Recently freed from imprisonment, Doomfist is determined to plunge the world into a new conflict that he believes will make humanity stronger.
Any suggestion or criticism is Welcome.
Stats
Health: 1800 Health Regeneration: 5 per Second Attack Damage: 80 Attack Speed: 4 per Second, with 1 Second Downtime. *( Similar to Genji)
Combat Trait
1
The Best Defense...
Passive
Doomfist generates temporary Shields equal to 150 ( +4% per Level) Health for every Enemy Hero hit with his Abilities. Shields can last for up to 5 Seconds and the Duration is refreshed every time he Deals damage with an Ability. Shields can stack up to 50% of his Health.
Primary Abilities
1
Rocket Punch
Active Cooldown: 8 Seconds
Upon activation, Doomfist becomes Slowed by 50% and he starts Charging up his Fist for up to 4 Seconds, Doomfist is slowed for as long as he is Charging. Upon another Activation, Doomfist launches him self on chosen Direction. If he collides with an Enemy, he stops his launch, Deals 100 ( +4% per Level) Damage and Knockbacks the collided enemy by 2 Units. If the Knockbacked enemy collides with Wall/Terrain/Hero, they are Stunned for 1 Second and they take an additional 150 ( +4% per Level) Damage, as well as any nearby enemies. If no Enemies or Wall/Terrain is on Rocket Punch's way, Doomfist will propel himself for up to 2.5 Units. Every Second of Charging increases [Q]Rocket Punch's Damage, Knockback and Distance by 50%, this Effect is Maxed out at 2 Seconds.
*When Charging Up, Direction of Punch follows your Cursor and so does the Slowed Doomfist.
2
Seismic Slam
Active Cooldown: 10 Seconds
Jump a short Distance and Deal 125 ( +4% per Level) Damage to enemies in frontal cone Slowing them by 90% for 0.5 Seconds. Cannot go over Walls/Terrain.
*Not in a sense of Genji's jump on location, its more like Tracer's Dash so it doesn't allow going over Terrain/Walls.
3
Rising Uppercut
Active Cooldown: 12 Seconds
Deal 175 ( +4% per Level) Damage to all close enemies infront of you, Knock them Back by 1 Unit and launch yourself up in the Air for 1 Second. While you are in the Air you are Unstoppable and your [Q]Rocket Punch and [W]Seismic Slam are Empowered:
[Q]Rocket Punch can now go over Walls and Terrain but it only hits enemies that are on the far end of the Charging distance.
[W]Seismic Slam can now go over Walls and Terrain and its Distance is Increased by 100%.
Heroic Abilities
1
Meteor Strike
Active Cooldown: 100 Seconds
Upon Activation, Leap into the Skies making you Invisible and Invincible for up to 5 Seconds, you can Move your Land Location with 50% Reduced Movement Speed while in the Skies. Upon Another Activation or after 5 Seconds, Land on Chosen Location, Dealing 200 Damage for Each Second spent in Skies to all enemies on Land Location. Damage is Increased by 100% in the Central Circle.
*Enemies can see your Landing Location only once you chose it.
2
Shockwave
Active Cooldown: 50 Seconds
Strike ground with your Fist making Shockwave that Deals 100 ( +4% per Level) Damage to all Enemies hit around you. Shockwave grows each Second from its Central Location for 5 Seconds. Each Second Increases its Damage to enemies hit at that time by 100 ( +4% per Level).
*Imagine Thrall's Earthquake Area, now Imagine Doomfist casting this in the center of it, then Imagine Circular Shockwave that grows to whole area and deals damage to enemies on its path.
Talents
Level 1
[Passive]...Is Offense- Quest: Generate 10.000 Shields with [D]The Best Defense.... Reward: Increase Shield Stacking Limit from 50% to 75% your Full Health.
[Q]Turbo Punch- Quest: Hit and Collide enemy Heroes with [Q]Rocket Punch. Reward: After Hitting 15 Heroes, Reduce the Cooldown of [Q]Rocket Punch by 2 Seconds. Reward: After Hitting 30 Heroes, Increase Charging Up Speed of [Q]Rocket Punch by 50%.
[E]Descending Downfall- Quest: Hit 50 Heroes with [E]Rising Uppercut. Reward: Further Empower:
[Q]Rocket Punch now hits enemies at all distances when used with [E]Rising Uppercut.
[W]Seismic Slam now Roots all enemies hit for 1 Second when used with [E]Rising Uppercut.
Level 4
[Active]Doomfist Gauntlet-
Activate to make next Basic Attack Melee and to Deal 250 ( +4% per Level) Ability Damage to all enemies near targeted one. Cooldown is 30 Seconds and every enemy Hero Hit with this Basic Attack will reduce the Cooldown by 5 Seconds.
