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D.Va Abilities and Strategy

Last updated on Jun 01, 2017 at 22:15 by Micekrispies 14 comments

Table of Contents

D.Va Image

General Information

Below, we give you an overview of the abilities that D.Va has access to. We also explain how to best your these abilities.

The other pages of our D.Va guide can be accessed from the table of contents on the right.

About the Author

Micekrispies is a Grand Master Hero League player who has a passion for the MOBA scene and its community. Having over 6 years of experience in the upper divisions of League of Legends, Micekrispies saw Heroes of the Storm as an exciting new endeavor. His priority is to share his knowledge of the MOBA genre with any and all who desire to learn more. Feel free to drop off a comment in the comments section or check out him out on Twitch where he will gladly answer any of your questions.

1. Tips on Ability Usage

  • Boosters Icon Boosters can be used to both initiate onto enemies or peel them away from vulnerable allies.
  • Remember that Defense Matrix Icon Defense Matrix only affects enemy Heroes and will not reduce the damage of enemy Minions, Mercenaries, or Bosses.
  • Many times it will be worth saving Defense Matrix Icon Defense Matrix for the enemy Assassins; this will provide D'Va's team with maximum damage mitigation.
  • When possible, Self-Destruct Icon Self-Destruct should be used in conjunction with AoE crowd-control so that enemies will not be able to flee its damage radius.
  • Bunny Hop Icon Bunny Hop can be used defensively to avoid being locked down by the enemies' otherwise devastating crowd-control.
  • Try to strike multiple enemies with each cast of Big Shot Icon Big Shot in order to reduce the cooldown of Call Mech Icon Call Mech as quickly as possible.

2. Mech Mode/Pilot Mode (Trait)

D.Va Mech Mode
Mech Mode (D) D.Va
  • Passive

When D.Va's Mech dies, she is ejected out after 0.75 seconds and can continue to fight. D.Va's Mech only awards 50% of a normal Hero's experience upon dying.

D.Va Pilot Mode
Pilot Mode (D) D.Va
  • Passive

Basic Attacks reduce the cooldown of Call Mech by 0.5 seconds. As a Pilot, D.Va only awards 50% of a normal Hero's experience upon dying.

Mech Mode Icon Mech Mode and Pilot Mode Icon Pilot Mode are the two components that make up D.Va's trait ability. Being able to understand the interaction and differing mechanics of each of these modes is integral to effectively utilizing D.Va on the battlefield.

Mech Mode is D.Va's tanking state and the one she will spend most of her time in during a Match. While in Mech Mode there are only two ways D.Va is able to transition into her Pilot Mode; by either being killed in Mech Mode, or by casting Self-Destruct Icon Self-Destruct. Once transitioned into Pilot Mode, D.Va will then need to play more similarly to a ranged assassin as she will become quite vulnerable to crowd-control and burst damage. Once forced into Pilot Mode when her mech is destroyed D.Va's primary concern should be to stay alive and then reenter Mech Mode via Call Mech Icon Call Mech as quickly as possible. Although there are Talents by which D.Va can expedite this process, D.Va is most likely going to rely on Basic Attacks to reduce the cooldown of Call Mech.

3. Boosters (Mech Mode)

D.Va Boosters
Boosters (Q) D.Va
  • Cooldown: 0 seconds

Increase D.Va's Movement Speed by 125% for 2 seconds. Enemies that are hit take 135 (+4% per level) damage and are knocked away.

D.Va cannot be Slowed while Boosters are active, and each enemy can only be hit once per use.

Boosters Icon Boosters is D.Va's primary source of mobility as she only travels at 85% move speed and is unable to Mount in Mech Mode. Although Boosters deals damage to all enemies struck, it should first and foremost be seen as a tool of crowd-control due to its knockback component. Much like other knockbacks in the game (such as E.T.C.'s Face Melt Icon Face Melt and Lt. Morales's Displacement Grenade Icon Displacement Grenade), Boosters can be used both offensively and defensively depending on the situation at hand. D.Va is able to peel for those in need by pushing away aggressive enemy Heroes, as well as follow up an allies' teamfight initiation by flanking and forcing a vulnerable enemy closer towards her teammates. Boosters is also a great means by which D.Va can interrupt an enemy Heroes channeling of a potentially devastating ability. Although D.Va should not be afraid to use Boosters to enter into a skirmish, it may sometimes be worth saving Boosters to reposition or escape should things start to go poorly for her team. D.Va's lack of mobility can be painful when trying to reposition and a 9-second cooldown is unforgiving when Boosters has already been foolishly wasted just before it is needed most.

