4 years ago
3
Patch 2.4
Player Avatar

Free Agent - NA

"Where is the gold!?" - Drogoz, The Greedy

About the character: Drogoz is a strong burst damage and pressure character meant for players who like to bully tanks and healers as well as using the structure of the map to their advantage. He is excellent at pushing the advantage with his burst mobility. He can dive, play passively to pressure the point from being stood on and is best at mid to close range. He is extremely strong against ground based low HP characters and very weak to long ranged hitscan characters. If played correctly, like his epithet suggests, he is the paladins character who can take the most kills and damage out of any!

About myself: I go by the tag "RedLygr" and have been playing paladins since the open beta where I mained our favorite greedy dragon, Drogoz. After the beta I played very little of season 1 and 2 as I was simultaneously playing Overwatch, which was much more popular with my friends at the time. I started off complete trash at Silver rank, but managed to work my way up to an SR of around 4300 in the recent seasons. Which would be on the border of the top 500 skill level in that game. Funny enough though, I am not a pharah main! Believe it or not, the characters actually play a slightly different role on the team, they just have many similar abilities. After getting tired of Overwatch I'm back here on paladins and I've been having a great time learning all the new heroes and changes that happened since open beta.

My perspective: In season 2, I was able to make it up to low diamond here on Paladins and that is where I am at right now in season 3. So this guide will be from the platinum/diamond perspective and mostly be talking about how to use Drogoz in this general skill level of players. Although I will, of course, go over my thoughts for all skill levels.

Drogoz Builds
Build Section
Notes

Abilities:

Rocket Launcer (AoE): Fire explosive rockets every 0.85s to decimate an area, dealing 850 damage.

(note: a direct hit to an enemy will deal maximum damage of 850 while indirect hits can end up doing less the further away the missile explodes from the enemy)

Fire Spit (AoE): Spit a flammable orb and shoot it to deal 900 damage to enemies and weaken them to further attacks for a short duration. Hitting an enemy directly deals 150 damage.

cooldown 8 seconds

(note: can be used without exploding to coat an enemy and deal more damage with each rocket)

(note: a direct explosion on top of an enemy will deal maximum damage of 900 while indirect explosions can end up doing less the further away the spit ball explodes from the enemy)

Salvo (AoE): Load all your rockets into your launcher and unleash them with your next attack for a rapid-fire assault, dealing 250 damage per rocket.

cooldown 20 seconds

(note: always reload before using this ability)

(note: a direct hit to an enemy will deal maximum damage of 250 per missile while indirect hits can end up doing less the further away the missile explodes from the enemy)

Thrust (ability): Jet upwards into the air.

cooldown 11 seconds

(note: use max fuel before thrusting and you will gain it back during the thrust animation)

Booster (passive): Hold jump to stay in the air.

(note: rhythmically tap jump to sustain your booster fuel)

Dragon Punch (ultimate): Unleash your fury to jet through the air and hunt down an enemy to execute.

(note: always use this behind cover since it has a huge start up time)

*Warning: any character with an immunity ability will be able to live against Dragon Punch for the duration of their ability

Drogoz tips for:

Bronze & Silver

Stay in the sky!!! Shoot at mid range! You will find that players at lower skill levels will have a hard time looking up and aiming at a flying target. Use this to your advantage and make a deck that lets you stay in the air for the longest period of time. I'm talking Propel to increase Thrust distance and one of the many cards that increases booster fuel. Consider Cronos and Cauterize for perks to keep you in the air and to keep enemies from getting healed once damaged by you.

Gold & Platinum

Mix up when you are in the sky and when you are on the ground! Use your unique cover! Players at this skill level will start to begin to be able to punish you for being out in the open in the air. Therefore you should start to incorporate trees and high walls as cover, use increased mobility with Nimble to peak in and out while you fire. You may still want to consider Cauterize, but go for Nimble over Cronos and maybe even Haven over either of those two.

