Introduction Top
Author
I am Highwalker, I've been playing Heroes of the Storm since Alpha. My background is in League of Legends, which I played since Beta, with multiple seasons finishing Gold. I have worked for Solomid as an Author and Moderator.
Guide Release: May 26, 2017
Hero
D.Va is my absolute favorite hero in Overwatch and her introduction to HotS left me with a renewed love for the game. Not that she is anything spectacular, simply that I love everything about her. Her attitude, her voice, her story, the way she plays, and her emojis.
D.Va embodies both of my favorite and most played roles, Warrior
Mech Mode and Assassin
Pilot Mode. Though she doesn't offer any hard CC she does have a very useful kit for saving fellow heroes, both with her knockback from
Boosters and the damage mitigation from
Defense Matrix plus the optional slow on Matrix from the Tier 3 talent Dazer Zone. This paired with her zoning ability from
Self-Destruct make her a worthwhile hero, though not a main tank. In pilot mode you essentially sacrifice 50% health for 50% damage. Initially pilot mode lacks anything aside from an auto-attack (which is deceptively strong) and no mobility, with a 45 second cooldown to
Call Mech. This is one of the reasons D.Va is fairly weak early game. D.Va's strongest in the lategame with full talents, far and beyond her early game capabilities. Getting caught out of position in pilot mode early game is almost an absolute guaranteed death. This will bring us to the first chapter.
D.va's two heroic options
Big Shot and
Bunny Hop are what essentially set the two builds apart.
Pros
- D.Va is one of the best zoners in the game
- D.Va's pilot build has very high dps potential
- D.Va is a lategame hero, with very high potential at level 20+
- D.Va has two health bars, one in
Mech Mode, one in
Pilot Mode
Cons
- D.Va is a bruiser, not a main tank
- D.Va is extremely vulnerable in pilot mode
- D.Va struggles early game
- D.Va has mediocre waveclear
Ability Overview Top
Meka
Mech Mode Trait is one of D.Va's two modes, this one obviously inside her mech. The auto-attack for Mech is an AoE that ticks quickly (4 attacks/second) in a rectangular box surrounding of her target. Mobility in Mech Mode is extremely subpar, and if not for Boosters would be nonexistent. This mode is great for zoning and peeling, using Boosters and Defense Matrix to protect your team.
Boosters Q is your go to movement ability. This guide focuses on either
Rush-down or
Hit the Nitrous depending on the map. It can be used to initiate or to peel enemies off your allies. It can also be used with Self-Destruct to boost the exploding mech farther.
Defense Matrix W is an AoE damage mitigation ability. This guide focuses on the
Dazer Zone talent which adds a slow to Defense Matrix. This ability is best used on assassins as they deal the most damage, and are often the best targets to slow, though it can be used just as much for its mitigation as it can for the slow once talented.
Self-Destruct E is a high damage, massive AoE zoning ability with a knockback. Though it feels like a heroic, it basically acts like Tracer's
Pulse Bomb as it charges with basic attacks however it also gains charge based on the damage your mech takes. It can be used with boosters to position the blast. Your Call Mech ability is automatically off cooldown after the mech detonates.
One noteworthy feature about Self-Destruct is that if used, the enemy team will not get experience for destroying your mech.
Bunny Hop R is an AoE slow centered on D.Va. You can move freely while hopping, which is great for holding enemies close. You can also interrupt Bunny Hop with Self-Destruct. Pairs great with creative uses of Self-Destruct.
Pilot
Pilot Mode Trait is D.Va's other form. In pilot mode D.Va uses her pistol, which has the same attack speed as her mech's mini-guns at 4 attacks per second. Each attack reduced the cooldown of Call Mech by half a second. This is how you get mech back. Pot shots at non threatening targets. Works on walls.
Call Mech E is the panic button, essentially. Once you Self-Destruct you can Call Mech for immediately after detonation. This ability
is not instantaneous. If stunned or silences from Call Mech, it gets a 5 second cooldown. Big Shot also reduces the cooldown, but only against heroes.
