DoomFist: Impressions and Analysis

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Doomfist is one of the most unlikely Heroes. He became a reality simply because he was too epic to ignore. He started out as merely a name, presented by Chris Metzen to the Overwatch team, along with a request for “villain names” to use in the new franchise. Blizzard used his name in the debut cinematic to set up the Overwatch world but never really intended to go further than that with the character. But ultimately, his fist was evocative enough that fans wanted to know everything about him. So he eventually turned into a full-fledged Hero, arriving to Overwatch at the end of July, due to popular demand.

Doomfist was heavily inspired by the fighting game genre. Everything from his design down to his abilities speaks to his power, confidence and strategy. The fist is pure physical power and strength, rather than the more supernatural abilities of other heroes. Because Doomfist’s name and fist are so iconic, Overwatch wanted his every fiber and being to evoke that primal strength of physically punching people. Doomfist doesn’t see himself as a villain, nor as a savior. He believes that the world can only grow stronger through conflict and he is going to ensure that conflict happens.


Doomfist was created to provide heavy offensive melee and his abilities definitely reflect that. They are all based around his hands and mobility. His abilities aren’t necessarily meant to be strong on their own— they’re strongest when combined. Since they are mobile in nature, both for Doomfist and the unfortunate enemies in his path, different combos of his abilities will be more effective depending on the particular situation.

Hero Type: Offense damage hero
Difficulty: 3 Stars (most difficult)

Hand Cannon [LMB]: Doomfist fires a short-range burst from the knuckles of his fist. Its ammunition is automatically regenerated over a short time.

Seismic Slam [E]: Doomfist leaps forward and smashes into the ground, knocking nearby enemies toward him.

Rising Uppercut [LSHIFT]: Doomfist uppercuts enemies in front of him into the air.

Rocket Punch [RMB]: After charging up, Doomfist lunges forward and knocks an enemy back, dealing additional damage if they impact a wall.

The Best Defense [Passive]: Doomfist generates temporary personal shields when he deals ability damage.

Meteor Strike [Q]: Doomfist leaps into the sky, then crashes to the ground, dealing significant damage.


Doomfist is a very strong, but also very vulnerable melee Hero. Like the inspiration behind his character design, he evokes the spirit of classic arcade games like the bruiser-melee of Street Fighter. He’s fast and mobile, able to be played very aggressively, but incredibly vulnerable if pinned down. His ability cooldowns are short and you’re meant to always be using one or the other in quick bursts of activity.

On a base level, he punches people. This can feel good in and of itself. Who doesn’t like knocking an insanely powerful punch and seeing your enemies annihilated? But in a strategic shooter, there’s obviously more nuance to the character that goes beyond his fists. He can use his mobility and Rocket Punch to remove tanks and their shields from the map by knocking them off edges. Mobility is key here when dealing with strong enemies since he doesn’t have the defenses to withstand sustained damage.

Doomfist seems to be great for dive groups. He can quickly dive in, dish out damage, and get out. He builds small shields with each attack, but they won’t hold for too long. He needs to get back out of the danger before he runs out of abilities and his shields wear off. Doomfist’s entire goal is dealing offensive damage and he can specialize in running into a group just to cause mayhem or separating people to be picked off by teammates. His movement abilities can make him evasive and unpredictable to the enemy team.

Speaking of teammates, like most offensive heroes, his effectiveness will be limited by how well the group works together. Running out of cooldowns on his own will kill him, but having a ranged healer and good emergency defenses, like shields, will keep Doomfist in the middle of the fight longer.


Doomfist’s combos can be very powerful but it all depends on finding the right moves in the situation. Powerful combos include pulling enemies close with Seismic Slam, Uppercutting to launch them airborne and Rocket Punching to annihilate them on the way down. Or it can be used in reverse: launching them away, then pulling them back in so you can punch them back out. Rocket Punch does a lot of damage, especially if it hits an enemy into a wall. This can one-shot some heroes and take down a good portion of tank health. Doomfist can also use it for mobility to catch Heroes off-guard or to escape an unfavorable position.

Doomfist is quite strong against non-mobile Heroes, as his abilities enable him to jump in and deal a lot of damage while they can’t escape. If the tide turns, he can also use those abilities to escape to safer areas. He’s also effective against snipers. With his access to higher ground through his short leaps, Doomfist can get to snipers on ledges with Rising Uppercut and Seismic Slam, forcing them to find another spot to set up. This keeps those pesky snipers from harassing the rest of your team throughout the game.


Doomfist’s mobility can be strong, but it is also a weakness. Movement needs to be planned well, otherwise, a Doomfist may leap in with no exit strategy and find himself at the mercy of the enemy team. While he’s great at diving in to deliver powerful damage, he is toast if you don’t also have a way out. He’s very dependent on his abilities and without them can be a sitting duck. Rocket Punch doesn’t reset with kills, so using it to go in and engage enemies in melee is very risky unless you have a way out via your Ultimate.

Doomfist is vulnerable to mobile or flying characters since he works best at close range. The open area is no place for Doomfist, especially if ranged enemies are lurking around. Mobile heroes who can damage from a distance are particularly effective against Doomfist since they can completely dodge his abilities. His large hitbox also offers a tantalizing target, particularly with regards to headshots by Mei or Roadhog.


Sombra is particularly deadly to Doomfist. All of his gauntlet attacks are considered game abilities, so her Hack can disable everything Doomfist has except for his slowly reloading Hand Cannon. Unfortunately, this doesn’t faze Sombra in the slightest. This leaves him immediately vulnerable (and likely dead) if he can’t get away. Sombra’s EMP will also wipe any shields built up via Doomfist’s passive ability, The Best Defense. Sombra can completely take out Doomfist by herself if he’s not paying attention.

Roadhog is also dangerous to Doomfist. Doomfist’s large hitbox and close-range combat work against him, providing a nice target for Roadhog’s abilities. Roadhog’s Chain Hook ability can take care of Doomfist’s escape abilities and the Scrap Gun can finish him off.

Tracer and Genji can harass Doomfist simply because of their mobility and ranged attacks. Their abilities allow them to avoid most of Doomfist’s tricks too. Tracer can dodge with Blink or Recall and Genji can use Swift Strike or jump over attacks.

Pharah can also be a nuisance to Doomfist. She can simply avoid his melee attacks by flying out of his range. While he can be very mobile around the map, most of it is limited to the ground, with height achieved by using his Uppercut ability to reach ledges. All Pharah has to do is fly a little higher to out-range him.

Go Try Him Out!

Doomfist can be a very rewarding hero to play if you know what you’re doing. It’s crucial to know when to jump in and how aggressive you can play without being annihilated by the enemy team. He’s very high risk, high reward, and in the right hands, Doomfist can be very powerful and game changing. Are you up to the task?

Do you enjoy playing Doomfist? Tell us what you think about the latest villain-Hero on our Discord channel!

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