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Overwatch Doctrine interview: Lore, Doomfist relationship, and vampire origins

Overwatch’s new support hero is none other than Doctrine! He has an interesting past, a connection to Doomfist, and a vampire-inspired hero fantasy. Ahead of his release date in Overwatch Season 5, esports.gg attended…

Overwatch Doctrine interview: Lore, Doomfist relationship, and vampire origins

Overwatch’s new support hero is none other than Doctrine! He has an interesting past, a connection to Doomfist, and a vampire-inspired hero fantasy. Ahead of his release date in Overwatch Season 5, esports.gg attended BlizzCon 2026 and interviewed Team 4 about Doctrine’s lore, story, relationships, development, abilities, and more. We chatted with narrative designer Eleni Rivera, lead hero producer Kenny Hudson, art director Dion Rogers, hero designer Scott Kennedy, and senior animator Kyle Disanjh.

Doctrine and Doomfist’s relationship in the Overwatch lore

In the interview with esports.gg, Rivera revealed that Doctrine has a strong connection to Doomfist. Doctrine originally built Doomfist’s arm while working for the Ogundimu Synergies, which was a company owned by Doomfist’s mother. Knowing of Doctrine’s talent and shared philosophy, Doomfist wanted Doctrine to join up with him in the present day. Therefore, with the help of Reaper, Sombra, and Widowmaker, Doomfist broke into Watchpoint: Grimsvötn to recruit him.

“Doctrine has been in Grimsvötn for a long time, he did some repeat crimes, and now he’s been let out. And it’s very specific to [the] connection with Doomfist. This is why we’re introducing him right now, and he’s very pivotal to this storyline. And we’re also expanding a little bit more of what Doomfist’s life was like before. Doctrine actually originally built Doomfist’s arm through the Ogundimu Synergies, which is where Doctrine worked. So that’s their main connection,” Rivera told esports.gg.

She continued, “They both were connected through Doomfist’s mom’s company, and Doomfist knew, ‘This guy is very talented, he’ll do whatever it takes, this is somebody that I know will be advantageous with joining us.'”

For context, Vendetta took over Talon earlier this year in the lore after defeating Doomfist. Widowmaker, Reaper, and Sombra then left Vendetta’s Talon while Moira stayed behind to improve on the super soldier serum that Freja and Emre stole from Watchpoint: Grand Mesa. Vendetta’s Talon stole an anima weapon with the help of Shion, acquired the anti-Gwishin EMP device thanks to the Junkers, and allied with Domina for the latter’s Vishkar technology as well.

Lore reveals then showed that Doomfist survived the fight against Vendetta and reunited with Reaper, Sombra, and Widowmaker to break Doctrine out of the Icelandic prison.

“Talon, right now, is being led by Vendetta — our other Talon people — ex-Talon. They’re sort of trying to figure out, ‘What are we going to do?’ We have this new group of Talon misfits, we have Dooomfist and Sombra and Reaper and Widowmaker, and they’re all coming together and they’re like, ‘Okay, how are we going to get ourselves back to where we want to be?'” Rivera told esports.gg when we asked about how Doctrine fits into the broader narrative. “And I think it reframes what this looks like — not just for Doomfist, but that group and then also Vendetta.”

Ana and Freja put Doctrine in Grimsvötn

“Something that is [a] really fun fact that you guys will see in the panel later is that Ana Amari and Freja Skov are the ones who arrested him and threw him into Grimsvötn,” she added. “So I think that players will get really fun conversations where they’ll get to unpack how people are feeling, why he’s out in the world, stuff like that.”

In terms of more Doctrine lore, we also know that his story began in Zimbabwe right before the Omnic Crisis. After the death of his parents, Doctrine had to care for his younger brother who suffered from something incurable. Since even the best scientists and doctors weren’t able to help him, Doctrine took things into his own hands. He mastered cybernetics and bioengineering to find a cure.

Overwatch’s take on a vampire hero

During the interview, Rogers revealed that the Overwatch team originally designed Doctrine to have a scientist or mechanical engineer vibe so he could help Doomfist with his arm. However, that concept lacked a certain spark. Lead narrative designer Miranda Moyer then had the idea of turning Doctrine into a vampire. Everything soon fell into place.

“We needed a person who [we] felt Doomfist could potentially reach out to to help him with his arm, and so we started off with kind of like a scientist or mechanical engineer-type vibe,” Rogers said. “But as we looked at the character, we just saw it didn’t quite have the spark just yet. Like, is that the guy who will repair Doomfist’s arm or someone he will go great lengths to rescue?”

He continued, “And Miranda, actually, our main narrative designer, she mentioned, ‘What would a vampire look like in the Overwatch universe?’ A lot of times, we don’t put what we consider a high-fantasy type character in the game world. But this time, we thought, ‘Hey, let’s give it a try. Let’s see if we can achieve some sort of lifesteal-type character and layer it with this kind of vampire motif.'”

According to Rivera, to make Doctrine’s vampire theme fit into Overwatch’s futuristic yet grounded world, Team 4 really leaned into cybernetics and bioengineering to explain how Doctrine can drain life from cells to regenerate and stay youthful.

“So his technology takes cells and steals life from people, and that’s how he regenerates himself and keeps himself young and keeps himself youthful and healthy. So that was the angle that we went with. And then in terms of his personality and his dialogue and how he carries himself, that’s where we went with [that] vampire fantasy that we were looking for. And then we threw it into the animation and hero design,” she said.