Big Shot R is a long ranged burst damage skill shot. It has a short cooldown, which is why I say the damage is so considerable. It can be spammed rather nicely. D.Va remains stationary during the short delay when firing Big Shot. Use it from a distance and make use of its long range. Great for clearing waves, objectives, poking, and being a totally badass little korean girl.
Torpedo Dash Q is a long range movement ability. It is a skill shot which allows D.Va to lunge in the target direction. It has a long cooldown at 12 seconds, however it should most often be used for safety and repositioning. Available at level 16 it is a late pick up but it increases the safe uptime of pilot mode a ton.
Early Game Top
D.Va's early game is admittedly weak. Though capable of a one on one solo lane thanks to her two health pools, she struggles to deal significant damage in comparison to most heroes. Likewise, her basic attacks are AoE which is helpful, but deal low damage. Meaning her siege potential is very low. The main focus of early game is to soak, meaning to be in the lane getting the experience from the minions.
The other main priority is to protect your turrets and fort. The simplest explanation for this is to harass the enemy laner as much as you can while also ticking away at the opposing minion line. If pushed in, you can use your
Boosters for a little damage on the minion line and also to push attacks away from your fortifications. In the event you lose the mech, your best bet is to play 100% defensively while in pilot mode. Use the pistol to maintain the minion wave and harass when it is safe to do so. Do not extend in lane too far while in this mode, as a gank will decimate you.
While fighting for objectives early game you want to act as a buffer between the enemies and yourself, but you must be cautious as getting caught out in pilot mode will not end well for your team, unless kills have already been secured.
Boosters help against soft CC but against a stun they do precious little. When you pop out of mech, you want to be far from the threatening range of enemies. Using your pistol while you can (when the big enemy cooldowns have been used already) to lower the time on call mech and also either help the objective or harass enemy heroes.
Early game pilot mode is much better for dps than mech mode on single target objective, like the Immortals. Likewise, utilizing the pistol while it is safe and running through your pilot health bar before swapping into your Meka is advised. Again, when it is safe to do so. Otherwise you are a massive liability.
When selecting a lane, keep in mind that D.Va's mobility in mech mode is trash, boasting an 85% movespeed and
Boosters anywhere from 5 to 10 seconds in between. This means you want usually to be top on Sky Temple, for instance, between both points of contention.
Keep in mind
Self-Destruct is also a great tool for the early objectives as it forces the enemies to split or retreat. It can be used most obviously to zone, also referred to as area denial. This is helpful when trying to clear the beacons on
Braxis Holdout or the temple platforms on
Sky Temple, for example.
Mid Game Top
D.Va's mid game is definitely better off than her early. With the increased charge on
Self-Destruct and the bonus of heroic abilities (
Big Shot or
Bunny Hop) you pose much more of a threat. Deciding whether to go for the pilot build or the mech build basically depends on a few things: is there an Illidan? If so, mech build. Is there an abudance of stuns? If so, go mech build. Do your dps heroes need peel? If so, go mech build. Otherwise, go for the pilot build. I believe pilot is the superior build. Mid game is heavy on objectives and D.Va's main role here is either secondary DPS in pilot mode or zoning in her Mech. With the push from
Boosters and the slow on
Defense Matrix D.Va excels at zoning. Especially with the added follow-up or initiation from Bunny Hop. In pilot mode during mid game, you want to utilize your range as much as possible and aim to hit Big Shot on enemy heroes as much as possible to get
Call Mech up for safety.
A well placed and well timed
Self-Destruct can be huge for capping a point or clearing a zone. Likewise, it can be used to take pressure off of a hotly contested area to regroup. After self destructing, it is optimal to get as many pistol shots as you can out, however not at the risk of dying. that is the fine line. If you get interrupted calling in your Mech, there is a cooldown before you may attempt it again. This makes Mech timing very important, and also means that tracking your enemies stuns and silences will be colossal in your overall survival in pilot mode. With the Mech build this issue is alleviated once late game is underway with the level 20 talent
MEKAfall. With pilot mode this issue is alleviated from the level 20 taslent
Torpedo Dash to position away from such things.
