Simple Doomfist maneuver counters Reinhardt's Earthshatter in Overwatch - Dexerto

Simple Doomfist maneuver counters Reinhardt’s Earthshatter in Overwatch

Published: 14/Aug/2020 20:02

by Michael Gwilliam


Reinhardt’s Earthshatter Ultimate can be absolutely devastating in the right hands, leaving enemies in its radius on their backs and in a vulnerable state. There are not too many DPS heroes who can counter the move, but Doomfist has the tools to do so.

Doomfist is all about utilizing his cooldowns for maximum mobility – and, as Paris Eternal star Yeong-han ‘SP9RK1E’ Kim shows, even your own Ultimate can come in handy in a dire situation.


Meteor Strike can be a bit of a “get out of jail free” card in that it launches Doomfist into the air, making him completely invulnerable to enemies during its duration. While in the sky, he can choose directly where to crash down, dealing damage to anyone in the epicenter.

During an Overwatch League match in the semi-finals of the Countdown Cup against the Philadelphia Fusion, SP9RK1E showed exactly why he’s one of the top Doomfist players in the world.


Sp9rk1e dodges Earthshatter with Meteor Strike and gets a 3k vs Fusion from Competitiveoverwatch

After getting a kill onto the enemy Sigma and being forced to use a bunch of his cooldowns in the process, he had no escape when he came face-to-face with Su-min ‘SADO’ Kim’s Reinhardt. Sensing that the tank had Earthshatter available, SP9RK1E used the Meteor Strike during the animation to dodge the attack.

Surely, had he been hit by it, SADO would have been able to follow-up and eliminate him from the player. However, SP9RK1E lived damaged SADO with Meteor Strike, scored the frag onto him and went on to delete an enemy Mei, too.

It should be noted, however, that he only used Meteor Strike as a last resort considering his Rising Uppercut and Rocket Punch abilities were on cooldown.

Doomfist dresses up all fancy
Blizzard Entertainment
This getaway can help Doomfist get away in style.

Next time you’re playing Doomfist and an enemy Reinhardt tries to solo-ult you, know that Meteor Strike can save you from what could very well be instant death.

Just don’t go using it if your team is dying all around you. Save the Ultimate for the next fight and attack together to win the round of Overwatch.


Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun


Blizzard Entertainment’s Vice President and Overwatch’s beloved Game Director Jeff Kaplan has revealed what he thinks is the ideal competitive meta for the expansive title.

Overwatch exists in many forms, from its highest ranks to its lowest, but the game’s competitive meta at the professional level has also varied greatly since the original release back in May 2016. 


In the olden days, teams prioritized dive compositions led by Winston’s jumps and Tracer’s blinks. Then, in 2019, fans around the world either groaned or cheered as the divisive GOATS meta took center-stage, featuring a hefty squad built entirely with tanks and supports. 

Now, Kaplan is explaining his perspective on the game’s ideal state, following criticisms he levied back in July against the game’s double-shield reliance. Examining the game’s departure from a static, Orisa and Sigma-dependent environment, he dissects his compository ideology. 

Brigitte stuns Junkrat on Volskaya
Blizzard Entertainment
Barriers have held an uncomfortably powerful role in Overwatch for a long time.

As discussed in an interview with the Loadout, Kaplan is both aware of the professional scene’s interests and the casual base’s tendencies. Coupling those factors, he believes the game is at its best when there is some blend of high skill caps and diverse team compositions.

“The most ideal, healthiest state of the game is when the meta is somewhat fluid, when the meta is more map dependent or team match up dependent than it is static. We’ve all seen those moments when the meta has been completely static and all six players will just play the same six heroes every time. I think that’s fun from a mastery standpoint, but I think it’s a lot more exciting for viewers when creativity and curiosity come into play,” he said.

When Kaplan refers to a “static” meta, the simplest example is 2019’s GOATS, where three healers (Brigitte, Lucio, and Moira) were coupled with three tanks (D.Va, Reinhardt, and Zarya) and would barrel into opponents.


It took tremendous teamwork to be pulled off successfully against other professional teams, but many fans considered it more tedious than entertaining after months of gameplay.

In its current state, Overwatch is not completely balanced, but there is a degree of variety to it. That diversity seen in the Overwatch League spans downward into the casual ranks. Kaplan indicates that this is in line with his department’s hopes.

“I think most of our players would say in the ideal meta, all our heroes would be viable in some way competitively. I think as a competitive goal from a game designing and game balancing perspective that is extremely challenging, but it’s obviously what we strive to achieve.”


While he assures that Overwatch would be completely balanced in an ideal world, in the meantime, his team would at least like to push toward a game that varies to some extent based on coaching, player preference, and map.

It remains to be seen if current and upcoming patches can accomplish that, but Kaplan’s emphasis on “fluidity” is a welcome driving force.