Diamond & Masters

Really pay attention to how the enemy is playing to attune your own play style to counter them!!! Drogoz is one of the very few characters in Paladins that can change his role on the team based on how you are using his abilities. As damage, your primary function should be to weaken tanks and healers and keep opponents off the point, but in these ranks you will find that your flank might struggle to distract or kill the enemy damage. Maybe the enemy healer is playing on top of their ranged damage or the enemy off tank. If this is happening you need to adjust accordingly and help your flank out! Drogoz has great dive and burst damage capabilities. Really take advantage or WYRM Jets and Nimble if you are expecting your flank to have problems and follow them behind enemy lines or flank the opposite route. After the enemy damage is dealt with you can turn back to the point. Your own tanks and healers should be able to stall for a little while. Just be very careful about taking too long and don't forget your primary goal as damage.

Grand Masters & Pros

Really pay attention to enemy counter picks!!! You should never pick Drogoz until the last pick as he is sadly, one of the more counterable characters at the highest skill levels. People in these tiers will have no problem at all shooting you out of the sky or tracking your strange mobility. Really choose your gold card carefully at the start of the round by taking a look at their team composition and pick your deck accordingly to how you need to play. If they have 2 long ranged or hitscan characters then you may need to spend a majority of the game on the ground and buying Combustible will probably be your preferred gold card. OR does the enemy team have high damage, low HP flankers that will end up bullying you and your healer? Then you need to get Fusillade so you can 2 shot them and make them fear your pick. OR look at your team composition!!! What kinds of abilities do your tanks and healers have? Do you have a flanker or another damage character on your team? You might want to go WYRM Jets if you have a lot of mobility on your team so your team can dive together and focus a target. Fusillade is pointless if you have 1-2 people helping you kill targets and you will find that the increased mobility can save you more in some situations! Really choose perks carefully and often wait to see how the opponent is playing and how you team is losing before buying a 3rd and 4th perk. Use these perks to counter what you are struggling with!

WYRM
W.Y.R.M. Jets

W.Y.R.M. Jets

Armor

Increase your Movement Speed while using your Booster.

Level 1

Rain of Fire

Rain of Fire

Thrust

Consume 75% less Booster fuel for 5s after using Thrust.

Level 5

Propel

Propel

Thrust

Restore 40% of your maximum Booster fuel after using Thrust.

Level 4

Thrill of the Hunt

Thrill of the Hunt

Thrust

Reduce the Cooldown of Thrust by 26% after getting an Elimination.

Level 2

Survival

Survival

Thrust

Reduce the Cooldown of Thrust by 100% after dropping to or below 30% Health.

Level 3

Fuel Tank

Fuel Tank

Armor

Increase your Booster fuel capacity by 10%.

Level 1

Nimble

Nimble

Armor

Gain 7% Movement Speed.

Level 1

Notes

Goal:

This build is set to play against ground based targets with a medium HP pool that would take 3 shots to kill no matter what. It can be used to move quickly to harass slow tanks as well.

The basic goal of playing the WYRM Jets gold card is to weave in and out quicker. While it doesn't provide as great a boost as it used to, it can still make a difference when diving and it will generally be more useful than fusillade against targets with more health as they require 3 shots to kill anyway.

Cards:

Rain of Fire 5 is important to keep distance from ground based targets for a longer period of time as you will need to get 3 hits on a target to kill them.

Propel 4 is a great card and Drogoz's most useful card to have against slow or ground based opponents letting you quickly dive onto a target that is a bigger distance away, chase down someone with a movement ability, flank over high walls and it can sometimes be used to escape if you find yourself far from safety

Similarly Survival 3 pairs well with these two cards if you are having an elongated fight and lose out on fuel. Drogoz will be at a disadvantage on the ground so this card will reset the thrust cool down and can come in clutch against a Moji or Bomb King.

Thrill of the Hunt 2 should give you a rest on thrust after a kill on a grounded target since the battle will be a bit prolonged (unless you are forced to use Survival). With the cool down reset you can either dive to the next target or run to your team for heals or cover.