Due to her low mobility in mech mode, D.Va should be sticking to one are or objective as it often takes a ton of time to traverse to other points (unless you are in pilot mode and can mount up). Likewise on maps like Sky Temple where the location of the objectives change each time, you want to be conscious of your placement between objective spawns.
Late Game Top
Late game meaning beyond level 16. At this point you are basically death-balling with your party, be it camps or map objectives. On larger maps you can definitely notice a difference if you didn't take
Rush-down this point in the game will suck as you rotate constantly with team. This is basically team-fighting territory. Make use of all of your tools.
In mech mode use
Boosters to initiate or peel. Protecting your healer is paramount. Zoning out an enemy
Valeera for instance. Bear in mind that Valeera will pose a massive threat to you in pilot mode. Using
Defense Matrix to block damage if you dive too deep is good for retreating back to your team. Likewise it is a key component for protecting you healer and dps from their dps heroes. Almost anytime the mech is about to die,
Self-Destruct will allow you to clear out a large area, allowing your team to regroup or isolate an enemy. Likewise, it will ensure you get a mech delivery right after it explodes. With mech build using
Bunny Hop effectively with Self-Destruct can be massive. Whether you use it to draw them in, then pop Destruct, or if you first use Self-Destruct and use to Bunny Hop to glue down the dps as they engage.
Late game pilot mode plays one of two ways: You have one long cooldown escape and you hit like Optimus Prime
or you stick to the fringes and retreat at the first sign of threat, waiting to either secure a kill / get
Call Mech back up with autos. Pilot build you can use
Torpedo Dash to reposition, and almost exclusively as an escape unless your team has a good advantage (i.e. no hard CC threats present). Mech mode you are a sitting duck while attacking, as orb walking / stutter stepping slows down your dps. Pilot build makes use of
Big Shot with a long range poke that lowers mech cooldown. Additionally once you have Pew Pew Pew this long range damage and cooldown reduction peak. With the pilot build you want to maintain pilot mode as much as possible, but you should balance charging Self-Destruct as well. Having Self-Destruct up is always good, its basically a free health bar.
Pew Pew Pew Talents [Pilot Build] Top
Talents
Tier 1 - In my opinion this is 100% dependent on the map you are playing. Both options enhance
Boosters Larger maps I would opt for
Rush-down. Smaller maps I would opt for
Hit the Nitrous.
Tier 2 -
Bring It On is the obvious choice here in my opinion. The increased uptime for
Self-Destruct is effective for objectives, the key to the game. This will help you charge faster simply by taking damage, which is an inevitability.
Tier 3 -
Dazer Zone adds a slow to
Defense Matrix which means another CC ability to your kit, which means a 50% increase in tools to crowd control. This is likely your go-to talent, though the Nuclear Option talent is tempting for pilot build, as you will later have some mobility. Nuclear Option is also immensely powerful when paired with heroics like Zarya's Graviton Bomb or Zeratul's Void Prison. Granted those take communication, leaving Dazer Zone as your usual pick here.
Tier 4 - This is where the builds begin to differ.
Big Shot is a decently powerful, long ranged skillshot with a short cooldown. It also has the added effect of lowering the cooldown of
Call Mech by 8 seconds for each hero hit, which is a massive reduction if you land it on two or more heroes. It does have a short wind-up, however, so be wary of that, as your pilot mode has no mobility at this point.
Tier 5 -
Ablative Armor is my preferred talent here. The reduction will allow you more uptime in your mech and give you a bit more say in when to eject with
Self-Destruct, or simply more time to position if your mech is destroyed. Many players opt for Expensive Plating with the pilot build, but I find that lengthening the cooldown requires a much more consistent hit with
Big Shot and, honestly, everyone misses skillshots from time to time. Also without mobility from a later talent, this is a liability until level 20. Both options are good, soild picks, however Ablative Plating leaves more margin for error where Expensive Plating leaves less margin.
Tier 6 -
Torpedo Dash is absolutely necessary for survival in pilot mode. It is a long dash with a long cooldown, so timing the use of this ability is crucial. Whether you use it to chase and secure a kill (risky) or using it to avoid an AoE or CC is ultimately what can make or break you. I only recommend using
Torpedo Dash to chase if you are close, if not ready, to
Call Mech.
