![]() Doomfist increases his durability by quickly and continually replenishing his overhealth in the midst of combat.Doomfist receives more overhealth from Meteor Strike than from his other abilities, precisely 75 overhealth per enemy hit.After a short delay, the overhealth begins to decay. The overhealth can accumulate up to a maximum of 200, giving Doomfist a maximum of 650 effective health without any other bonuses. When Doomfist deals damage with his abilities, he gains overhealth akin to Lúcio's Sound Barrier. The Best Defense.: Doomfist's passive ability.Like other tanks, he typically takes more damage than other heroes due to his large hitbox. While Doomfist is strong up close, his damage falls off heavily at mid-to-long range, so unless he can close the distance between himself and an enemy, his only option is to use Hand Cannon, a shotgun style weapon with an automatic reload mechanic. helps him to mitigate punishment from the enemy team as long as he can continue dealing damage with his abilities. After casting Meteor Strike, Doomfist becomes invulnerable while choosing his landing location and then drops down, dealing damage in a large area. Power Block is Doomfist's only defensive ability and is used primarily to Empower his gauntlet, allowing him to survive longer and amplifying the effects of his next Rocket Punch with even greater power. Seismic Slam is also a dual-purpose ability that provides both high mobility, reasonable damage, and a large hitbox to gain overhealth from The Best Defense. With his signature ability, Rocket Punch, he is incredibly mobile and can deal damage and knockback to enemies, doing added damage and stunning if they hit a wall. Power Block deactivates when player stops holding the button.ĭoomfist is a close-combat fighter who excels in taking down enemy targets with his powerful combos. Power Block deactivates when player presses the button again. Hand Cannon ammo UI element is displayed below the crosshair.Ĭancel text UI element is displayed to the left of the crosshair.Ĭharge meter UI element is displayed below the crosshair while charging Rocket Punch. Using an ability to cancel the empowered Rocket Punch charging animation consumes the state, but using primary fire does not.Rocket Punch can be canceled by activating any other ability or pressing primary fire.Rocket Punch's wall-impact trajectory can be altered mid-motion by other knockback effects.If Rocket Punch collides with Charge, Shield Bash, a charging B.O.B., or another Rocket Punch, both participants get knocked down for 2 seconds.Bouncers tend to occur less often as they depend heavily on the shape of nearby geometry. A Bouncer will trigger if a punched target impacts an obstacle in their trajectory path with less than 50% of their hitbox vertically.A Slider will trigger if a punched target impacts a surface at an angle greater than 45° relative to their knockback trajectory.Both are intentional parts of controlling how often and easily punched targets will impact a surface and will only activate if specific conditions are met. Rocket Punch has natural power limiters in the form of what is known as ‘Sliders’ & ‘Bouncers’.An empowered Rocket Punch deals +50% damage, has +50% speed/distance, greatly increased blastback radius, and the wall impact stuns the target for 0.25-0.75 seconds based on charge. ![]() Rocket Punch can be empowered by Power Block:.Rocket Punch briefly stuns enemies on initial impact and again for 0.25 seconds if the enemy is knocked against a wall.Mei's Ice Wall, Torbjörn's Deploy Turret, Baptiste's Immortality Field and Lifeweaver's Tree of Life. The following constructs are applicable punch targets to trigger the AoE effects. ![]()
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