4. Torpedo Dash (Pilot Mode)

D.Va Torpedo Dash
Torpedo Dash (Q) D.Va
  • Cooldown: 12 seconds

Dash towards the target location, passing through enemies along the way.

Torpedo Dash Icon Torpedo Dash is a Talented Basic Ability only available to D.Va upon reaching level 16. This ability is D.Va's only source of mobility in Pilot Mode and provides her a reliable gap-closer to reposition or escape from enemies once being forced out of her Mech. Torpedo Dash passes through units so D.Va should not be afraid to position herself in situations were she would normally be body blocked as she can simply dash through the imposing units when most threatened.

5. Defense Matrix (Mech Mode)

D.Va Defense Matrix
Defense Matrix (W) D.Va
  • Cooldown: 0 seconds

Channel a defensive field in the target direction for 3 seconds, reducing the damage dealt by enemy Heroes inside it by 75%. The Mech can move while channeling, but cannot turn.

Damage dealt to the Mech from enemies within Defense Matrix still grants the same amount of Self-Destruct Charge.

Defense Matrix Icon Defense Matrix is D.Va's defensive Basic Ability which is used to shutdown large amounts of enemy Hero damage. Keep in mind that the damage a Hero deals is mitigated by keeping the actual Hero within Defense Matrix's area. Defense Matrix can be channeled while moving which allows D.Va to track a target potentially preventing them from dealing effective damage for Defense Matrix's full duration. Once Defense Matrix is activated, D.Va will be unable to change the abilities' direction so it is important that D.Va is able to position herself accordingly in order to maximize the abilities effectiveness. D.Va is also unable to attack while Defense Matrix is active, however she can reactive the ability to cancel the channel anytime.

6. Concussive Pulse (Pilot Mode)

D.Va Concussive Pulse
Concussive Pulse (W) D.Va
  • Cooldown: 8 seconds

Deal 141 (+4% per level) damage to enemies in a cone and knock them back.

Concussive Pulse Icon Concussive Pulse is similar to Torpedo Dash Icon Torpedo Dash in that it is a Pilot Mode Basic Ability that is only available to D.Va after talenting into it at level 20. This ability is a straightforward knockback on a relatively short cooldown. Much like D.Va's Boosters Icon Boosters in Mech Mode, Concussive Pulse can be used both offensively or defensively, although she will most often be using it to peel away enemies attempting to dive her while shes defenseless. Concussive Pulse can also be used to force an enemy or multiple enemies within range of her Self-Destruct Icon Self-Destruct.

7. Self-Destruct (Mech Mode)/Call Mech (Pilot Mode)

D.Va Self-Destruct
Self-Destruct (E) D.Va
  • Charges: 100

Eject from the Mech, setting it to self-destruct after 4 seconds. Deals 400 (+4% per level) to 1200 (+4% per level) damage in a large area, depending on distance from center. Only deals 50% damage against Structures.

Gain 1% Charge for every 2 seconds spent Basic Attacking, and 30% Charge per 100% of Mech Health lost..

D.Va Call Mech
Call Mech (E) D.Va
  • Cooldown: 45 seconds

Call a new Mech and enter Mech Mode.

Basic Attacks lower this cooldown by 0.5 seconds each.

Self-Destruct Icon Self-Destruct is by far D.Va's greatest source of AoE burst damage that may sometimes appear to single-handedly win teamfights when tactfully unleashed. Although the temptation will arise to initially think of Self-Destruct as a means of raw damage output, there is much more to the effectiveness of the ability than sheer demolition. The cast time of of Self-Destruct is 4 seconds, which gives enemy Heroes plenty of time to attempt to flee its blast radius. Although often times Self-Destruct may not strike a single target, that does not mean that its effectiveness has gone completely to waste.