Though I find
Suppressing Fire to be tempting, it is a talent that cannot be utilized in the same fashion. Perhaps if you have a strong frontline and someone who is dedicated to peeling for you, you could kite enemies with it. I've tried it out and found
Torpedo Dash is the better, more consistent pick.
Tier 7 - Pew Pew Pew is the name of the game. This is what adds more kick to D.Va's long ranged 4 second cooldown and also makes it much faster to secure the mech after being destroyed. With a few good hits, the cooldown burns away in very little time, giving you a much more secure window between losing mech and reacquiring it (for safety).
This heroic upgrade is what makes Expensive Plating (Tier 5 talent) seem very desirable. Each of the three pulses that Big Shot fires will lower the cooldown of
Call Mech. However this requires you to hit a few Big Shots and get your basic attacks in to secure your mech. Easier said then done.
Another solid talent here is
MEKAfall, since it makes your
Call Mech instant, which tightens the window between danger and safety. Granted it is a different kind of utility than the cooldown burn from Pew Pew Pew, its definitely a strong pick against those enemies who heavily threaten pilot mode D.Va.
Hop Hop Hop Talents [Mech Build] Top
Talents
Tier 1 - Again 100% dependent on the map you are playing. Both talents enhance
Boosters. Larger maps I would opt for
Rush-down. Smaller maps I would opt for
Hit the Nitrous.
Tier 2 -
Bring It On is the obvious choice here in my opinion. The increased uptime for
Self-Destruct is effective for objectives, the key to the game. This will help you charge faster simply by taking damage, which is an inevitability.
Tier 3 - As above...
Dazer Zone adds another CC ability to your kit, which means a 50% increase in tools to crowd control. This is likely your go-to talent, though the Nuclear Option talent is tempting for pilot build, as you will later have some mobility. Nuclear Option is also immensely powerful when paired with heroics like Zarya's
Graviton Surge or Zeratul's
Void Prison. Granted those take communication, leaving Dazer Zone as your usual pick here.
Tier 4 -
Bunny Hop is a low damage AoE slow which makes D.Va unstoppable. This is great for pinning down squishy enemies and sticking to targets. It can also be very useful for forcing a disengage. The ultimate thing to keep tabs on while Bunny Hopping are the cooldown on
Boosters as well as your health pool. Bunny Hop pairs into
Self-Destruct very nicely, however the order in which you pop each can differ. Using Self-Destruct before Bunny Hop can push the opponents out, then once they come back in, you pop Bunny Hop to lock them down.
Tier 5 - Expensive Plating is my preferred pick here because of the bonus health in your primary mode. Though the increase in cooldown is a bit underwhelming, the later pick up of GGWP will fix that issue. The added health will help with positioning both for Self-Destruct- and
Bunny Hop. However you have to mindful of getting ejected from the mech and the insane minute long cooldown. Obviously
Tier 6 - GGWP is the talent of choice, and once reaching level 20 the build is brought together very nicely. This talent eliminates the cooldown on
Call Mech as long as you score a takedown outside of the mech. Using the pistol to clean up a kill after getting ejected is one way to do it, but sometimes its best to wait on your team to pick up a kill rather than trying to pick someone off in your vulnerable state. Its always better to live for another fight than try and fail to get Call Mech up.
Tier 7 -
MEKAfall is the final piece of the puzzle. With this ability, you are much less vulnerable in pilot mode, especially after
Self-Destruct. If you are ejected from your mech however you are reliant getting your Mech back up with a takedown. The fact that the Mech swap is instant now plays a huge role, you cannot be stunned out of it. Also, the ability to target where it lands helps with positioning and combos well into
Bunny Hop.
Teammates and Maps Top
Teammates
Zarya is massively helpful when paired with D.Va. Her shield is great for engaging and for saving your little pink *** when in pilot mode. Beyond that, the true synergy begins at level 10 with the pickup of heroics.