Fuel Tank is good to keep yourself hovering for a longer period of time and should be used over Apex Predator here since you should not be as worried about taking as much damage against ground based players. Staying higher up will actually help you take less damage anyways.

Perks:

Nimble is really the only must as you are playing for speed.

Haven is useful if you are fighting against hitscan enemies that can shoot you out of the air.

Life Rip is generally strong in prolonged battles and should be used interchangeably or in tandem with haven if you often find yourself dying to an enemy who is one shot.

If you find a teammate that dives with you and focuses a target well Kill to Heal will be better than Life Rip. But if you find yourself not getting many heals then you will want to get both Kill to Heal and Life Rip.

Cauterize is generally great, but take a look at the opponents team sometimes Deft Hands will be a better choice or multiple defensive perks.

Illuminate is a great perk for Drogoz in the Strix and Skye match ups. Although depending on the map you may want to consider a more ground based build and avoid Strix all together. Though it is important to remember if you can get directly above a Strix he will be an easy target since he has no mobility at all.

Perks that you should not pick:

Blast Shields should not be needed. If you find yourself dying to AoE attacks you are probably playing with bad positioning or at a bad range.

Resilience would be similar to blast shields. Drogoz should almost never be getting stunned by Furia, Maldamba, Bomb King, Jenos, Raum, Pip, Evie, Inara, Tyra, Khan, Seris or IO. Only possibly by Buck, Grover or Grohk ult.

Wrecker or Bulldozer could be ok to get, but this build is not really meant for fighting tanks or their shields. Rather you should be able to move around them.

Fusillade
Fusillade

Fusillade

Weapon

Damage dealt when hitting an enemy directly with Rocket Launcher or Salvo is increased by 25%.

Level 1

Bask

Bask

Salvo

Heal for 35 for each enemy hit by your Salvo rockets.

Level 1

Propel

Propel

Thrust

Restore 30% of your maximum Booster fuel after using Thrust.

Level 3

Apex Predator

Apex Predator

Armor

Increase your maximum Health by 50.

Level 1

Thrill of the Hunt

Thrill of the Hunt

Thrust

Reduce the Cooldown of Thrust by 39% after getting an Elimination.

Level 3

Hot Swap

Hot Swap

Weapon

Increase your Reload Speed by 50% for 3s after hitting an enemy with your weapon.

Level 5

Haven

Haven

Armor

Reduce the Damage you take from Direct and Area of Effect attacks by 6%.

Level 1

Life Rip

Life Rip

Weapon

Your weapon shots gain +10% Lifesteal.

Level 1

Notes

Goal:

While a Drogoz should not be the one who is fighting hitscan characters directly sometimes the role does fall upon you. If you find yourself in that situation you will want to be able to provide strong burst damage and sustain yourself while approaching these ranged characters.

The purpose of using Fusillade here is to do as much damage to hitscan characters as possible to either kill them as quickly as possible if you are in close range or to put pressure on them at a distance so they get to cover and stop shooting you for a moment. Even one hit with Fusillade will do about half of their health (generally a small amount less than half) but it will always guarantee a 3 hit kill or 2 hits if your teammates are helping you.

In any case you will not want a prolonged fight in this situation so we will focus our build around that.

Cards:

While Apex Predator, Propel and Thrill of the Hunt remain the same intended purpose as before, this time we are using Thrill of the Hunt 3 because it is quite impossible to get out of a fight against a hitscan character with full health or not dead. So if you find yourself killing the hitscan before they can kill you, it is always smart to reset your mobility option that you should be using to approach them quickly so that you can get back to your team to get heals. If your team is doing a great job diving, however, it can of course be used to push the advantage and jump another target.

Bask 2 is great since using Salvo is generally your best approach option against a hitscan character. At a far range your missiles are not as likely to hit do to the travel time. If you approach with normal shots you are likely to both get hit and indirectly hit your target. Using Salvo will counteract this downside since it has a bigger AoE and with Bask you can heal back some of the damage you just took while approaching.

