OVERWATCH | MAX DAMAGE! | I'm DOOMFIST! Get Ready to HURT! [Bonus+ You're DOOM Make Room! ]
DOOMFIST! MAX DAMAGE!! Check him out @ OVERWATCH PTR! You'll always be our Doomfist Terry! TY EventHubs.com!
Song is Recorded and Produced by Friedrich Habetler
https://www.youtube.com/watch?v=lrNAvugJ81Q
Reddit: https://www.reddit.com/r/Overwatch/comments/6lsx4j/doomfist_ptr_stats_thoughts_theorycraft_setups/
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DOOMFIST!
Leader of Talon A Relatively close-range Offensive DPS
[Potential Dive-Comp DPS]
[Strengths:]
Above Average Health of 250 with Abilities Landing Buff up to 400, Abilities Landing Grant Approx. 30 per Hit.
High Mobility to Flank/Dive-In, Extremely Fast Long-Range to Close-Range Horizontal, and Vertical Attacks.
High Burst Damage/Combos to Take out anyone in short amount of time.
Ultimate can be guided and jump ledges on its own in most cases, avoids Roofs, your Invincible once in the sky, and marker can't be seen until you Left-Click to Land. Very Short Time frame for Opponents to React. Deals Knock-back on those around.
All Abilities Launches Opponent limiting their movement until they land, granting health buff, Charge Stuns opponent negates Reinhart's Charge, Orisa Fortify can still stops you though.
+ Quite Possibly has the Best Boop Setups in the game. [He has 2 of them, while 3rd brings them towards you]
[Weaknesses:]
Does not offer any abilities that can Buff or Improve Defensive Team Composition, but can Defend those Defensive Characters from Close-Range Opponents.
Damage Output requires Micro-managing your Left-Click Shot ammo, and your Abilities to ensure you have something ready for next following opponent.
Left-Click Shots deal Low Damage from Far Range, take 1 Second to recover (+though can recover during abilities)
Low Damage Output on Abilities, Combining them with Shots is requirement.
Hard time Dealing with Long-Range attacks. Requiring you to Flank them.
Slightly long recovery time on Uppercut, and Seismo of 7secs. Do not use them unless guaranteed kills or escaping/closing distance from spawn. Charge has relatively decent cooldown.
[STATS / DAMAGE]
Hand Cannon[Left-Click] 1 Shot = 6 Bullets Approx. 22.5 Dmg Per Bullet. 1 Close Headshot = Approx. 135 Dmg Continuous 1 Sec to Recover an Ammo.
Rising Uppercut (Uppercut) [Shift]: Deals 50 Dmg Range: 5m Forward, upwards, and Knocks Away Opponent.
Seismo Slam (Seismo) [E]: Deals 50 Dmg Range: Travels 7.5m Pound Range 7.5m Total 15m Knocks Opponent Towards you. You can Increases Range with Using Jumps or Rising Uppercut for a Max Range 30m
Rocket Punch (Charge)[Right-Click]: Deals 50 DMG with Un-Charged, with Wall bounce grants +50 Dmg = 100 Dmg Total Fully-Charged Deals 100 Dmg, with Wall Bounce grants +100 Dmg = 200 Dmg Total
Meteor Strike (Q) [Ultimate] : Max Range: 10m for a Minimum 20 Dmg, Max Approx. 300 Dmg
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