Abuse the shit out of it for ez dubs (and big ult charge when booping tanks) on Lijiang Gardens bridge, Illios Well/Lighthouse, Rialto bridges, Nepal Sanctum, etc. Doom is one of the best boopers in the game, if not THE best when doing it correctly, but most doom players sleep on how good his kit is for it. Slamming will bounce the enemy towards where they were hit by the slam, so it would be in your best interest to slam a non mobile character (ESPECIALLY tanks), walk around them a bit to face the edge of the cliff nearby, and uppercut them off of it, as they can't strafe midair without using a cooldown ability. The other big thing to look for with your slam is to hit people near environmental ledges. ![]() Look up Brandito's doomfist map spots tutorials to learn where they are/how to get into them (eichenwalde has a plethora of 125 damage flank slam approaches, for example), as almost all of them are spots meant to seismic slam out from. I recommend using an untargeted slam if you can get 100+ damage on it, as an at least 100 damage slam + one well placed shot (11 pellets of 6 damage each) + one uppercut (50) will instantly delete a 200 health character, and there's nothing they can do about it if they don't see it coming. Each of these characters cannot escape your slam+uppercut combo if you land the slam, so get in, wombo combo them up, and punch out. When flanking, if the enemy has either a Soldier, a Zen, an Ana, a Widow, a McCree (yes McCree, you just have to kill him fast enough to not get flashed or wait for him to use it), a Lucio, a Hanzo (slam, shoot twice, then kill with uppercut so he can't lunge away) or Moira (when she doesn't have fade), the first one dead in the fight should be one of them listed above. ![]() You can maximize your effectiveness on the flank for the most part, and the slam should almost always be your engaging move. Doomfist's skill ceiling is one of the highest in the game, as you probably know by now. This is important against fighting characters with slower fire rates, as they are more likely to miss their shot, leaving Doomfist a brief window to use his Hand Cannon or his other abilities.So you've got the fundamentals down on how the slam actually works now, but I'm here to give you some rules on how/when to use it. When hit, the player will be shifted towards Doomfist. Seismic Slam contains a unique trait The player(s) hit by the ability will be slightly shifted, but not stunned. Also, while descending, the player has free control of the camera and can thus turn around and affect enemies in whichever direction he chooses. ![]() The damage increases based on the amount of time spent in the air, maximizing when Doomfist has spent 1.5 seconds in the air, meaning Seismic Slam's power can increase through sliding on sloped surfaces or by being knocked up by certain crowd control abilities. The damage climb stops as soon as he lands - thus initiating the ability on ascending stairs or other steep slopes will only deal minor damage, while descending from a great height will maximize the potential damage. Any enemies caught in the cone when Doomfist lands briefly lose movement control and are knocked straight towards Doomfist.Īs the ability is initiated, a rapidly climbing number will appear below the crosshair as he descends, indicating the damage value of the ability upon landing. Doomfist will leap straight towards the indicated area once the key is pressed. While airborne, the UI grants a blue cone shape on the ground indicating where Doomfist will land to do the effect, based on the placement of the player's crosshair. If he did, he will travel in a straight line towards the targeted area. If he didn't, he leaps forward and travels in an arc towards his targeted area and enacts the effect in a close-range cone. Doomfist can activate this ability at any time while it is off cooldown, but it behaves differently whether or not he used Rising Uppercut.
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