“Yeah, at least on the animation side, one of the things that is an obvious go-to is fangs and claws and ripping and biting and all that kind of stuff,” Disanjh added. “And he doesn’t do any of that. We really wanted to make our own mark of what this archetype will look like in Overwatch. He leans way more in his technology. He’s got his weapon in his right hand and his drones in the left, and he can support his allies through that a lot more. He’s got a lot of vampire motifs [through] a lot of the way he moves and carries himself on the battlefield.”

Doctrine in Overwatch: From scared scientist to aura-farming vampire

Disanjh shared that the team initially designed Doctrine’s movements around the aforementioned scientist identity as well. His drones were just small robots instead of bats, and the team experimented with snake-inspired movements. When the vampire concept came about, however, they locked in. For example, the team changed one of his defensive poses into a more upright stance to make him look confident instead of afraid.

“He’s in an upright, almost coffin-like pose right now, but the first thing we tried, which was trying to support the gameplay, was like, ‘Okay. He can fly, and he’s reducing the damage against him,’” he said. “So we had him in this really small, tight ball-type pose because he’s on the defense, he’s trying to fly away. This made sense. And it was functional. It worked, but [when you see him do that, you’re not like], ‘Oh that’s cool.’ You’re like, “He’s just kind of cowering.’ He looked like he was scared, like he was afraid, right?’”

Disanjh continued, “Once the vampire motif came in, we actually just kept him super upright. He’s not afraid. Immediately once we [put that pose into the playtest], people were like, ‘That is so cool.’ Those kinds of things help support the character a lot.”

Rogers then encouraged players to use Ana’s Sleep Dart on Doctrine to see a fantastic sleep animation.

Overwatch Hero 54: Abilities and ultimate behind the scenes

Speaking of Doctrine’s gameplay, his weapon is the Eternal Scepter and his abilities include Infuse Shrouded Momentum, and Invigorating Drones. As for his ultimate, it’s Deliverance. During the interview, Kennedy said that Team 4 wanted Doctrine to combine damage and healing through his weapon while also introducing the new Infuse mechanic.

“I had a couple of pillars when I was making Doctrine from the get-go. One of them was I wanted to make another support hero that does damage and heals with their weapon. Think of your Junos, your Anas, and stuff like that,” he said. “The other one that I really wanted to lean into when we found out that it was going to be a drone hero — is I wanted to go down the line of how would it feel if we had a support hero that increased the attack speed of another hero. What does that look like? And what is that implication going to have on gameplay? That really was the foundation of Doctrine, and from there, everything else was built up.”

Kennedy continued, revealing that Anran’s ultimate used to be similar to Doctrine’s ultimate.

“The ultimate, the maximum health reduction, is an ability — or the concept of that — has been around for a really long time. We actually tried it on Anran. Her ultimate was originally like a burn and it cauterizes people and reduces their maximum health, right? But as we played with it, we’re like, ‘It didn’t really fit within the role or what she does.’ So when we moved over to the doctrine, [that idea] feels very supporty. Instead of giving our allies tons of health, what if we take it away from the enemies and they can’t get it back? So there’s tons of those support ideas that are always bouncing around, and we’re always trying to bring it to you.”

The team added that they expect Doctrine’s ultimate to feel hectic at first as players learn how to use it. Over time, however, teammates may learn to group around Doctrine’s drones while enemies try to escape them. Players can then focus on enemies who lost the most maximum health from the ultimate.

The future of Overwatch heroes and lore

Overwatch’s Reign of Talon era made some big swings this year. It revealed the ambitious goal of 10 heroes, with Doctrine serving as the ninth and the omnic detective arriving later. Reign of Talon also pushed the narrative forward through the many comics, videos, in-game events, plus the short story and YOASOBI collaboration that reunited old favorites like Genji and Hanzo.

When we asked about the lessons that the team learned from a year of storytelling, Hudson gave a heartfelt answer.

“This might sound a little bit sappy, but [it’s] how resilient this team is and how we aim at a consistent target of like, ‘We’re going to do 10 heroes, we’re going to go back to narrative, we’re going to accomplish all these goals.’ [It’s] how locked in and focused we can get on something. We are a team,” he said.

Hudson also talked about Overwatch’s pace of hero releases. “I definitely think that one of the coolest things about Overwatch that we saw with Season 1, especially, is these big moments of discovery, and nothing can really drive that discovery like a new hero kit and finding your new main,” Hudson said. “And, if anything, I think in the future, I’m not speaking for anybody, but I’d want to do more of that if it were up to me. So I’m definitely liking the pace that we’re on. I think there’s a lot more to create, and I hope that there’s a lot more for players to discover alongside us as we run.”

Meanwhile, Kennedy shared how more heroes mean more opportunities to create characters that resonate with different players.

“Not everyone wants to play Jetpack Cat, not everyone wants to play Emre, but there’s always a hero for someone that someone can resonate with,” he said. “And as we release more and more heroes, you start to see people gravitate towards those heroes. Mizuki was the first hero I designed, and it’s always really special for me when people come up [to me and say], ‘I love playing Mizuki, I have so much fun playing this hero.'”

Rivera then talked at length about Overwatch’s narrative.

“In terms of narrative and what we’re learning […], we’re having like this big [yearly] arc, and that’s something that I think might feel overwhelming — or at least it did for a bit. But it also lets us really strengthen our narrative connective tissues that maybe didn’t feel as strong for our players,” she said. “There are things that maybe players have been questioning about or wondering, ‘Are we ever going to go back to that?’ or ‘Are we ever going to get answers in places that we really want answers?’ And I think this is the place that we’re finally getting to hit those beats. We get to have our comics, we get to have our short stories, we get the WEBTOONS. We get to really expand the narrative in a way that hasn’t really happened before.”

“The world can always use new heroes,” Rogers added.

That’s all for now. Stick around on esports.gg for more Overwatch interviews, news, guides, and updates!