Depending on how it is used, Self-Destruct at its core should be primarily seen as a tool of utility; providing D.Va with an incredibly strong source of peel and disengage, as well as sieging and zoning potential. The threat of Self-Destruct's blast radius will force enemies out of its range, and those who do end up being caught within in it will be knocked away from the center of the blast. This 4 seconds of zone control can be capitalized on by D.Va and her allies whether this is by capturing an important Battleground objective or by picking off an isolated Hero who was separated by his allies to avoid the Self-Destruct. Self-Destruct can also be cast behind an enemy team to force them into making a decision; either fall back and be struck by the blast, or stay up front within reach of D.Va's teammates. Although not always necessary, D.Va is able to cast Self-Destruct in conjunction with Boosters Icon Boosters in order to send the exploding Mech deep within a desired territory. Boosters may even be reactivated at a precise location in order to stop the Mech any time along its flight path. D.Va should use this combination of abilities to place Self-Destruct at key positions without putting herself in danger once abandoning the Mech.

Call Mech Icon Call Mech is the ability D.Va will need to cast in order to resummon her Mech once she ends up separated from it. If her Mech was destroyed, while in Pilot Mode D.Va will have to rely on Basic Attacks to lower the cooldown time of Call Mech unless having talented into specific Talents such as Big Shot Icon Big Shot or GG, WP Icon GG, WP. Like previously stated in the brief discussion of Pilot Mode above, D.Va's primary concern should be first staying alive and secondly minimizing the time she will be stuck in Pilot Mode while Call Mech is on cooldown.

8. Bunny Hop

D.Va Bunny Hop
Bunny Hop (R) D.Va
  • Heroic
  • Cooldown: 100 seconds

D.Va's Mech becomes Unstoppable and stomps every 0.5 seconds, dealing 60 (+4% per level) damage and Slowing enemies by 40%. Lasts 4 seconds.

Requires Mech Mode.

Bunny Hop Icon Bunny Hop is D.Va's Mech Mode oriented Heroic Talent that deals nice AoE damage and provides a significant slow to those caught within its radius. The ability is relatively straight-forward to use although knowing when to use it is going to be the greatest challenge in maximizing its effectiveness. The Unstoppable component to Bunny Hop is where most of the abilities' strength lies. D.Va can use Bunny Hop to prevent enemies attempting to flee or to peel away aggressive enemy Heroes from her more defenseless allies. The fact that it makes her Unstoppable will help ensure that D.Va can track her desired target(s) and even allows her to try to cut-off and body-block an enemy from their desired direction of movement. D.Va should not hesitate to use Bunny Hop defensively should she be caught in an chain of crowd-control or found in a compromising position that would otherwise lead to the destruction of her Mech followed by her death.

9. Big Shot

D.Va Big Shot
Big Shot (R) D.Va
  • Heroic
  • Cooldown: 4 seconds

Deal 250 (+4% per level) damage to all enemies in a line. The cooldown of Call Mech is reduced by 8 seconds for each enemy Hero hit.

Requires Pilot Mode.

Big Shot Icon Big Shot is the Pilot Mode counterpart to Bunny Hop Icon Bunny Hop and can only be used once D.Va finds herself stranded without a Mech. The cooldown of Big Shot is surprisingly short which allows her to cast it more liberally in an attempt to deal consistent poke damage and further reduce the cooldown of Call Mech Icon Call Mech. Unless the damage would otherwise result in the immediate death of an enemy Hero, D.Va should try to line up Big Shot to strike multiple targets in order to most efficiently benefit from the cooldown reduction component of the ability. If taking the time to line up a shot on multiple Heroes is going to be longer than 4 seconds, D.Va should not hesitate to strike whatever target is available to her once the ability is available. Although not incredibly significant, it should be noted that talenting into Big Shot does provide D.Va some much welcome waveclear in Pilot Mode when waiting around for Call Mech to become available.

10. ChangeLog

+ show all entries - show only 10 entries
  • 01 Jun. 2017: Boosters cooldown has been reduced from 10 seconds to 9 seconds.
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