Hot Swap 5 is extremely important as finding yourself with no ammo against a ranged character will mean a more likely death the longer you find yourself open. So the quicker you can apply pressure and damage the target the more likely you are to win the fight.

Perks:

Against hitscan, Haven and Life Rip are a must have otherwise you will find yourself dying as you approach quite often. Generally you should be approaching at a flank or at least with cover so that you can minimize the damage you take while you close the gap, however you will still likely take some damage so these perks will help minimize and counteract it.

Cauterize is generally the go to here otherwise as you want to make sure your hits to kill the target remain 2-3 missiles. Wrecker can be strong against a Vivian as well.

In general you will want healing, defensive, sustain, and counter sustain perks here. Nimble can be used as well.

You might even want to double up Blast Shield and Haven if they are stacking another teammate on their Hitscan to protect them from you that has AoE damage.

Perks that you should not pick:

You will generally not want anything besides Haven, Life Rip, Cauterize, Nimble, Wrecker or Blast Shield against a hitscan character so any other perk you pick here should be used specifically to counter a tank. Generally it is better to just get Haven/Cauterize/Life RIp 3 as soon as possible instead of a 4th perk.

Spit
Combustible

Combustible

Fire Spit

Fire Spit applies a Knockback and deals an additional 300 damage over 2s.

Level 4

Lung Capacity

Lung Capacity

Fire Spit

Heal for 200 for each enemy hit with Fire Spit.

Level 4

Masterful

Masterful

Fire Spit

Reduce the Cooldown of Fire Spit by 2s for each enemy hit by it.

Level 4

Apex Predator

Apex Predator

Armor

Increase your maximum Health by 50.

Level 1

Propel

Propel

Thrust

Restore 30% of your maximum Booster fuel after using Thrust.

Level 3

Hot Swap

Hot Swap

Weapon

Increase your Reload Speed by 30% for 3s after hitting an enemy with your weapon.

Level 3

Deft Hands

Deft Hands

Weapon

Increase your Reload Speed by 20%.

Level 1

Wrecker

Wrecker

Weapon

Your weapon attacks deal 30% increased Damage to Shields.

Level 1

Bulldozer

Bulldozer

Weapon

Your weapon shots deal 25% increased damage to Deployables, Pets, and Illusions.

Level 1

Level 1

Thrill of the Hunt

Thrill of the Hunt

Thrust

Reduce the Cooldown of Thrust by 13% after getting an Elimination.

Level 1

Survival

Survival

Thrust

Reduce the Cooldown of Thrust by 100% after dropping to or below 10% Health.

Level 1

Rain of Fire

Rain of Fire

Thrust

Consume 15% less Booster fuel for 5s after using Thrust.

Level 1

Notes

Goal:

When you choose Combustible it should be specifically to fight against a grouped up team. So if you see a Grohk, Grover, Healing Skye or Two Point Tanks it will be strong. It can be useful against a Ying or IO as well to get rid of summons while damaging players at the same time. Specifically against many tanks it can be a strong way to get damage over a wall or a shield.

Another reason why you should choose Combustible as Drogoz is if the enemy team is running a hitscan character and it is not your role on the team composition to even engage with them in a 1 on 1 fashion. If you have a flanker who can distract or kill the long ranged enemy character then Drogoz will be much more useful dealing his high DPS output into the enemy tanks and shields to that your team can contest point.

Combustible itself is a way to get opponents off the point so if your role is to spam damage onto point to apply pressure, not only will the opponents be worried about standing on point, but even if they do you will knock them off.

Cards:

For the level of each card here it really doesn't matter so much as it would on the above builds. But the cards themselves are what is important. The only really important card to have a high level on is Masterful.

