Uploaded April 2019 | Updated September 2026, 2 days ago
This is the second video I've put up of plays that made me climb over into GM in the last two seasons. There's a long bit of text in the previous video talking about my SR over time and things I did to change it. For this video, I'd like to talk about the game more broadly.
This entire match was supposed to be a loss. This play is from the first round, our offense, right before overtime. We had played dive for the entire go but failed to move cohesively, so Torb turret and high ground healers that could back out never got pressured enough to actually result in meaningful deaths. You see this kinds of plays a lot near the end of the clock, because the the only time the game truly demands everyone do the same thing at once.
Just prior to this play, I had gotten onto the comms to say that we can't leap in while Torb turret is a thing. We need to use my ult, me first in the dive, to wipe out the turret and immediately jump in while my splash damage still mattered. I called for them to dive about 2 seconds before I actually wanted them to, because you've got to take into account voice latency and the guy reacting on the other side, plus a little air time. The fact this this play works is mostly because everyone is in on it. We've got DVA and Winston immediately going in post slam, finishing off the shrivel of HP the immortality drone has left. The enemy team is banking on their ability to ignore an attack thanks to the field, but they're not taking into account the true health they're losing from the ult impact. They stay, or move further in, hungry for the easy, immobile Doom kill, still thinking they're invincible. What they get, unfortunately, is two damage soakers to the face and a lucio, with usually a crap weapon, shooting a guaranteed 80 damage down a hallway. The fact that Ana-nade connects is insult to injury, as they were already taking damage beyond their ability to spam-grenade heal. We even see Baptiste whiff the ult in all the chaos, putting out too far forward as he either jumped or expected his team to push out rather than cave in.
We could have done this kind of play at basically any time, but its often the case that no one gets their shit together until the last 60 seconds. One of the biggest changes I've made while moving my SR from a permanent 3750 to 4000 is just constantly keeping tabs on where my mates are. You can get really aggressive as Doomfist, but half of the time its simply not worth it if nobody can press W and make use of what you're doing.
Side note: I hit GM one-tricking Nerf-Fist in Season 14. That basically makes me a god dam unicorn.
This is the second video I've put up of plays that made me climb over into GM in the last two seasons. There's a long bit of text in the previous video talking about my SR over time and things I did to change it. For this video, I'd like to talk about the game more broadly.
This entire match was supposed to be a loss. This play is from the first round, our offense, right before overtime. We had played dive for the entire go but failed to move cohesively, so Torb turret and high ground healers that could back out never got pressured enough to actually result in meaningful deaths. You see this kinds of plays a lot near the end of the clock, because the the only time the game truly demands everyone do the same thing at once.
Just prior to this play, I had gotten onto the comms to say that we can't leap in while Torb turret is a thing. We need to use my ult, me first in the dive, to wipe out the turret and immediately jump in while my splash damage still mattered. I called for them to dive about 2 seconds before I actually wanted them to, because you've got to take into account voice latency and the guy reacting on the other side, plus a little air time. The fact this this play works is mostly because everyone is in on it. We've got DVA and Winston immediately going in post slam, finishing off the shrivel of HP the immortality drone has left. The enemy team is banking on their ability to ignore an attack thanks to the field, but they're not taking into account the true health they're losing from the ult impact. They stay, or move further in, hungry for the easy, immobile Doom kill, still thinking they're invincible. What they get, unfortunately, is two damage soakers to the face and a lucio, with usually a crap weapon, shooting a guaranteed 80 damage down a hallway. The fact that Ana-nade connects is insult to injury, as they were already taking damage beyond their ability to spam-grenade heal. We even see Baptiste whiff the ult in all the chaos, putting out too far forward as he either jumped or expected his team to push out rather than cave in.
We could have done this kind of play at basically any time, but its often the case that no one gets their shit together until the last 60 seconds. One of the biggest changes I've made while moving my SR from a permanent 3750 to 4000 is just constantly keeping tabs on where my mates are. You can get really aggressive as Doomfist, but half of the time its simply not worth it if nobody can press W and make use of what you're doing.
Side note: I hit GM one-tricking Nerf-Fist in Season 14. That basically makes me a god dam unicorn.








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I did not know John de Lancie was in this. I was not prepared.
You could not have picked a better person.
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