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9 OP D.Va Tricks You Should ABUSE! – Overwatch


Hello, everybody! Disciple here with Overwatch Curios! With D.Va’s rework still being somewhat recent, she seems to have fallen out of the meta to a small extent. Now that’s not to say that she’s bad, by any means, however she used to be a mandatory pick due to how extremely powerful Defense Matrix was. Since the adjustment to the uptime of the ability, players have been shying away from playing her. However, there were some other changes made to D.Va in the same patch that many people seem to be overlooking still. While she’s not the uncontested queen of the front lines anymore, soaking absurd amounts of damage with a never ending matrix, the changes made have instead shifted her to a much more aggressive role. She can put out a lot of damage now, while still having access to Matrix to shut down important abilities when needed. D.Va gameplay now is a mix of mobile harassment and burst damage, while physically mitigating damage for her team either with Defense Matrix or her own mech.

In today’s video we’re going to give you a rundown of the new D.Va and how to play her more effectively in the start of our new Grandmaster Tips series! One of the most important changes made to D.Va in that patch, was the decision to allow her to fire while using her boosters. Dva has always been a mobile tank with the ability to harass enemy supports or snipers fairly effectively, but this change allows her to pump out more damage in the time it takes her to close the gap and is a big part of why her damage dealt has skyrocketed as of late. Not only can you use DVa’s primary fire while boosting, but you can also fire your rockets as well. In this way, D.Va is able to frontload a ton of damage to targets as she closes the gap. Squishy targets may even flat out die from this pressure before you reach them, but it sets up a great burst combo that you can utilize as well.

Once you’ve selected a target, boost towards them. You’ll want to activate your rockets, and then begin firing your guns as you close the gap. Once you reach the target, you’ll deal even more damage to the target simply by colliding with your boost. To round it all out, you can cancel your boost once reaching your target by using your melee attack. This method of engaging on your target front loads a lot of damage behind the rockets, and then provides a smaller secondary boost to eliminate them by boosting into them and following it up with a melee. This can be a great way for D.Va to secure opening picks, and she then has the option to use Defense Matrix if needed to survive while waiting for the cooldown of her boosters to either move to a new target, reposition to a health pack, or to group back up with her team and receive some support from allies.

While this next tip isn’t a new tactic or related to any patch changes, it’s something that a lot of players just aren’t aware of. After activating Self Destruct, D.Va can move her exploding mech slightly just by walking into it. This can create crazy 900 IQ plays where a D.Va player places a bomb on a higher ledge. When the team sees the exclamation icon indicating the location of the bomb, they’ll assume that they are safe because it is out of line of sight. Meanwhile, D.Va sneakily nudges the exploding mech forward, dropping it off of the ledge, and securing surprise kills because of this.

Now to pull this off, you need to slowly walk into the mech by moving forward for a split second, releasing forward, moving forward for a split second, and repeating that process. If you hold forward or move too quickly, you’ll end up just passing through the mech and walking off of the ledge yourself, which will be more embarrassing than epic. However, strategically ulting like this to confuse enemies can definitely secure some surprise kills on the enemy team. A mistake that a lot of players make when playing D.Va is playing too aggressively when they do not have their mech. Since baby Dva charges a new ultimate and regains mech so quickly, most of the time it’s more important to fall back and play safely than it is to run forward holding fire and trying to get back into mech as fast as possible. Fall back to your team, and try to find something like a wall or a Reinhardt shield to hide behind, within line of sight of your supports.

From the back focus on spamming your shots on tight angles or into chokes where you know the enemy team is likely to be coming from, and safely get back into your mech without the risk of dying. Dying as a baby Dva can cost your team a lot of time, since you’re no good to them outside of your mech, and it’s essentially like sitting two respawn timers over if you get knocked out of mech and can’t get a new one before you die. Play your corners tight, and don’t be afraid to retreat from damage for a second or two if it means you’ll be able to get the mech back online. Now on the opposite side of this topic, there are definitely times when it can be more advantageous for you to just accept defeat and commit suicide.