This deck uses Masterful 4 for the specific reason that spit has an 8 second cooldown. Generally you will be hitting an average of 2 people in a good spit explosion. Which means!!! every 5 seconds, the cooldown of spit will be 4 seconds. This makes it so Masterful synergies perfectly with spit and will almost always reduce it's cooldown timer.

Now because spit allows you to poke around walls easily by shooting the spit ball over cover, you should not be taking high amounts of damage, only a little bit of poke damage here and there from a ranged enemy. For this reason, Lung Capacity 4 is used. So that when you hit the enemy tanks you will gain the health back from the poke damage you just took.

Now if you expect to be flanked or dove on, it might be better to use Thrill of the Hunt 4 or Rain of Fire 4 instead of Lung Capacity and Survival instead of Hot Swap. So that in the scenario where you end up killing the person flanking you, you can easily use thrust to get to your team and push the advantage to obtain the point. If there are two people diving you it can be even better now. If you manage to kill one of them you could potentially get away from the second person. Or if you don't end up killing the flanker, survival can help you get away for long enough for a healer to help you win the fight. You would want to use Rain of Fire over Thrill of the Hunt if you are exacting to be playing into a Moji/Zhin/Koga/Skye etc.

Propoel 3 and Apex Predator are used as generally cards that are strong for Drogoz as explained above, feel free to experiment with different cards for a spit deck based on your own play style. If you find yourself getting shot down from the air (which should be more common the higher skill level your rank is) then you may want to not use propel at all on this build.

Perks:

For this build you should be primarily focused on buying and red perk, Cauterize, Wrecker, Bulldozer, Deft Hands, depending on what tanks the enemy team has on it and the amount of healing characters it has (Khan, Moji, Zhin, Buck included).

If you do not need to get more than 2 or 3 red perks against the enemy team then getting morale boost can be strong since your role is to kill tanks or getting a defensive perk like Haven, Life Rip or Blast Shields can be good depending on how much pressure you are receiving. Since you might be on the ground more often Resilience may sometimes be good as well.

Perks that you should not pick:

You should really not need Cronos, since you will already have a reduced cooldown. Illuminate, since you will be using mostly large AoE damage.

Anything else can be optional depending on the map and enemy team really.

Salvo
Spitfire

Spitfire

Salvo

Reduce the Cooldown of Salvo by 1.25s each time Salvo hits an enemy with its rockets.

Level 5

Bask

Bask

Salvo

Heal for 140 for each enemy hit by your Salvo rockets.

Level 4

Propel

Propel

Thrust

Restore 30% of your maximum Booster fuel after using Thrust.

Level 3

Decimate

Decimate

Salvo

Increase the explosion radius of Salvo by 30%.

Level 2

Hot Swap

Hot Swap

Weapon

Increase your Reload Speed by 10% for 3s after hitting an enemy with your weapon.

Level 1

W.Y.R.M. Jets

W.Y.R.M. Jets

Armor

Increase your Movement Speed while using your Booster.

Level 1

Fusillade

Fusillade

Weapon

Damage dealt when hitting an enemy directly with Rocket Launcher or Salvo is increased by 25%.

Level 1

Combustible

Combustible

Fire Spit

Fire Spit applies a Knockback and deals an additional 300 damage over 2s.

Level 1

Deft Hands

Deft Hands

Weapon

Increase your Reload Speed by 20%.

Level 1

Thrill of the Hunt

Thrill of the Hunt

Thrust

Reduce the Cooldown of Thrust by 13% after getting an Elimination.

Level 1

Notes

Goal:

A salvo deck is the way to get the largest amount of burst damage out of Drogoz. Combining a non-combustible spit with salvo is a gigantic amount of damage. With combustible for a gold card it will be even greater, BUT harder to hit all of your salvo missiles before the fire spit knocks the enemy away. So be careful which gold card you choose.

Any of them can be used here. WYRM Jets to get behind enemy lines quicker to surprise burst damage them with a salvo + spit combo. Combustible if you are highly skilled and can time the shots so that the fire spit explosion happens after all or most of the salvo missiles land. Fusillade if you just want to get the most damage out of salvo and have generally stronger weapon shots.

