Obviously the title is a bit of a hyperbole, but not all wrong.
Yes I understand… doomfist is a hated hero. I get it.
Characters That Counter Doomfist:
Tank Role
- D.va
- Zarya
- Orisa
- Roadhog
DPS Role
- Ashe
- Bastion
- Echo
- Hanzo
- Junkrat
- McCree
- Sombra
- Torb
- Widowmaker
- Tracer
Support Role
- Brigitte
- Ana
- Lucio
- Baptiste
Characters That Doomfist Counters:
Tank Role
- Winston
DPS Role
- Mei
- Symmetra
Support Role
- Zenyatta
No Value Characters / Neither Counter Each Other:
Tank Role
- Wrecking Ball
- Reinhardt
- Sigma
DPS Role
- Genji
- Pharah
- Reaper
- Soldier 76
Support Role
- Mercy
- Moira
I would consider them counters as doomfist going for them is pretty much a waste of time and they both can escape his combo. I see it as this; if you remove a hero from the equation that doom cannot go for, because they can escape his combo, it’s a counter. But I’ll just leave them in this category.
I will gladly explain any counters and WHY they counter doomfist if need be.
If you don’t care to read the rest here…
(I suggest reading as it goes more in depth)
TL;DR:
- Passive is a joke, and his survivability is laughable.
- Combo is slow, sluggish, and unreliable at most times due to nerfs.
- His ultimate has the kill potential of a wet tissue.
- His rocket punch is about the only viable thing in his kit and even THAT is weak.
But as it stands, his survivability is laughable. Years later and still the only
character to average double digit deaths in this game.
A tank sized hero, with only 250 HP, and a passive that gives shields on abilities hit. Except that if you get stunned before you can even hit someone with your slam, you’re dead.
If a hitscan sees you, you’re either dead, or you physically can’t go in without getting half your HP shaved off before hitting the ground.
Oh what’s that? Just flank so they can’t see you coming?
That would be nice if doom wasn’t a GIANT HUMAN you can see from a mile away, not to mention the fact that if you wanna flank fast so people have less time to react or so you can get in position faster, you simply cannot, because all your abilities make the LOUDEST noise possible, so they will just automatically know where you are.
Then oh look, you FINALLY get in close enough to start your combo up. Well unfortunately, uuuh ya thought.
His combo has become slow and clunky. His uppercut has an egregious self stun??? He basically counters himself at this point, just from trying to use his own abilities. You either do indicator slams and take too long to kill something cause your slam didn’t do enough damage and you have to take longer being in the middle of the enemy team, OR you go for a 100+ damage slam so you can get out faster but they literally see you coming from a mile away because of the loud high pitched noise his slam makes and the grunts he does, so you get CC spammed before you ever even touch the ground.
It’s either hope the enemy is by themselves so that at MOST you get hit by only 1 CC so you can get out before dying, or the enemy team plays like any rank above plat and they play together, so you can’t even do anything without getting absolutely melted upon entry.
Basically the only times indicator slams are reliable are if the enemy team is idiotic and not saving their CC for you, or if you manage to hit a literal PERFECT combo (indi - slam, basically all pellet headshot, uppercut).
His ultimate is an absolute JOKE of an ultimate for a DPS hero. It provides literally nothing other than a reason for doomfist to go in and feed. Other than that? It has the kill potential of a literal tissue paper.
Here’s the statistical facts:
Meteor strike’s inner circle is 4 meters wide. Characters in this game move at a speed of 5.5 meters a second. The amount of time it takes doomfist to hit the ground, when he confirms the targeting location, is 1 second. That means everyone in this game (even more so for tracer and genji as they move at 6 m/s) can literally WALK from one side of meteor strike’s inner circle to the other, and an extra 1.5 meters before doomfist hits the ground.
(Ofc not even mentioning the people with movement abilities.)
Its kill potential is non existent outside of killing people stuck in literal corners.
Then finally there’s his rocket punch. The almighty one shot, the almighty broken ability, the almighty annoyance. But in my eyes, the most balanced one shot in this game. His rocket punch has also been turned into a slow sluggish ability when they nerfed it to a 1.4 second charge up time. The only time you’re getting a kill with this thing is if the enemy is straight up not paying attention or… yea no, that’s about it.
It’s hilariously easy to not only HEAR but SEE. It’s makes a loud high pitched sound, he grunts like he just got punched by Brock Lesnar in the gut, and he then proceeds to LIGHT UP LIKE A GIANT CHRISTMAS TREE IN THE MIDDLE OF YOUR NEIGHBORHOOD PARK.
Is the option of reworking doomfist always available? Yes. Do I think it’s necessary? NO.
There are SO many changes this hero can get that won’t make him meta, but make him more playable to his mains. We don’t want him meta, we want our hero to not just be a flying lump of meat.
Hell, even when he had airlock on abilities, 1 second charge up time, 20 meter slam, and a half decent ult he was considered a literal THROW PICK. But now he’s even worse and you have to play him pretty much PERFECTLY for even a CHANCE at providing value for your team.
Please, just consider buffing him?
Shield gain increased to 35??? Revert the uppercut nerf which he literally didn’t deserve AT ALL??? Slam buffs???