Doomfist by Cooler39140

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Doomfist

By: Cooler39140
Last Updated: Aug 24, 2017
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Doomfist

The Successor

"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. He possesses great strength and agility himself, even without his gauntlet.

In Heroes of the Storm, Akande is a powerful brawler who's capable of dealing huge damage through his combos and gaining shields for survival, especially near walls. He also has his weapon that deals more damage the closer enemies are and may not have much ammo, but he doesn't need to reload it. Finally, his Meteor Strike is a flexible tool to either deal huge AoE damage or to reposition with safety.

Combat Trait

1
[D1] The Best Defense...
Whenever Doomfist deals damage to enemy heroes with his abilities, 40% of that damage is granted as a shield that absorbs that much. The shields can stacks, last 10 seconds and decay overtime.
2
[D2] Hand Cannon
Doomifst's weapon is Hand Cannon. It's a short to medium ranged weapon with a quite large spread that throws a burst of 6 pellets from it. Each deals 42 (+4% per elevel) damage to the first enemy hit.

Additionally, he can do basic attacks while moving and has 4 ammo. Unlike other heroes with reload, Doomfist only restores 1 point of ammo every 0.75 seconds, but he reloads his weapon automatically.

Primary Abilities

1
[Q] Rocket Punch
Active: Doomfist channels for 4 seconds, during which he's slowed by 80%. After 4 seconds or after casting this ability again, Doomfist charges in a straight line in 300-700 range, dealing 123-195 (+4% per level) damage to the first enemy hit, knocking them away in a straight line and stunning them for 0.25 seconds. The damage is increased by 50% if that enemy collides with terrain.

Both damage and range distance charge up to max in 1.5 seconds, regardless of how long you're channeling. Also, this ability charges 5% of your ultimate, doubled to 10% if the enemy hit contacts with terrain.


(6 CD)
2
Rising Uppercut
Active: Doomfist knocks himself up into the air to then gain 20% movement speed and ignore terrain collision for 3.5 seconds or until he casts another ability. During that time, he can still cast his abilities.

If this ability hits an enemy hero up close, they take 56 (+4% per level) damage also get knocked up and also knocked away in the same direction as Doomfist.


(10 CD)
3
[E] Seismic Slam
Active: Doomfist leaps in a straight line in 300 range to deal 65 (4% per level) damage to all enemies in a pretty long trapeze area and pulling them slightly towards Doomfist in 0.6 seconds.

The damage and range of this ability are increased by 50% if Doomfist has the movement speed bonus active provided by Rising Uppercut.


(10 CD)

Heroic Abilities

1
[R] Meteor Strike
Active: After a second, Doomfist leaps towards an area, and can control the landing impact by moving while in air. The landing impact is a 800 circular range with a 400 inner circular range that increases the width to 800 in 4 seconds. In other means, Doomfist is also in the air for 4 seconds.

After 4 seconds or after casting this ability again, Doomfist lands in the epicenter of the area within a second, dealing 421 (+4% per level) damage to all enemies in the inner area and 210 (+4% per level) damage to all enemies in the outer area.


(Can't be cast unless you charge it up to 100% by dealing damage. Also usable straight from level 1.)

Talents

Level 1


[W] Beat Down
Increases the damage of Rising Uppercut by 100%.

[D2] Accurate Pellets
Reduces the Hand Cannon's spread by 20%.

[Q] Stay Down
Increases the damage of Rocket Punch by 25%. This bonus doesn't apply to enemies that collide with terrain.

Level 4


[E] Magnetic Slam
Seismic Slam has the leap range increased by 25%, area's length by 40% and the area's width by 20%.

[E] Combo Breaker
Quest: Deal damage to enemy heroes with Seismic Slam while having the movement speed bonus provided by Rising Uppercut.
Reward: After hitting ten heroes, reduce the CD of Seismic Slam by 1.5 seconds.
Reward: After hitting 20 heroes, reduce the CD of Seismic Slam by additional 1.5 seconds and the CD of Rising Uppercut by 3 seconds.

[E] Electric Field
Seismic Slam leaves a field of the same trapeze size that explodes after 2 seconds, dealing 59 (4% per level) damage to all enemies on the field and pulling them towards where was Doomifst aiming at.

Level 7


[D1] Shield Carapace
The Best Defense... can now be activated to gain a shield that absorbs 350 (+4% per level) damage over 10 seconds and decays overtime. This effect has 20 CD.

[D1] Enduring Shields
Increases the amount of shields granted by abilities by 10% and increases their duration by 6 seconds.

[D2] Immoblizing Pellets
Each pellet slows the enemy hit by 2.5% for 1.5 seconds.

Level 10


[R] Try Me
Enemy heroes hit in the inner area by Meteor Strike are stunned for 1.5 seconds. Enemy heroes in the outer area are stunned for 0.75 seconds.

[R] Boulder Smash
Reduces the time Meteor Strike takes to reach the full range of it's inner area by 50%.

[R] Rescue Fist
If the Doomfist's Health drops below 25%, he instantly charges Meteor Strike. This effect has 90 CD.

Level 13


[Q] Relentless Punch
Enemies hit by Rocket Punch are slowed by 20% for 2 seconds. If they collide with terrain, they get slowed by 50% for 2 seconds after the stun expires.

[Q] Incoming!
Increases the range of Rocket Punch by 50% and reduces the time to reach maximum range and damage bonus by 50%.

[W] I'm in the Rhythm
Your hero deals 25% more damage and generates 25% more shields while having the movement speed bonus provided by Rising Uppercut.

Level 16


[D1] ...is the Best Offense
Your hero deals 10% more damage and has 20 Armor while having any shield provided by The Best Defense....

[E] Nowhere to Hide
Seismic Slam now has a circular area around Doomfist, and enemies are stunned for 0.25 seconds after getting pulled.

[D2] Executioner's Pellets
If Doomfist attacks a hero that is slowed, rooted or stunned, he increases each of his pellet's damage by 5% for 3 seconds.

Level 20


[R] My Work is Not Done
Doomfist now charges his Meteor Strike by 20% for each enemy hero it hits.

[D1] Fusion Shields
Quest: Absorb 10000 damage with shields provided by The Best Defense..., including the damage already absorbed.
Reward: Your abilities now deal additional damage equal to 80% of your actual shield value.

[D2] Oppresive Pellets
Each pellet reduces Doomfist's basic ability CD by 0.25.

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