Remember, combining both Salvo and Fire Spit will be able to one shot burst damage most characters as base Fire Spit deals 900 and Salvo deals a maximum of 1500. A minimum total of 2400 before gold cards in the best case scenario.

Cards:

Spit Fire 5 is our most important card here. The plan of the deck is to deal burst damage to reducing the gigantic 20 second cooldown of salvo is what we want the most. If you hit one person with all 6 shots the cooldown becomes 13 seconds.

Bask 4 is fairly important here since you generally want to dive on a target if you want to deal the most damage. Remember, the closer you are, the more missiles are most likely to land to do travel time. And the closer you need to get, the more likely you are to be out of cover and take damage on your way towards the target.

Propel 3 is a must as well since we are diving. You might even want to go up to Propel 4 on a bigger map or if your aim is very good you can take a point off Decimate 2.

Decimate 2 is good here since we have several cards that rely on hitting multiple enemies with Salvo. The bigger the AoE the more likely it is to hit more enemies. So the 30% AoE boost will help.

Finally Hot Swap is very important since before activating Salvo you need full ammo to do full burst damage. If you use Salvo with only 4 missiles loaded then you will only shoot 4 missiles with Salvo. Hot Swap should probably be combined with Deft Hands perks for maximum reload.

Thrill of the Hunt can be a great option here as well if you do not need Hot Swap/Bask or Decimate. But Spitfire and Propel are mostly a must have.

Perks:

Deft Hands is very preferable on this deck. Many times even over Cauterize since the burst damage potential is so high. If you can one shot a target by dealing 2400 damage then it is pointless to reduce the healing. That being said Cauterize can still be very usefull if you find yourself not hitting every Salvo shot or fighting tanks who have more than 2400 HP.

Besides that Cronos is good here since there will still be a large cooldown on Salvo. Other red perks can be good depending on the tanks.

Kill to Heal can be good here as well if you want to jump from target to target.

Perks you should not pick:

Life Rip is generally worse than Kill to Heal on this build due to the burst damage one shot play style. Cauterize is optional depending on the enemy team as well. For the rest of the perks use your best judgement.

Low Skill Level Salvo
Spitfire

Spitfire

Salvo

Reduce the Cooldown of Salvo by 1.25s each time Salvo hits an enemy with its rockets.

Level 5

Decimate

Decimate

Salvo

Increase the explosion radius of Salvo by 75%.

Level 5

Propel

Propel

Thrust

Restore 30% of your maximum Booster fuel after using Thrust.

Level 3

Follow the Scent

Follow the Scent

Fire Spit

Increase the size of your Fire Spit by 24%.

Level 1

Bask

Bask

Salvo

Heal for 35 for each enemy hit by your Salvo rockets.

Level 1

Fusillade

Fusillade

Weapon

Damage dealt when hitting an enemy directly with Rocket Launcher or Salvo is increased by 25%.

Level 1

Level 1

Life Rip

Life Rip

Weapon

Your weapon shots gain +10% Lifesteal.

Level 1

Notes

This version of the salvo deck is meant for players who are learning how to aim direct shots still. Or shots on moving targets. Decimate and Follow the scent will make it easier for you to land hits with Salvo and Fire Spit. You might not be able to get the one-shot combo burst potential all the time of Salvo and Fire Spit so Cauterize and Life Rip will help you in the fight after using Salvo.

High Skill Level Salvo
Thrill of the Hunt

Thrill of the Hunt

Thrust

Reduce the Cooldown of Thrust by 39% after getting an Elimination.

Level 3

Spitfire

Spitfire

Salvo

Reduce the Cooldown of Salvo by 1.25s each time Salvo hits an enemy with its rockets.

Level 5

Bask

Bask

Salvo

Heal for 105 for each enemy hit by your Salvo rockets.

Level 3

Propel

Propel

Thrust

Restore 30% of your maximum Booster fuel after using Thrust.

