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D.Va Build Guide

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D.Va has entered the Nexus and our guide section has been updated just in time with the D.Va Build Guide.

Our Talent Calculator has D.Va in it as well. Blizzard published an official preview of the latest hero and you can find it below.

Blizzard LogoBlizzard (Source)

"Here comes a new challenger!”

- D.Va, MEKA Pilot

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By the time she was 16 years old, Hana Song a.k.a. D.Va was already an international star who had won numerous accolades in the professional gaming scene. Having refined her extraordinary reflexes and skill while on the circuit, she would go on to win all her competitions for the next three years running. At age 19, D.Va learned that the Mobile Exo-Force of the Korean Army (MEKA) was recruiting skilled gamers for use as pilots, to help combat the growing Omnic presence that was threatening Earth. Naturally, the supremely competitive D.Va saw this opportunity as an evolution of her own career. Without fear or hesitation, D.Va traded the limelight of a competition stage for an armored mech’s operator license. There, as a member of MEKA, she could put her reflexes to the ultimate test on a real battlefield, instead of a digital one.

Not wanting to be outdone by her fellow Overwatch combatants, D.Va has entered the Nexus and is ready to make her mark on this world. As a ranged warrior who engages from within her armored, bi-pedal exo-suit, she can capably disrupt the enemy while providing ample cover for her allies in combat.

Talent Highlights:

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Hit the Nitrous

This gives D.Va’s MEKA more punch when she engages the boosters, increasing her mech’s speed for the duration of its flight. Great for initiating fights, and for helping D.Va to make swift escapes from dangerous situations.

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Get Through This!

Defense Matrix’s targeting array is prolonged, allowing it to absorb damage for a greater length of time. Excellent for offering your teammates more defensive coverage at a fixed position, as the Matrix cannot be angled while it is active.

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Nuclear Option

Increases the damage of MEKA’s Self-Destruct ability, but increases its timer. Opponents that are caught within the blast will suffer more damage, but also have more time to disengage.

Friends and Foes:

Works well with:

Hammer_Crop.jpg D.Va is great at disrupting enemy engages due to her knockback, her Self-Destruct, and Defense Matrix. With D.Va providing protection, Sgt. Hammer can continue to shell away at the enemy team.

 

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E.T.C. provides plenty of disabling effects that D.Va lacks, so together they form a potent team that can both peel and jump onto an enemy with Boosters and Power Slide. If E.T.C. uses Mosh Pit, D.Va can drop a Self-Destructing Mech in the middle of the party for some spectacular results.

 

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D.Va’s reduced Move Speed is offset by Lucio’s Speed Boost, allowing her to have even more uptime on her Basic Attacks. D.Va is also incredibly resilient, allowing Lucio’s Healing Boost to get maximum value on her multiple Health pools.

 

Struggles Against: 

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Falstad’s Flight provides his team with an advantage on larger maps; alternatively, D.Va’s flight doesn’t have great mobility to begin with. This can put D.Va’s team at a strategic disadvantage when the opponents can out-rotate her around the map. Falstad can also select Mighty Gust and push D.Va’s Self-Destructing Mech away from his team, greatly reducing its value.

 

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The frequency of Muradin’s Stuns can interrupt Defense Matrix and Boosters, reducing D.Va’s ability to make an impact during team fights.

 

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Roots not only stop D.Va in her tracks during Boosters, but can also root D.Va in pilot form after she pops out, helping the opposing team secure the kill on her.

 

All systems are operational for the Nexus’ newest warrior, D.Va! Thanks for reading, GLHF! 

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I really like these highlights by Blizzard. The Mosh Pit + Self-Destruct was one of the first things that popped in my head when I saw her Spotlight Trailer.

