Overwatch’s D.Va, one of the original and arguably most iconic heroes in the game’s roster, is quite the tough act to follow, but that’s just what the game’s next hero has to do. Yuna “D.Mon” Lee, the new tank character joining the game’s roster in season four on August 11, is the second mech-based hero after D.Va. Like her comrade, D.Mon is an ex-esports-player-turned-mech-pilot, and adding another mech tank to the game, where D.Va’s play style is one of the most distinct, presented a challenge for the team at Blizzard: How could they add a character to the roster that would be able to differentiate herself from D.Va, while still maintaining the identity of Korea’s MEKA Squad fighters?
In a roundtable interview with members of the Overwatch team, narrative designer Eleni Rivera explained that, despite both characters occupying the same in-game tank role and reliance on a mech to fight, the difference between the two esports-players-turned-soldiers is best illustrated by talking about how gamers can gravitate toward different styles of play and archetypes.
“I think one of the biggest things is they both came from this esports champion league. So gaming is a really big core of both of them, but we wanted to make sure that they were very distinct. The way that you do that is you think about two different types of gamers, right? You’ve got your [In-game leader], but then you’ve got the person who’s like, ‘I’m ready to just be the support,’ or maybe ‘I’m just gonna tank.’ And I think that that’s kind of where we went with Yuna and Hana, and that’s where we wanted to differentiate them, so they can still stand out.”
D.Va’s playstyle is to dive in and out, peppering enemies with missiles and disrupting formations by nuking her mech over a crowded space. D.Mon is more akin to a character like Reinhardt, in that she uses a sword and shield, making her a melee character as opposed to D.Va’s more shooter-based kit. According to Blizzard, this is meant to play into D.Mon’s leadership role in the MEKA squad. Narratively, it kind of illustrates how the two are different as well. D.Va has gone off on her own as a member of Overwatch, but D.Mon has stayed in Busan as a steadfast leader to her crew, and mechanically it opened up space to find what a different mech archetype could look like in the game.
“We wanted to expand on the melee tank side of things,” senior game producer Kenny Hudson says. “Reinhardt has been an insanely fun character for 10 years, and we wanted to do another kind of take on that and give those players who like to play up close and personal with their tanks more to choose from. D.Mon’s going to kind of have the same counters as either Rein or Doomfist or those other kind of melee tanks—or semi-melee tanks, in Doomfist’s case—where verticality is going to be the counter, but you’re going to have really good horizontal movement and the ability to kind of flank a little, still be in front, but take up more physical space and maybe set the rules of engagement a bit more with D.Mon. So we really wanted to explore what happens when you give a melee tank a little bit more mobility, but you put it on a resource and you kind of block what she can do when she has that mobility.”
Finding that archetype was a bit of a process. The team looked to other mech media like Armored Core and Gundam for inspiration to nail down the specifics that make her distinct, such as her swordplay and her horizontal slide. D.Mon has appeared in previous Overwatch lore, typically as a supporting character in D.Va’s storyline, and that included artwork showing her with a sword and shield. But while that was always going to be part of her kit, it wasn’t always as prevalent.
“The big swap that we made was D.Mon’s sword and gun actually used to be swapped and the sword was actually on a cooldown,” Hudson says. “One of the problems that we ran into there was having the sword swing feel natural while on a button ability and having it kind of link up with the shield and getting timing right and everything. Using your gun as the primary just felt a little kind of unnatural while you have the sword. There was just a lot of stuff there—all the individual pieces felt good, but together as a kit they just felt a little bit off. Once we made that swap—we actually physically swapped the sides they were on, swapped how often one was up, and the primary of the other. It felt great. All of a sudden the kit came to life.”
The difference between D.Va and D.Mon’s playstyles and demeanors was also meant to be communicated visually by their respective mech designs. Blizzard explains that D.Mon’s moveset requires more physicality, and as such, her mech’s stance and build were designed to showcase that side of her.
“Both D.Va and D.Mon are both in the MEKA Squad, so they naturally, organically have that visual link to each other,” lead character concept artist Daryl Tan says. “They both wear the same type of body suits, and they also both pilot mechs. And so that’s where the similarities are. We did our best to make them both visually unique and distinct from each other. D.Va is more hunched and guns forward, like a very aggressive pose, whereas D.Mon is more upright when she uses the sword and board, which is the fantasy we were trying to shoot for. That really helps us really distinguish them from each other right from the kit. Organically it just also shows off D.Mon’s more athletic nature, right? Because we also made sure that her cockpit design and everything showcased her being able to execute her moves physically. Like, you see her swing her sword in her cockpit, and the mech is doing the same thing.”
The differences between both mech pilots will also be developed in the upcoming season’s lore drops, which will explore their relationship, how they support one another, and how they work with the other members of MEKA Squad.
“They’re besties, they know each other, they back each other up,” Rivera says. “I think that was a challenge, but a good challenge, if that makes sense, where we got a chance to explore [that] team dynamic, friendship dynamic and make sure that D.Mon felt like her own self, and not, like, players would think, ‘Oh, this is just a D.Va 2.0.’ We want her to feel like she’s this standout hero, and she’s got her own motivations, her own griefs.”
“D.Mon is very team-leader first,” she continues. “So she’s all about the team, versus D.Va might be dive in, dive out, do her own thing. We saw that with the Shooting Star cinematic. D.Mon is all about being a team player. She’s icy, she’s cool, she’s very confident. And I think that’s where we separate the two.”
D.Va won’t be the only character D.Mon has a relationship with, however. Overwatch characters are grouped together with over 50 heroes from different backgrounds and factions, and as fans saw in her animated trailer, she has an especially hostile relationship with the Junkers like Wrecking Ball and Junker Queen, who attacked her home city of Busan.
“I think that’s the fun part about introducing a hero,” Rivera says. “How do they fit in with all the other heroes that we have? Just naturally, based off of the story that you guys are gonna see, there is a lot that D.Mon has to say [and] relationships that we’re gonna see her build throughout. Vendetta did send the Junkers out to go attack Busan, and then you’ve got D.Va. So you will have a lot of dynamics between her and other characters, you know, now and in the future.”
D.Mon’s most important relationships, however, are with her crew in the MEKA Squad. With both D.Va and D.Mon in the roster now, the question of whether the other three members of the quintet—King, Casino, and Overlord—could maybe start pushing payloads in a future season naturally arises. Though Blizzard thinks adding the leader of the team made sense for this moment in Overwatch’s 2026 story push, the future is unwritten.
“When it came to D.Mon, it felt like the right call,” Rivera says. “Looking at the entire roster of the MEKA Squad, [we asked ourselves] what does each character bring to the table in terms of story? At the time, it was just so clear that it was D.Mon. In terms of [the] future, we’re not sure what we’ll be able to do or what we [plan] on doing. But I do think that we’ll still chase the goal of bringing interesting characters that people resonate to and that they gravitate towards and want to play. Sometimes we reach into the vault of people that we already know, and then the vault of ‘Let’s create something new for the players to enjoy.’”