Graviton Surge combos extremely well with
Self-Destruct and it can be achieved a few ways. One way is to gum the enemy team up with Bunny Hop to set up the Graviton Bomb and then pop Self-Destruct.
Tassadar is most helpful for saving you win pilot mode. Aside from that, his
Oracle is helpful for revealing enemies which you can jump on and lock down. It is also extremely helpful for gauging your ability to extend in pilot mode, as stealth heroes completely burn D.Va down in pilot mode.
Uther is a stong support to pair with D.Va as he expands the ability to lock a target down. With his addition of stuns, and his healing component, he supplies more hard CC than D.Va that she can support with her
Boosters and the
Defense Matrix slow from Dazer Zone.
Maps
The Good
Infernal Shrines is a map where D.Va shines. Her Mech auto-attack is great for clearing up mobs at the shrine. Her zoning is great for keeping the enemies at bay while your team finishes the objective. I'd opt for
Hit the Nitrous here with Pilot build, and
Rush-down with Mech build. Using
Self-Destruct can clear the shrine and stop enemies from advancing onto the point.
Sky Temple is also a larger map which is bad for D.Va however this one is a little better than Warhead Junction. D.Va's zoning capability is great for temples and her dual health bars are nice for sustaining on the platforms. Pick up
Rush-down at level 1.
Cursed Hollow is a large map where D.Va still suffers in lack of mobility. Obvious
Rush-down map. Despite that, Cursed Hollow is a pretty good map for D.Va. With the curse up, D.Va can clear waves in a fraction of a second as well as provide great zoning with Self-Destruct to help a siege push. Against boss pilot mode is recommended, and getting Call Mech up whenever attempting boss. Self-Destruct is also great at boss when contested.
The Meh
Tomb of the Spider Queen is one of those that isn't particularly good or bad. D.Va's dual health bars are helpful for holding gems, however the risk of getting caught out is increased in pilot mode. With mediocre waveclear its a slow roll to collect gems. Luckily the three lane map is small and rotations aren't terrible, and
Hit the Nitrous is totally passable here.
The Ugly
Braxis Holdout isn't the worst map for D.Va in my opinion, but the need for frequent rotation is what really what gimps D.Va here. Her waveclear against the zerglings is good with her Mech's auto-attack, and
Self-Destruct can clear up a wave as well when needed. D.Va
Warhead Junction is a terrible map for D.Va. The huge layout of the map, the sporadic fights, and the need for coverage across the map make this difficult. Definitely take
Rush-down at level 1. If the matchup allows, Pilot build is good for wave clear and travelling but risky if carrying a Nuke.
Self-Destruct paired with a Nuke is a very good chunk of damage to a fort and the surrounding structures.
Tips & Tricks Top
D.Va's
Boosters in mech mode can be paired with
Self-Destruct much like they can in Overwatch. Hitting Boosters and then popping Self-Destruct before the boost finishes will launch the mech in the direction it is heading for the remaining duration of the boost. After the duration, it will stop. Once you pop Self-Destruct the countdown begins, so this combo can be used to place the explosion farther with a shorter cooldown once it is in place than if you simply popped it from a stationary position.
D.Va's
Call Mech in pilot mode can be interrupted by stuns or silences, resetting the cooldown to 5 seconds. This can be detrimental depending on matchups, as it may leave you incredibly vulnerable for five long seconds.
D.Va's
Defense Matrix only prevents hero damage. Therefor, Matrix doesn't work on camps or minions.
You want the zone on the enemies you are trying to mitigate, not on the allies you are trying to protect.
D.Va's
Pilot Mode is the best single target DPS for boss and similar monsters (Infernal Dudes, Grave Golem).
D.Va can mount up in pilot mode, making it a great way to get across the map much faster than in your mech (even with the
Rush-down talent). Use mount when possible to traverse the map quickly.
Closing Notes Top
Thanks for reading! I definitely have some more to add, some updates to things, some things I've missed. I'm going to add more about the different maps, different teammates, expand on pesky enemy heroes, and refine some things already included.
I'd like to upload some replays as well, but right now I don't know how to. I'd like to do some mediocre commentary on them as well eventually, but one thing at a time.
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