Based on PBMYC (Project Halt) by ecksdee#11729 & Dark#111755, the original OW1 emulator that gave the base for Doomfist's mechanics and sliders. This code expands on it with a full perk progression system and more customization.
Developer Comment: _"I wanted Doomfist to feel progressive—starting out clunky, but evolving through good play with permanent buffs that fit your playstyle. Perks should feel like true upgrades, not basic features stripped away and sold back to you." —Edward
This code rebuilds Doomfist into a progressive DPS hero using a dynamic perk system. Every ability includes customizable sliders, giving you full control over his tuning.
When you join the match with default settings, you're playing MY version of DPS Doom. If that's not your thing, you can disable perks in the Workshop Settings and customize everything manually.

HERO SETTINGS
All values are configurable in the lobby.
General
Passive stays the same as tank.
Native subrole & perks are disabled.
Health — 250
Doomfist Scale — 0.90 (recommended for DPS hitbox)
New subrole Flanker: Health packs restore more health (75)

Hand Cannon
Damage increased from 55 to 77 per shot (slider from 1 to 1.4)
Reload time increased from .40s to .60s

Rocket Punch
Cooldown — 5s
Charge Time — 1.4s
Impact Damage — 50–110 (scales with charge)
Wall Damage — 60–140 (scales with charge)
Knockback — 15–30m (scales with charge)
Empowered Punch is only available when selecting Major Perk B

Seismic Slam
Cooldown — 7s
Max Damage — 125 (scales with air time)
Indicator range — 15m
Pull Range — 8m
Pull Loss of Control — 0.65s
Damage Zone (forward cone) — 8m length
Behind/Sides Damage Radius — 4m
Slow on Hit — Enabled (50% for 1.5s)
Reduced travel speed

Rising Uppercut
Cooldown — 7s
Damage — 55
Radius — 5m
Victim Loss of Control — 0.65s
Self Attack Lock — 0.70s
Heal per Target(The Best Defense) — 30 HP

Meteor Strike
Center Damage — 300
Falloff Range — 2m
PERK SYSTEM
Earn perks by dealing damage. Three tiers, each with passive base buffs and a choice between two playstyle paths.
Damage thresholds to unlock each perk: 1,550 → 3,800 → 6,100
Minor Perks
Base buffs: Slam speed restored to 1x. Cooldowns reduced. Uppercut 6.5s, Rocket Punch 4.5s, Slam 6.5s.

Aftershock (Hold Reload) — Hitting 3+ enemies with Uppercut or dealing 85+ damage with Slam resets Rocket Punch cooldown. Slam damage zone/pull increases by 2 meters.

No Recovery(Hold Crouch) — Hitting 3+ enemies with Uppercut or dealing 85+ damage with Slam applies Anti-Heal and reduces enemy damage by 15% for 1.5s.
Medium Perks
Base buffs: Uppercut self-lock reduced from .70 to .20. Cooldowns reduced. Uppercut 6s, Rocket Punch 4s, Slam 6s.

One Punch is all I Need (Hold Reload) — Rocket Punch knockback increased by 5 meters (from 30 to 35), wall damage increased by 25 (275 total).

Peek-a-Boo (Hold Crouch) — Uppercut damage increased by 20 (total 75), radius increased by 1m, enemy loss of control increased from .65 to 1s.
Major Perks
Base buffs: Rocket Punch cooldown → 3.5s, RP charge time → 1s.

Seismic Unbound(Hold Reload) — Slam works like Tank Slam on the ground (free leap), but switches to DPS Slam with a targeted landing indicator when cast in mid-air. Slam max damage increased by 25 (150 max), indicator range increased by 5 meters (20m total). Meteor Strike: damage reduced to 250, falloff radius reduced from 2m to 1.5m. New effect: victims in the area are stunned for 3 seconds. During cast, Doomfist is healed and all his cooldowns are reduced.

Power Block (Hold Crouch) — Unlocks Power Block (Ability 2) moves Uppercut to Reload key. Block damage to empower punch, (EP deals an extra 25 wall dmg and restores hand cannon ammo on kill). Meteor Strike: damage increased to 400, falloff range increased from 2 to 5.5m.
Empowered Punch can deal up to 300 total damage with wall impact, but only when 'One Punch' perk is selected.
Seismic Slam + Uppercut combo can deal up to 225 total damage with Peek-a-Boo + Seismic Unbound perks.
CONTROLS
Hand Cannon Left Click
Rocket Punch Right Click
Seismic Slam Ability 1
Rising Uppercut Ability 2
Power Block Hold Ability 2 (Major B)
Power Block + Uppercut Press R (Major B)
Perk Option A Hold Reload
Perk Option B Hold Crouch
Sources
This post utilizes other codes either in part or in full. This could be because they remixed them, used parts of them, were inspired by them, or other reasons.
Controls
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Power Block
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Rising Uppecut
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A PERK
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B PERK
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Power Block
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Rising Uppecut
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A PERK
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B PERK
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Power Block
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Rising Uppecut
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A PERK
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B PERK
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Power Block
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Rising Uppecut
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A PERK
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B PERK
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