D.Va Abilities and Strategy
Welcome to our Abilities page for D.Va. Here, we give you an overview of every ability in D.Va's kit. For each of them, we explain what it does, how to best use it, and how it works in combination with D.Va's other abilities. We also give you strategy tips to play D.Va efficiently.
1. D.Va's Tips and Tricks
- Boosters can be used to both initiate onto enemies or peel them away from vulnerable allies.
- Remember that 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 for the enemy Assassins; this will provide D'Va's team with maximum damage mitigation.
- When possible, 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 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 in order to reduce the cooldown of Call Mech as quickly as possible.
2. Mech Mode/Pilot Mode (Trait)
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.
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 and 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. 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 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)
- 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 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 and Lt. Morales's 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)
- Cooldown: 12 seconds
Dash towards the target location, passing through enemies along the way.
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)
- 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 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)
- Cooldown: 7 seconds
Deal 141 (+4% per level) damage to enemies in a cone and knock them back.
Concussive Pulse is similar to 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 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.
7. Self-Destruct (Mech Mode)/Call Mech (Pilot Mode)
- 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.
- Cooldown: 45 seconds
Call a new Mech and enter Mech Mode.
Basic Attacks lower this cooldown by 0.5 seconds each.
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 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 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 or 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
- 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 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
- 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 is the Pilot Mode counterpart to 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. 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.
- 01 Jun. 2017: Boosters cooldown has been reduced from 10 seconds to 9 seconds.
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