Level 3

Apex Predator

Apex Predator

Armor

Increase your maximum Health by 50.

Level 1

Fusillade

Fusillade

Weapon

Damage dealt when hitting an enemy directly with Rocket Launcher or Salvo is increased by 25%.

Level 1

Deft Hands

Deft Hands

Weapon

Increase your Reload Speed by 20%.

Level 1

Kill to Heal

Kill to Heal

Armor

Getting a kill or elimination heals you for 200 Health, unaffected by Anti-Healing.

Level 1

Notes

This version of the salvo deck is meant for players who can lands all or almost all of their direct shots and time Salvo perfectly with Fire Spit. The full burst potential of the combined abilities will be enough to one-shot any non tank character so here Cauterize and Life Rip will become much worse than Deft Hands and Kill to Heal.

Untitled Champion Section
Champion Section
Good Flank Matchups
MojiEvieZhin
Notes

Skye should be a very good matchup for you as she relies on her stealth and invisibility to avoid damage from hitscan characters. But you have AoE attacks and even better, spit to damage the whole entire area of her smoke screen. Furthermore, she is a low HP character to if you have Fusillade you should always be killing her in 2 hits. If you are running Combustible then you can hit her out of her smoke as well. Moji and Zhin can be a little annoying since they have good invulnerability techniques and some mobility, but they should in general have a hard time hitting you in the air with their limited range. So stay at a medium distance up in the air in these matchups and it should be really no problem. As for Evie it will be hard for either of you to get hits on each other, but!!! Evie has less health than you so you should always be able to win against her with low HP remaining at worst. She also doesn't have a large AoE like spit so use this to your advantage. Cauterize will help you immensely against all of these characters. Be careful not to try to ult Zhin as he can use deflect to take no damage even from dragon punch. Moji's ability of course works in a similar way.

Neutral Flank Matchups
KogaBuckLexTalusMaeve
Notes

The first four character here are more neutral against you in a 1v1 because they are hitscan characters, but with only a small effective range. So in the air they can hit you, but they wont be able to kill you quickly. However, Koga will be able to use his dash to evade your attacks and jump at you. Buck will be able to heal and jump up to shoot you. Lex and Koga may be able to put out an equal amount of DPS against you depending if you are using Fusillade or not. Maeve on the other hand, just has so much mobility that she can be extremely hard to hit for you. But she should not be able to hit you very easily unless she is very close to you which is coincidentally where you will be able to damage her the easiest as well.

Bad Flank Matchups
Androxus
Notes

You should really avoid playing Drogoz if you see the enemy team has already picked Androxis. Similar to you, this is a character that thrives in the air. Only his ability to hit aerial targets is far far easier to an Androxis since he has a hitscan weapon and even greater aerial mobility. If you find yourself against one, try to stay inside a building or use your spit to pressure an approaching Androxis and preposition yourself. If you are close enough, however, you can actually 2 shot Androxis if you run Fusillade.

Good Damage Matchups
Bomb KingDredgeWillo
Notes

Unfortunately, Drogoz has only a few good matchups against damage characters. Fortunately the matchups that are in his favor, are very highly in his favor. Since Bomb King, Dredge and Willow all have attacks that arc downwards, it will be very hard for them to hit a target in the air. So against them as long as you stay at a mid to far range and stay in the air you should have an easy time against them. Do not go inside a building or cave to fight them, however or your aerial advantage will not be there.

Neutral Damage Matchups
TiberiusImaniStrixSha Lin
Notes

Tiberius has similar DPS as you and can hit you from a medium or close range. Imani is sort of like fighting Evie except she has more HP and less mobility. Where Strix and Sha Lin will be strong against you at a range and weak against you up close since they lack mobility and equal DPS to you.

