Full hero image of Doomfist
heroes
Updated
8. Feb 2017
Full hero image of Doomfist
Difficult
Difficulty

Doomfist

Hero Type – Offensive/Attack
Added
27. July 2017
Healthpool
250
Health
Quickinfo
Dive Comp

Attacks

THE BEST DEFENSE...

Attack Type
Passive ability
Passive Buff
Generate additional temporary health (shield) when hitting enemies
Duration
-3 shield/second (1 second delay before degeneration)

A maximum of 150 shield can be gained from this passive ability.

Rocket Punch generates 30 shield when enemy hit.

Seismic Slam generates 30 shield per hit enemy in the area-of-effect cone.

Rising Uppercut generates 30 shield per hit enemy.

Meteor Strike (Ultimate) generates 75 shield per hit enemy. Two enemies are enough to hit shield cap of 150 shield.

When being damaged at the same time the shield is generated, the shield gets immediately absorbed and reduces the damage taken.

Doomfist generates temporary personal shields when he deals ability damage.

Hand Cannon

Attack Type
Shrapnel projectiles
Damage
6 dmg/pellet (66 dmg/round)
Headshot Damage
12 dmg/pellet (132 dmg/round)
Ammo
4 charges
Number of Pallets
11 pellets/charge
Reload Time
0.65 seconds/charge recovery rate
Doomfist fires a short-range burst from the knuckles of his fist. Its ammunition is automatically regenerated over a short time.

Seismic Slam

Attack Type
Arced area-of-effect pull-in attack
Damage
49-100 dmg per hit enemy
Area of Effect
9 m arced cone
Max Range
9 m forward (from ground)
Cooldown
7 seconds

A targeting reticle highlights the possible reach of the attack on the ground in the direction of the cursor. The higher you are, the further the range of the ability.

The amount of time it takes to connect the attack with the ground, increases the attack damage to a maximum of 100 damage.

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

Rising Uppercut

Attack Type
Catapulting vertical boost knock-up
Damage
50 dmg
Max Range
~8 m vertically
Cooldown
7 seconds

When reaching the end of the vertical boost up, Doomfist momentarily slows down his fall for better combination with his other abilities.

Rising Uppercut can be nicely combined to achieve a longer range with Seismic Slam.

Doomfist uppercuts enemies in front of him into the air.

Rocket Punch

Attack Type
Chargeable forward boost knockback
Damage
100–250 dmg (full charge)
(100 dmg on ability hit + 150 dmg on wall hit follow up)
49–98 dmg (no charge)
(49 dmg on ability hit + 49 dmg on wall hit follow up)
Max Range
21 m
Falloff Range
11 m
Cooldown
4 seconds

Only one target can be hit per ability use.

Rocket Punch briefly stuns the target when hit and can interrupt certain abilities and ultimates the same way McCree’s Flash Bang can.

You can keep your momentum to cover more ground, by jumping right at the end of Rocket Punch.

Rocket Punch can be interrupted by enemy stuns. But isn’t affected by enemy knockbacks.

Rocket Punch penetrates Reinhardt’s and Orisa’s barriers knocking them back through it.

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

Meteor Strike

Ultimate
Attack Type
Damaging area-of-effect attack
Damage
30–300 dmg (300 dmg max. dealt inside center circle. Outside the center circle damage is falling off from 220 to 30 dmg)
Area of Effect
8 m radius
Max Range
55m
Casting Time
2 seconds (max. 5 seconds)

Doomfist ultimate can’t be interrupted by any character ability.

Meteor Strike can even be used inside buildings and rooms.

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

Counters

It is important to note, that the amount of “strong against” characters is not reflective of this characters strength in battle. The "strong against" and "weak against" list is supposed to show that there is a light/strong advantage or disadvantage against certain characters.

Strong against

D.Va
Reinhardt
Winston
Brigitte

Synergy with

Zarya

Weak against

Genji
McCree
Pharah
Soldier: 76
Sombra
Hanzo
Widowmaker
Roadhog
Heroes