaper unless you like being constantly frozen or dying to shotgun blasts in an instant.

Heroes like Zenyatta and Doom Doom are fragile, but that's the hard part for them. As Doomfist travels through space while being mobile, there is often downtime as he waits for his cooldowns to pass so he can launch himself around the map again. It is at these moments that Widowmaker can fire a devastating shot, or Zenyatta can pounce on him with several balls in his face.

Doomfist skins, victory poses, emotes and lines

Here's a breakdown of everything you can unlock for Doomfist.

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