It's almost impressive how they missed the mark on EVERY part of D.Mon's kit
I'm not trying to be DevHateBot 6000 here. I love D.Mon's design and concept. I think she's a few buffs away from being a fun and engaging (if not meta-defining) addition to the roster.
But like...how did they manage to make literally everything feel like ass?
- Sword has roughly similar TTK to Brig flail with less range and none of the combos that help Brig secure kills
- Thrust has fire strike-level animation lockout in exchange for minimal range/movement and negligible damage
- Her boosters feel like they drain immediately yet take forever to recharge
- Her "ranged" option feels like Ball's gun on cooldown (barring her major perk, which genuinely does feel good)
- Her ult has giga windup and short range
- For the reasons above, almost none of her kit cancels or combos into anything else. Best I can think of is boosters + sword swing, which nets you a whopping "One Torbjorn Hammer Swing" in damage
And perhaps most impressively, Pilot D.Mon is somehow worse than Pilot D.Va:
- Despite having similar damage output, D.Mon's gun has falloff and spread that makes it less reliable for dealing damage (and, more importantly, building ult) at range
- Because of her lower mobility and range, D.Mon a lot less likely than D.Va to demech in a position where she won't just die instantly
- Even if she gets her remech, the animation is insanely long (in exchange for worthless damage)
I think the devs get a lot of flak they don't deserve, but it doesn't inspire a lot of confidence when a hero manages to launch in a state so staggeringly horrible that she feels like she's losing in practice range.
Also, side note: the introduction of her hero trailer where she's flying gave me the impression that her boosters might let her stay in the air without verticality (like how Juno's flight works) and I'm kind of disappointed that it's more just a crippled Soldier sprint.
Posted Aug 12, 2026, 3:27 AM UTC