​Doomfist? More like Divefist. 


Akande Ogundimu, better known as Doomfist, has just went live on the Public Test Region Client, and players are now scrambling to test out his looks, feels, and abilities. But you don't need a Ph.D in cybernetic engineering to see just how his abilities are thematically designed to play out in game.

His titular weapon being the Hand Cannon "fires a short-range burst from the knuckles of his fist." Empasis on the "short-range" aspect means that players will need to get up close and personal with the enemy to whittle them down.


Next up is Seismic Slam, wherein he "leaps forward and smashes into the ground, knocking nearby enemies toward him." As a mobility and gap closer, this ability can be used to equalize the distance as well as disrupt enemy positioning, which is crucial to flanking and overcoming their defense.


Utilizing Rising Uppercut to "uppercuts enemies in front of him into the air," Doomfist can, again, disrupt enemy positioning in a way that will allow non flying heroes to be an easy target for your team in the back line.


His Rocket Punch makes him "lunges forward and knocks an enemy back, dealing additional damage if they impact a wall." Yet another mobility tool to close the distance and disrupt enemy positions. Are we beginning to see a pattern?


Not only that, but apparently he can use this to bypass Reinhardt's shield. Talk about brute force.

His passive ability The Best Defense... generates shields for him when he deals damage with the aforementioned abilities. So you've obviously been wondering just how could an offense hero be allowed to just jump into the enemy team like that: here's your answer.


His ultimate ability Meteor Strike "leaps into the sky, then crashes to the ground, dealing significant damage." Utilizing a targeting reticule on the ground, Doomfist can cast this ability to a nearby spot and deal area of effect damage. Based on the design of the reticule, damage most likely diminishes the further you are from the landing spot of the hero.


All of these abilities are meant to combo into each other. For instance, his Rocket Punch would close the distance on a defense hero, and then you would use Rising Uppercut to disrupt their  position so they can't snipe or defend their team effectively. OR, you could use Seismic Slam to pull healers or mobile heroes towards you so you can more easily kill them and stop their evasion.

All in all, this hero's skillset is an obvious answer from Blizzard to player complaints about the dive meta. Tired of the constant relentless attack strategy? Here's a hero who is entirely based around jumping into the enemy team and dealing damage.


From that standpoint however, Doomfist is EXTREMELY versatile. He has mobility in all three axes, he has the ability to disrupt the enemy positioning, and all while tanking himself while doing so. So if you don't have significant burst to quickly kill him, or aren't far enough to avoid his range, he will obviously wreak havoc on the enemy, which is really good for an offense class.