Doomfist by SMILE

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Doomfist

By: SMILE
Last Updated: May 24, 2026
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Doomfist

The Successor

A highly trained fighter and born leader, Doomfist is determined to plunge the world into a new conflict that he believes will make humanity stronger. In his view, the global order is unjust, and the solution is to tear it down. He is aware that his actions have cost countless lives, but by his calculus, he has saved many more.

Doomfist is an unpredictable Bruiser who crushes unprepared enemies with powerful blows.

Stats
Health: 2352
Health Regen: 4.9
Attack Speed: 1
Attack Range: 4.5
Attack Damage: 120
Unit Radius: 0.75

Combat Trait

1
Shield Matrix (D)

Cooldown: 10 seconds
Dealing damage charges a Shield for 25% of the damage dealt. Maximum: 500.
Activate to gain the accumulated Shield for 5 seconds. Usable while channeling.

Deactivates when the Shield breaks.
Can still be charged while on cooldown.
Maximum Shield amount scales by 8% per level.
Channeling includes objectives, Mount, and other Abilities.

Primary Abilities

1
Rocket Punch (Q)

Mana: 80
Cooldown: 8 seconds
Charge the gauntlet over 1 second, losing 25% Movement Speed.
Reactivate to lunge forward, dealing 50 damage to enemies in your path and stopping upon hitting terrain or an enemy Hero, dealing 100 damage instead.
Reactivates automatically after 2 seconds of charging.

The enemy Hero hit is knocked back, hitting enemies in the way for 50 damage.
If they collide with terrain or another Hero, they are also Stunned for 0.5 seconds and take 100 bonus damage. Colliding with an enemy target applies the Stun and bonus damage to both.

Every 0.1 seconds of charging increases damage dealt, knockback speed, and Stun duration by 10%, up to 100%.
Every 0.1 seconds of charging also increases distance traveled by 20%, up to 200%.

Hitbox: 2x1.5
Missile Speed: 20
Initial/Maximum Range: 4/12
Initial/Maximum Knockback Speed: 8/16
Knockback Duration: 0.5 seconds

Sets the base Movement Speed to 75% instead of Slowing.
Indicates every 25% of charge in the HUD.
Charging increases the damage of every interaction.
Can be cancelled manually by issuing a "Hold" command or using a different Ability.
The enemy Hero hit can collide with both allied and enemy Heroes and Structures.
Channeling displays the collision edges of terrain in 18 radius.
Cannot affect or damage allied targets.
2
Power Block (W)

Mana: 40
Cooldown: 12 seconds
Channel for 2 seconds, losing 25% Movement Speed and and blocking 50% of incoming damage. Blocking damage charges Shield Matrix by the same amount.

Reactivate or use another Ability to stop channeling.

Sets the base Movement Speed to 75% instead of Slowing.
Has the same properties as damage reduction.
Damage reduction stacks with Armor effects.
Damage is affected by Armor effects before being blocked.
3
Seismic Slam (E)

Mana: 40
Cooldown: 12 seconds
Vector targeting
Leap at the target area and smash into the ground upon landing, creating a shockwave that deals 120 damage to enemies in an arc.
Heroes hit are slightly pulled towards the impact area.

Minimum/Maximum Range: 2/8
Radius: 4
Arc: 60 degrees
Missile Speed: 16
Knockback Speed: 10
Knockback Duration: 0.125 seconds

Cannot be self-cast.
Can be used to cross over terrain.

Heroic Abilities

1
Meteor Strike (R1)

Mana: 100
Cooldown: 100 seconds
Leap into the sky, moving at 200% Movement Speed.
Reactivate to land at the current area after 1 second, dealing 300 damage and Slowing enemies near the center by 40% for 2 seconds, gradually decreased to 150 damage and 20% Slow to enemies on the edge. Reactivates automatically after 4 seconds.

Starts on a 300 second cooldown and is available from the beginning of the match.

Inner Radius: 2
Total Radius: 6

Cannot be interrupted.
Can be used to cross over terrain.
Puts Doomfist in Stasis upon activation.
Removes Doomfist from the ground plane until he lands.
Landing area is not visible to enemies until Meteor Strike is reactivated.