Bad Damage Matchups
LianViktorTyraCassieVivianKinessa
Notes

Any of these hitscan characters can be very hard for you to fight against. Even if you have the advantage if you find yourself in close range to them, they either have mobility to get away (Viktor, Kinessa, Cassie), shields to outlast you (Vivian), or the pure DPS output potential to go even with you (Tyra & Lian). What is worse is that by the time you approach them, if they see you coming you could either be dead or at half health making these matchups impossible. The only real way to fight against these characters if you find yourself in the situation is to flank them using Drogoz's great mobility to get over odd obstacles that they might expect to be using as cover. Even dipping below the map for a small amount of time can help. But try not to play Drogoz into 2 of these characters or you may be intentionally or unintentionally throwing. If there is only one on the enemy team, then leave it to your flanker and off tank to fight. If you have to stop them then try to flank and get behind them.

Good Tank Matchups
MakoaTorvaldTerminusInaraAshBarikRuckusFernando
Notes

While Drogoz does have a tough time with a lot of damage 1v1 matchups, it is quite fortunate that he really shines against Front Line characters. Drogoz's sheer damage output, aerial attacks and spit not only provide great pressure to all the tanks above, but allow you to escape their range (Makoa, Torvald, Terminus, Inara, Ash, Fernando) or just plain out damage them at your preferred range (Barik & Ruckus). And the best part is that most of the time they will have to stay on point and contest and not worry about chasing a Drogoz who is dipping behind cover or thrusting away. Just keep in mind that you should not be going down to point to contest against these tanks unless they are one shot. Else you could find yourself being stunned or slowed or losing close range against their high HP pool.

Neutral Tank Matchups
AtlasKhan
Notes

These tanks are more annoying than anything against you. Atlas's barrier is capable of making Drogoz useless for a short time. He has a long ranged attack if he charges up as well that can pressure you at your preferred range (although it is slow). Khan can take shots at you all day with his gun, shout to shrug off an incoming attacks and gain a portion of HP back, and shield to block a few missiles. Thankfully neither of these tanks are good at fighting you if you are directly above them and neither of them have to mobility to go after you if they do end up shooting at you a bit. Having Life Rip 3 can be really favorable in these tank matchups. Cauterize and Wrecker can really help against Khan as well.

Bad Tank Matchups
Raum
Notes

Raum is really the only tank you have to actively think about. He has great mobility and an extremely high HP pool so he is able to run you down and outlast you in a 1v1 fight. Use high ground to your advantage here since thrust can easily get you to cover. Eventually you can defeat him in a 1v1 but you will need to run Haven or Life Rip (probably both) if he is bullying you a lot. Remember, his gun get worse the farther range you are so stay at a mid to long range to fight against him. Up close you will certainly lose if you aren't with your team.

Good Support Matchups
SerisGrohkMal'DambaFuriaPip
Notes

These characters are pretty much all sitting ducks to a Drogoz. When given the opportunity you should thrust above them and pressure them into running away. Grohk, Maldamba, Furia should always be easily killed once you land a hit on them as they have small linear mobility. While Pip and Seris have some annoying escape options, but ultimately cannot do anything to you if you are playing int the correct possiton.

Neutral Support Matchups
IoGroverJenos
Notes

Grover and IO have the ability to apply poke damage pressure to you and help kill yo, however their mobility option is very linear and easy to chase as Drogoz so if you are killing them, they should not easily be able to escape. Jenos can apply a little bit of poke damage to you and be annoying, but most he is just harder to kill as his mobility is very good and usually provides damage resistance.

Bad Support Matchups
Ying
Notes

Ying is really the only support than can be annoying to a Drogoz, She can assist a ranged hitscan damage character at poking at you if you are in the air and if you try to dive her she can swap places with a well placed illusion to get away. Despite this, Drogoz is very good at taking out her illusions if they are on point using his fire spit and if her Dimensional Link is on its long 14 second cooldown, then she will not be able to get away from you and will be an easy 3 shot. Still, you will have to keep an active tab in your mind about your positioning when fighting against an enemy Ying. Life Rip and Haven can really help a lot here.