InOverwatch 2, you’re able to use a variety of Heroes in the game’s many modes. Ironically, some of those Heroes include villainous characters such as Doomfist, a leader of the terroristic organization of Talon.
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We havetips for Tank Heroesif you’re interested in that. However, if your interests especially lie in using Doomfist, this guide will help you out.
Doomfist: Playstyle and Physical Attributes
Doomfist is a Tank Hero with 450 HP, one of the lowest when compared to his fellow Tanks. He gets his survivability from his unique Passive, which grants him Temporary Health when he deals damage with his abilities. He can amass up to 150 Temporary Health, making his total HP 600 at most. This means Doomfist has to consistently engage with enemies and disrupt them if he wants to stay alive. However, this can be very difficult with his lower HP and lackluster means of mitigating damage. His Abilities also tend to leave him exposed as he’s using them, so you’ll need to be careful of when you use them. In a setting that limits teams to one Tank Hero, other characters simply do what Doomfist does better with less effort.
Hand Cannon
Doomfist’s main weapon is the Hand Cannon on his left arm. They’re blasts that shoot from each of his knuckles. Despite only holding four rounds at a time, they automatically reload whenever he isn’t using them, including while he’s using his Abilities. The blasts travel in a spread-like formation, making them more effective at close range. They’re also capable of dealing more damage with headshots, making it much more important that Doomfist gets close. It’s easy to ignore when Doomfist has other abilities, but make sure to use his Hand Cannon every now and again when you happen to close the distance.
Seismic Slam
Seismic Slam is Doomfist’s first Ability. He leaps forward before slamming his fist upon landing, creating a shockwave around him. The shockwave deals around 50 damage and grants him 30 Temporary Health for each target that’s hit by it. You can also jump to go a bit father than usual, or aim upwards to reach high areas you normally wouldn’t be able to. The cooldown for this ability starts when the shockwave is created and lasts for seven seconds.
Out of all of Doomfist’s Abilities, this is the best way to get in on a mixture of enemies. You’ll benefit from using Seismic Slam more if there are more enemies to damage. However, that also means there will be more enemies to shred at your HP. Once you damage them, focus the remainder of your attacks on a troublesome hero, perhaps a Healer constantly supplying HP to their team. Taking out a Hero that you notice is at low HP also works. Whatever you attempt to do, the focus will be on you, allowing your team to continue damaging the enemies while they’re distracted. So make sure your entrance behind enemy lines counts.

Seismic Slam is also good for closing the distance on camping enemies like snipers. Aim upwards if they’re shooting from a high place and damage them before finishing them off with your Hand Cannon. It also works for tracking down enemies that are running away from you, especially if they’re low on HP. Just be wary of using it when trying to get into or out of doorways or narrow areas. You’ll often get blocked by the roof of the doorway, halting your momentum and limiting the ground you cover.
Power Block
Doomfist’s second Ability is Power Block. He shields himself with his gauntlet, blocking attacks coming at him from the front. As he’s using this ability, a gauge will pop up showing how much damage he’s blocked. Blocking a high amount will make your next Ability, Rocket Punch, stronger. However, this Ability doesn’t completely negate damage from frontal attacks, it only reduces it. The Ability lasts for about two seconds, and the cooldown is three seconds.
This Ability only does anything for you when you have enough HP before you use it. If your HP is too low, chances are you’ll get killed while you’re using it or right afterward, before you have the chance to reap the benefits. If you catch an enemy by surprise with Seismic Slam, use Power Block immediately to lower the damage you’ll receive when they open fire on you. With this, you’ll be at a decent HP to use your powered-up Ability and kill them off easier. Now let’s talk about that Ability.

Rocket Punch
Rocket Punch has Doomfist charge up a punch with his gauntlet before launching forward. Any enemies in his path will be knocked backward, and the damage received will increase if they’re knocked into a wall. The punch’s damage remains the same throughout the charges, but how far Doomfist launches himself and his enemy with his punch increases. However, powering up the Ability with Power Block grants it more power and stunning capabilities, should the opponent hit a wall. Like Leaping Smash, this move also grants Doomfist 30 Temporary Health. He is able to cancel out of using the move, and the cooldown is three seconds.
Rocket Punch is also a great option for closing distance. It serves that role a bit better than Leaping Smash because it’s a straight shot that doesn’t lift him in the air or leave him exposed as much. Of course, you should be careful using this around ledges. Even if you’re not close to it yourself, Doomfist can go very far with Rocket Punch if you charge it up to the max.

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That being said, ledges are also your best friend with this move, alongside walls. The ability to knock opponents back means this is a great move for quick kills off of cliffs. If you do try to do this, you have to consider how much you’re charging the move up, so you don’t fall off with your opponent. As for the walls, try knocking your opponents into them with a powered-up Rocket Punch. The stun time tends to let you finish off enemies easily.

Rocket Punch’s quick cooldown is its saving grace. Paired with his Power Block ability mitigating damage, you have a decent means of surviving for a while by using the two Abilities in conjunction with each other. Of course, you also have Leaping Smash to use when your other Abilities are out of commission. Make proper use of combining your Abilities, leaving them some room to breathe, and you’ll be able to survive for a very long time.
Meteor Strike
Meteor Strike is Doomfist’s Ultimate. He leaps high into the air, before coming down at the desired spot, creating a devastating shockwave. You can position yourself for four seconds before you’re forced to come down. The amount of damage dealt with Meteor Strike determines how much Temporary Health you’ll acquire. Speaking of, the damage is also stronger near the center of the shockwave.
This move is basically Leaping Smash turned up to 100. You can disrupt the flow of the enemy team with this by using this as an entrance instead. Damaging multiple enemies (or one enemy highly) gives you full Temporary Health. Your best bet, however, would be using Leaping Smash first to draw enemy attention, then using Meteor Strike to immediately jump to safety and crash down on them all. Whatever way you attempt to use this move, it works best if you manage to deal some damage.
Matchup Advantages/Disadvantages
Doomfist relies on using his abilities to stay alive. That being said, there are a number of Heroes who can disrupt his Abilities or negate them, such as Lucio or Sombra with her hacking. These are the characters that will give him the worst time. His game plan also suffers against opponents that are difficult to hit, such as ones that prefer staying in the air like Pharah and Echo. He does pretty well against opponents with lower HP that lack defensive options like Hanzo or Baptiste. Because he excels at close-up combat, Heroes that perform better at a distance, like Widowmaker, will also have trouble if Doomfist can close the gap.
Doomfist tends to be regarded as one of the worst Tank Heroes in Overwatch 2’s new meta. While that might be the case, he definitely has some means of utilizing his Tank role, inefficient as it may be. The fact that you have to consistently engage with the enemy team to stay alive shows that using Doomfist will never have a dull moment. You should be wary of how much punishment you can withstand before getting into the mix; more often than not, it won’t be a heavy amount thanks to his low HP.