Doomfist by MarioToast

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Doomfist

By: MarioToast
Created: Aug 8, 2017
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Doomfist

Akande Ogundimu

Current wielder of the legendary Doomfist gauntlet, Akande Ogundimu believes that humanity grows stronger through conflict. One of the leaders of
terrorist organization Talon, he works to plunge the entire world into conflict.

Combat Trait

1
[D] The Best Defense
Cooldown: 5 seconds

15% of the damage Doomfist deals to non-Heroes, and 40% of the damage dealt to Heroes, is stored as energy. Activate to consume Doomfist's energy to grant him a shield equal to the amount of energy stored for 6 seconds. If Doomfist would take lethal damage, he instead gets reduced to 1 Health and The Best Defense is automatically activated if not on cooldown.

Primary Abilities

1
[Q] Hand Cannon
Cooldown: 4 seconds, 4 Charges
Mana: 25

Fire a shotgun blast that deals 50 damage to the first enemy hit.
2
[W] Rocket Punch
Cooldown: 8 seconds
Mana: 50

Activate to begin channeling Rocket Punch, slowing Doomfist by 50%. Release to dash forward, dealing 170 damage to enemies and knocking the first enemy Hero hit back. If the Hero collides with terrain they are slowed by 60% for 2 seconds and take an additional 170 damage.

Can be channeled indefinitely. Must be channeled for at least 1.25 seconds.
3
[E] Seismic Slam
Cooldown: 14 seconds
Mana: 60

Leap to target location and slam the ground, dealing 60 damage to enemies in a cone and slowing them by 40% for 1 seconds.

Heroic Abilities

1
[R1] Meteor Strike
Cooldown: 80 seconds
Mana: 100

Leap into the air for up to 4 seconds, becoming untargetable and immune to all effects. Upon reactivation Doomfist will land after 0.75 seconds, dealing 200 damage in a wide area and 500 in a smaller area. Enemies hit by the smaller area will also be knocked back and slowed by 70% for 1.5 seconds.
Takedowns reduce the cooldown of this Ability by 15 seconds.
2
[R2] Megaton Uppercut
Cooldown: 90 seconds
Mana: 80

Perform a massive uppercut while leaping into the air, dealing 280 damage to enemy Heroes in front of Doomfist and knocking them high into the air. Both Doomfist and the enemy Heroes remain in the air for 3 seconds. While in the air, Doomfist can either cast Seismic Slam with 200% increased range and damage, or Rocket Punch to deal an additional 170 damage to the airborne enemies and knock them back a great distance.
Takedowns reduce the cooldown of this Ability by 15 seconds.

Talents

Level 1

Rapid Fire: Doomfist can fire Hand Cannon 50% faster.
Quest: Hit enemy Heroes with Hand Cannon.
Reward: After hitting 25 Heroes, Hand Cannon's cooldown is reduced by 1 second.
Reward: After hitting 50 Heroes, Hand Cannon gains an additional charge.
Buckshot: Increases the range of Hand Cannon by 75% and damage by 200%, but reduces its charges by 3.
Block and Counter: Every 8 seconds Doomfist gets 75 Armor against the next enemy Hero Basic Attack, reducing its damage by 75%. After blocking a Basic Attack, Doomfist's next Basic Attack within 2 seconds deal 100% increased damage.
Energized Shielding: The Shields from The Best Defense have 40 Spell Armor.

Level 4

Concussion: Knocking enemies into terrain with Rocket Punch stuns for 1 second before slowing and deals an additional 70 damage over 3 seconds.
Sharpened Bullets: Hand Cannon pierces minions, but deals 25% less damage to Heroes and Structures.
Mighty Leap: Seismic Slam's range and radius is increased by 40%.

Level 7

The Best Offense: While the shields from The Best Defense persist, Doomfist's Basic Attacks and Rocket Punch deal 40% more damage.
Sent Flying: Rocket Punch knocks enemies back 25% further.
Out Of My Way: Rocket Punch deals 300% increased damage to Minions and Mercenaries, and knocks them to the side.
Wallbreaker: Basic Attacks deal 150% increased damage to Structures.

Level 10

Meteor Strike
Megaton Uppercut

Level 13

Cracked Earth: Seismic Slam creates a field of cracked earth for 4 seconds that slows enemies by 50%.
Aftershock: Seismic Slam deals 30% increased damage and releases a pulse after 2 seconds, dealing 80 damage in the same area.
Adrenaline Injection: Manually activating The Best Defense grants Doomfist 100% increased movement speed, decreasing over 3 seconds.
Overloaded Shield Generators: Manually activating The Best Defense grants an additional Shield that absorbs 300 damage, but the cooldown of The Best Defense is increased by 3 seconds.

Level 16

Mobile Fighter: Rocket Punch no longer slows Doomfist while channeling, and its cooldown is reduced by 2 seconds.
OR15 Destroyer: Rocket Punch and Basic Attacks deal additional damage to Heroes equal to 2% of their Maximum Health.
Smash: Every 12 seconds, Doomfist's next Basic Attack against a Hero deals an additional 75% damage and roots them for 1.5 seconds.

Level 20

Meteor Shower: Meteor Strike's damage is reduced by 40%, but its cooldown is reduced by 40 seconds and Takedowns refresh the cooldown. Additionally, leaping into the air and landing is 50% faster.
Suplex: Megaton Uppercut can be reactivated in the air to make Doomfist grab the nearest knocked up enemy and slam them to the ground, dealing 170 damage and stunning them for 2 seconds.
Stronger Through Conflict: Doomfist gains additional damage and Armor over time while fighting enemy Heroes, up to 50% increased damage and 25 Armor after 10 seconds. These bonuses vanish if he hasn't damaged or been damaged by an enemy Hero within 7 seconds.
Unstoppable Force: Doomfist's Basic Attack and Abilities ignore Armor and deal 50% more damage to Shields.
Surprise Attack: Activate to teleport to a nearby location and refresh the cooldown of Rocket Punch. Cooldown: 80 seconds

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