If you’re coming off the tail end of a duel that you won, however you no longer have your mech, it may be wiser to simply jump off of the map to respawn faster if you’re at the end of a team fight and in the stages of grouping back up with your team. Since D.Va’s jets not only allow her to close distance quickly, but also have a short cooldown, getting back into your mech faster and using your jets to regroup is sometimes the exact play you need to make. Keep in mind that you’ll lose nothing for doing this. You’ll deny the enemy team any ultimate charge from damaging you, while not losing any of the progress you have towards your next Self Destruct as well. Not only is your mech what makes you so great, but it’s also large. Like, very large… and that actually has a lot of weight (bad joke) in game when you know how to take advantage of it.

Many teams often struggle with pushing the payload to completion at the end of the map, however due to the size of DVa’s mech you can physically block players from exiting their spawn door simply by standing in front of it. This will be a good time to drain your Defense Matrix stores, since enemies will be able to deal free damage to you while also remaining safe, but physically blocking the exit can allow your team to progress the cart uncontested. This can even keep an ulting Zenyatta locked in his spawn, which is something Zenyatta players will do to try and reach a payload as fast as possible on defense as a means of keeping it stalled for longer. You can also use this tactic to block narrow doors, like those on Gibraltar for example. Taking advantage of collision in clever ways will drastically improve your success with D.Va. However, you don’t always have to be in mech to utilize body blocking. The first instinct of most players in the game is to immediately turn and run for cover when they see a Self Destruct activated by an enemy player. Top level D.Va players will frequently use their body as baby D.Va to body block and slow down the retreat of enemies, forcing them to eat the devastating damage of the Self Destruct.

Now positioning for this is key, so if it’s something you’re planning on doing, you’ll need to remember to jump as you exit your mech suit, that way you can gain height and close the distance on the enemy you’re trying to stall. Since Self Destruct has such a short timer, sometimes all it takes is that split second of standing in front of an enemy’s line of travel to keep them within range of the explosion. One of the worst things you can do as the new D.Va is to use Defense Matrix without thinking about why you’re using it before activation.

Since it’s a more limited resource, it needs to be used with great forethought prior to activation. For example, Reinhardt is capable of charging his ultimate very quickly thanks to the damage of his Fire Strike. D.Va is a perfect counter to this. By tapping Defense Matrix for a split second just to absorb every Fire Strike he throws, you completely shut down his ability to charge Earthshatter quickly. Other characters also fire in predictable patterns as well. Hanzo arrows, Pharah rockets, they all travel in predictable times which you can exploit to deny them damage just with the quickest activation and deactivation of Matrix. And of course, any time you’re playing against a Zarya or Tracer, look for opportunities to absorb their ultimates. Especially at lower levels of play, these will be very predictable because they’ll suddenly rush forward with seemingly no reason, giving you an indication that they plan to overextend just to use their ultimate ability.

Our last tip is another thing that inexperienced DVa players struggle with while learning how to play her, but it’s very important. Sometimes, it’s way better not to use Defense Matrix. If you’re playing with a Zarya and she’s just activated her bubble, or maybe used it on you, there’s absolutely no reason to use Defense Matrix, as you’ll just be denying her charge. Similarly, if your friendly Genji has deflect activated, if you Defense Matrix on top of him, you’re just denying him a source of free damage since he’s already reflecting incoming shots.

Instead, focus on using Matrix after his deflect so that he can reposition or get back to safety if needed. And of course, if you’re partnered with a Reinhardt, there’s seldom reason to use Defense Matrix if his shield is active and healthy, and you aren’t being flanked. Instead, use your Defense Matrix to protect him when his shield goes down, so that it can regenerate and your team can maintain control of a choke point without having to fall back. Well everybody, that wraps up our Grandmaster tips on playing Dva, but we’d love to hear some feedback. We’re just getting into doing some more analytical content like this for you all, and we want to know if you all are interested in seeing us do more of this series, and other videos in the same style! So if you are, make sure to hit that thumbs up button so we know what you all want to see, and if you’re new here and looking for more tips, make sure to subscribe so you know when we’ve got new videos like this hot and ready for your viewing pleasure! And until next time, peace!

As found on Youtube

Overwatch Playing Against Mei Guide By: aagpeng


Hello! I’m a pretty good Mei player and I would like to give some help for people who might be struggling against Mei now in the new update.

So Mei got a nice buff in the most recent update that made her ult far more consistent. However, her overall playstyle hasn’t changed that much and dealing with her now isn’t going to be as different or as difficult as some people might believe. So let’s get into it.