[Q]Wall Crack-
Increase Stun Duration on enemy that collided with wall to 1.5 Seconds and Damage they take upon collision by 50%.
[W]Big Drop-
Increase Jump Distance by 50% and Increase Slow Duration to 1 Second.
Level 7
[Q]One Punch-
If [Q]Rocket Punch damages only one enemy Hero, its Cooldown is reduced by 4 Second.
[W]Earth Shatter-
Increase Wight and Length of [W]Seismic Slam by 40%.
[E]Level of a Skyscraper-
Increase Knockback Distance of [E]Rising Uppercut by 100% and you are now staying in Air for 1.5 Seconds up from 1 Second.
Level 10
[R]Meteor Strike-
Upon Activation, Leap into the Skies making you Invisible and Invincible for up to 5 Seconds, you can Move your Land Location with 50% Reduced Movement Speed while in the Skies. Upon Another Activation or after 5 Seconds, Land on Chosen Location, Dealing 200 Damage for Each Second spent in Skies to all enemies on Land Location. Damage is Increased by 100% in the Central Circle. Cooldown is 100 Seconds.
[R]Shockwave-
Strike ground with your Fist making Shockwave that Deals 100 ( +4% per Level) Damage to all Enemies hit around you. Shockwave grows each Second from its Central Location for 5 Seconds. Each Second Increases its Damage to enemies hit at that time by 100 ( +4% per Level). Cooldown is 50 Seconds.
Level 13
[Active]Pure Strength-
[Active]Doomfist Gauntlet deals 50% more Damage to main target and now, it Knockbacks the main target by 5 Units. This can only be picked if you chose [Active]Doomfist Gauntlet on Level 4.
[Q]Full House-
[Q]Rocket Punch can now hit and carry multiple enemies and Heroes with him to the wall. Every Enemy Hero caught will Increase Impact Damage with the Wall or Terrain by 20%.
[E]No Effort-
If [E]Rising Uppercut hits no enemies, its Cooldown will be reduced by 10 Seconds.
Level 16
[Passive]In the Ring-
Basic Attacks now Additionally deal 0.5% of Enemy Hero's Full Health. That Damage is Fully Transformed into Shields for [D]The Best Defense....
[W]Intense Shaking-
If [W]Seismic Slam hits only one enemy, its Damage is Increased by 300%.
[E]Knockout-
[E]Rising Uppercut will now Stun target for 1 Second if enemy was Slowed, Rooted or Stunned.
Level 20
[R]World Shaker-
Increase Radius of [R]Meteor Strike by 50% and reduce its Cooldown by 20 Seconds for every enemy Hero hit.
[R]Sonic Boom-
Increase Growth Speed of [R]Shockwave by 100% and now each 0.5 Seconds of growth will Increase Damage.
[Active]Punching Bag-
Increase Cleave Radius of [Active]Doomfist Gauntlet to nearby enemies by 50% and now [Active]Doomfist Gauntlet has 2 Charges. This can only be picked if you chose [Active]Doomfist Gauntlet on Level 4.
[Passive]Cheat Code-
If you use [Q], [W], [E] in this order within up to 5 Seconds spread from one another, their Cooldown will be reset after completing sequence. This effect can occur every 30 Seconds.
It's pretty great overall but my issue is that his trait is the same as Kerrigan's. I know that's what he has in OW but they won't add two Same traits because it comes of as lazy. I suggest that you change it so it instead provides a fixed amount of shields for every hero hit by an ability. This will make it more accurate to the ow version and make the trait at least somewhat unique.
Thank you for feedback! I absolutely agree that his Trait should be different, your suggestion seems very interesting! I am going to change it in next update of Doomfist. :)
Cool ideas, something i noticed is his basic abilities (mainily W and E) deal very low damage, and there are no talents at 1/4/7 that give pure damage to one of these abilities. The damaage of the basic abilities needs to be increased, or perhaps instead increase the shield to give 50% baseline but only from enemy heroes? The heroics are great too. Keep it up!
Thank you for feedback! :D
I agree with you that the damage is low and I think it should be higher.
I think I was a little bit more cautious with his numbers because people often tend to believe Doomfist would be OP in HotS like he was OP for a while on OW, but now that he is not that scary in OW, I think his numbers could go up as it comes to those abilities.
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I agree with you that the damage is low and I think it should be higher.
I think I was a little bit more cautious with his numbers because people often tend to believe Doomfist would be OP in HotS like he was OP for a while on OW, but now that he is not that scary in OW, I think his numbers could go up as it comes to those abilities.