Edited by Valhalen

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I just picked up D.Va today and I been having some problems with her but I really want to like her, she is always a really slow to the fight, she is a huge target for nova and chromie and other heroes like them and her self destruct will only really hit if you send it in from very far away or you get some roots/stuns in, if it was a second shorter it would be alot more useful. but like I said it might just be me not knowing how to play her right yet and also most of the games I played with her everyone would target me and I would get hit by 3-5 ults on respawn x.x

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7 hours ago, ProxyJames said:

I just picked up D.Va today and I been having some problems with her but I really want to like her, she is always a really slow to the fight, she is a huge target for nova and chromie and other heroes like them and her self destruct will only really hit if you send it in from very far away or you get some roots/stuns in, if it was a second shorter it would be alot more useful. but like I said it might just be me not knowing how to play her right yet and also most of the games I played with her everyone would target me and I would get hit by 3-5 ults on respawn x.x

Her mobility outside combat when in the Meka form is definitely one of her built in weaknesses and deliberately done that way. In combat, her hitbox is pretty big, but compared to other heroes like Stitches Azmodan or Diablo, its not that much of a difference. And with boosters' mobility, you can threaten to either push their backline into a vulnerable position or isolate their frontline, much like Chen with wandering keg. But like Chen's keg, the pushing with boosters takes experience and knowledge of the duration and the knockback as well as game sense of knowing when hero is vunerable to getting pushed and when one is not. The self-destruct when not chained with crowd control into wombo combos, is meant to be just a zoning tool to either force enemies off an objective holding point or peel for your backline and for yourself in your weakened pilot form too. The pilot form is meant to be suboptimal, way below the level of standard ranged hero, something that although in a vacuum can deal quite a bit of damage, is really immobile and vulnerable. Still, even tho D.VA has those flaws, considering her base gameplay mechanic, two healthbars, is so ridiculously overpowered in MOBA genre, can't imagine her actually being bad.

 

TL:DR

Pushing heroes properly with boosters like pushing with Chen's keg is not ez pz, takes actual skill. D.VA has two healthbars, the most OP mechanic in history of MOBAs, so just enjoy the cancer.

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1 hour ago, BrightwingMain said:

TL:DR

Pushing heroes properly with boosters like pushing with Chen's keg is not ez pz, takes actual skill. D.VA has two healthbars, the most OP mechanic in history of MOBAs, so just enjoy the cancer.

I think she is well balanced enough at the moment. Just need a bit of tweaking, because the nerf is inevitable. As you said, two healthbars is OP as hell. Tychus used to be Top Tier when his ODIN gave him an extra healthbar (instead of sharing with his current healthpool).

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      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Base Face Smelt [W] Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 7 Pinball Wizard Bonus damage updated to be additive. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kharazim Level 4 Air Ally Fixed an issue that caused Air Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Return to Top
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    • By Staff
      Master every Heroes of the Storm battleground with our detailed map guides, featuring strategies for objectives and drafting!

      Heroes of the Storm features a wide range of maps, each offering unique objectives and strategies. To help players excel in every battleground, we’ve created comprehensive guides that cover drafting, objectives, and gameplay for all maps.


      Alterac Pass: Free Cavalries from Prison Camps to fight alongside your team. Battlefield of Eternity: Secure Immortals to destroy enemy structures. Blackheart’s Bay: Collect Doubloons to fire Captain Blackheart’s cannons. Braxis Holdout: Control Beacons to summon powerful Zerg waves. Cursed Hollow: Gather Tributes to curse the enemy team and gain an advantage. Dragon Shire: Control Shrines to summon the mighty Dragon Knight. Garden of Terror: Collect Seeds to unleash Garden Terrors on your enemies. Hanamura Temple: Escort Payloads to deal damage to enemy structures. Infernal Shrines: Summon Punishers by defeating Guardians at Shrines. Sky Temple: Capture Temples to rain laser blasts on enemy structures. Tomb of the Spider Queen: Turn in Gems to summon Webweavers to assist your team. Towers of Doom: Capture Altars to damage the enemy Core indirectly. Volskaya Foundry: Control Capture Points to pilot the Triglav Protector. Warhead Junction: Collect Warheads to bombard enemy structures.
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