When Doomfist initiates this ability, the longer the key is held down, the further the ability is charged - upon releasing the key, or after a couple of seconds, Doomfist launches forward horizontally and deals damage to the first enemy in his path based on the length of the charge, while knocking them back several meters. While channeling the ability, Doomfist's movement speed is slowed greatly and he cannot use his other special abilities, though he still retains full camera control and can jump as usual.
At base charge - i.e. without having channeled the ability at all - Doomfist will fly forward ten meters in the direction he is facing and deal 50 damage to the target, and will double this damage if the enemy directly collides with a wall. At full charge, the distance becomes a maximum of 20 meters and the base damage becomes 100, and the multipler for hitting a wall goes up to 2.5x, for a total of 250 damage. Note that any forward movement from this ability ceases as soon as contact is made with an enemy.
While channeling, the ability can be cancelled by pressing primary fire. This will still trigger the cooldown. Also, if the target is too close to a wall before they collide with it, there will be no extra impact damage.
|General||Main • Quotes • Gallery • Skins and Weapons • Sprays|
|Abilities||Hand Cannon • Rocket Punch • Rising Uppercut • Seismic Slam • The Best Defense… • Meteor Strike|
|Character relationships||Adhabu Ngumi • Akinjide Adeyemi • Winston • Genji • Tracer • Orisa • Reaper • Maximilien • Sombra • Widowmaker|
|Others||Omnic Crisis • OR15 Program|
|Media||Animated Shorts||Doomfist Origin Story|