LEVEL 1

Demolisher
Rocket Punch deals 200% more damage to Structures and 100% more damage to other non-Heroes.
Rocket Punch now also collides with and affects non-Elite Mercenaries the same way as Heroes.

Burning Fist
After getting a Takedown, Doomfist deals 10 damage per second to nearby enemies for 25 seconds.
While active, killing enemy Heroes or hitting them with Abilities extends this effect by 5 seconds.
Radius: 3

Unrivaled
Each time Doomfist hits an enemy Hero with an Ability, he gains 50 Physical Armor against the next Hero Basic Attack.
Stores up to 5 charges. While Doomfist has at least 1 charge, his Basic Attacks heal him for 25% of the damage dealt.

LEVEL 4

Try Me
Mark enemies that hit Doomfist while Power Block is active.
The mark lasts for 10 seconds and is removed when Doomfist damages the target, dealing an additional 100 damage.

Slam Wham
Hitting at least 2 enemy Heroes with Seismic Slam reduces its cooldown by 6 seconds and refunds 40 Mana.

The Best Defense
Increase the Shield Matrix charge gained when damaging Heroes to 50% of the damage dealt.
Gaining at least 500 Shields with a single use of Shield Matrix heals for 150.

LEVEL 7

Aftershock
If Seismic Slam hits an enemy Hero, its shockwave activates a second time after a 1 second delay.
Passive: Hitting enemy Heroes with shockwaves reduces the total charge time of the next Rocket Punch by 0.1 seconds.

Superhuman Deftness
While Shield Matrix is active, Doomfist gains 15% Movement Speed and can Basic Attack while moving.

One-Two-Three
Hitting an enemy Hero with an Ability grants 200% bonus Attack Speed for the next 3 Basic Attacks.
This effect lasts for 3 seconds and does not stack.

LEVEL 10

Asteroid Smash
Increase the radius of Meteor Strike by 50%.
Does not increase its inner radius.

Jetforce Jab
Cooldown: 20 seconds
Active: Doomfist's next Basic Attack launches him towards the target, striking them on impact.
Missile Speed: 20

Rising Uppercut
Cooldown: 20 seconds
Active: Doomfist's next Basic Attack becomes melee and deals 200% more damage.
Melee Range: 1.5

LEVEL 13

Power Bank
Rocket Punch does not reduce Movement Speed while fully charged.
Additionally, Rocket Punch no longer activates automatically, and can be channeled indefinitely.

Wall Breaker
Hitting terrain or an enemy Structure with a fully charged Rocket Punch causes a piece of it at the opposite side to break off after 0.25 seconds and travel forward, dealing 150 damage to the first enemy on its way and Stunning them for 1 second.
Range: 6
Hitbox: 2.5x1
Missile Speed: 10

Seismic Shock
If used at its maximum range, Seismic Slam Slows all enemies hit upon impact by 60% for 1 second.
Passive: Shockwaves deal bonus damage to Heroes equal to 3% of their maximum Health.

LEVEL 16

Explosive Punch
Rocket Punch now creates an explosion upon impact, dealing damage to nearby enemies.
If Rocket Punch was fully charged, the explosion knocks enemies away from its center.
Radius: 3
Knockback Speed: 16
Knockback Duration: 0.5 seconds

Dual Layer Dampener
Power Block no longer reduces Movement Speed.
Additionally, Power Block now blocks all incoming damage.

Martial Master
Basic Attacks against Heroes reduce Doomfist’s Basic Ability cooldowns by 10%.
Passive: While Shield Matrix is active, Doomfist’s Basic Ability cooldowns recharge 100% faster.

LEVEL 20

Cratered
Enemies hit by the center of Meteor Strike lose 25 Armor and are Stunned for 2 seconds.

Wreak Chaos
Increase the knockback speed of Rocket Punch by 25%.
Additionally, a fully charged Rocket Punch now pierces Heroes, causing them to travel along Doomfist.

Survival of the Fittest
Gaining at least 500 Shields with a single use of Shield Matrix grants Unstoppable for 1 second.
Passive: Takedowns reset the cooldown of Shield Matrix.

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