First of all, some things people can do to escape the ult on their own

  • Zarya can save herself and a teammate
  • Mercy can fly to someone outside of it
  • Lucio’s amped up speed boost can get an entire team out
  • Reaper can wraith out
  • Pharah can fly out
  • Widow can grapple
  • Winston can jump
  • Tracer can recall or blink out
  • Genji can dash out
  • D.Va can fly out
  • Rein can charge out
  • McCree can walk to the edge and roll out as long as he’s just a few steps away from the center
  • Soldier can sprint out if he’s a few steps away from the center
  • Junkrat can mine blast himself out
  • Anyone can break the freeze effect by breaking line of sight with snowball

So 13 people can get out of their ult by doing something quite simple and practical.

Now down to the more specific things

  1. Respect her space. Mei is built to control an area like all heroes classified in the defense category. She is made to control the area immediately surrounding her so if you see her, respect that area. If she’s playing aggressively, she’s going to try to impose that area onto you and force you to play in a zone where she has a strong advantage so always be wary of that and if she overextends, make sure it doesn’t go unpunished.
  2. Know her role and how she fits into her team’s comp. Speaking from the standard 2/2/2 format, Mei typically replaces a tank since her damage is a bit lacking and inconsistent. So, if you see Mei, it’s usually safe to assume that she is replacing a tank. This means that the team running Mei is heavily dependent on Mei staying alive and getting the most out of her survivability because if she can’t get the most out of her survivability, that team essentially has a hero that isn’t sufficiently tanking or DPSing. So here’s how you take advantage of this situation. You want to make sure that at least one person is dedicated to keeping her shut down and don’t let up an inch on her. This puts the other tank they have under a lot more pressure to stay alive and their DPS is now more pressured to secure kills as they will have significantly less time to do it if you’re melting their tanks.
  3. Countering Ice Block. With Mei’s new ult, you’re going to have to be really careful about crowding around that iceblock to kill her as she comes out. With the increased area and unlisted decreased start up time, being stuck in the center is going to be bad news for you. So here’s what you do differently. First of all, if you have no movement abilities, you’re going to want to step a bit back from that iceburg and shoot at her from a couple meters back. Basically you want to anticipate her immediately popping out and throwing her ult at her feet. So stay back but stay with your team. This is especially important if you play zarya and your self barrier is on CD. So if you see her jump into your team and go into iceblock, think of it as reaper using wraith to run right into your team. Anticipate an ult coming out. If you’re playing D.Va, one strategy can be to keep the matrix on the iceblock so if she comes out and screws up the drop cast* you can just eat it up and kill her.
  4. Countering the ult. Here’s the biggest thing I can say. Mei has the potential to build her ult very fast. I think my fastest ult built time might be around 20 seconds and on average I think I can built it around once every 50 seconds, give or take. The point is that good Mei players will have their ult A LOT. So if you see a team is running Mei, always keep an ear out for that ult line. When you do hear the ult line, just scatter. Do not try to predict where it will be, just scatter. It’s going to catch you completely off if you spend too much time thinking about it. If you’re Zarya, use your self barrier to get out but look to see who needs the other barrier. Generally you want to give it to either a support or someone who doesn’t have a movement option like roadhog or McCree if he was too close to the center. You want to expend every option you can. If you’re a support role, you need to be especially wary of this. Lucio: amp up your speed boost and your team will most likely be able to safely escape. Mercy: fly to the first person you see who’s out or close to out and either run back to some safe area closer to your spawn or hide and wait to rez if they get a lot of people. Zenyatta: 90% of the time, you do not want to waste transcendence on countering this ult. A time where this rule wouldn’t apply would be in a situation like overtime where everyone is just throwing out ults or any other case where a team wipe would mean losing the entire round. The reason is that, people can still freeze in transcendence and when they’re frozen they’re still standing targets open for headshots, and are essentially just going to function as ult batteries for the entire enemy team. The biggest reason you don’t want to do this is simply just because of the fact that mei can build ult much faster than you can. So if you save everyone from one blizzard, what happens if a minute later mei has another ult up? You’re going to lose unless your other support uses theirs to counter the blizzard. Basically, if your team can’t escape blizzard, you need to have someone focus more on killing her and not blow support ults unless the situation absolutely demands it because if your team can’t escape the ult, they’re going to be wiped by it eventually. Better now when you can all just die, regroup and re push with your support ult to save from something like black hole instead of when it’s overtime and you’ve got nothing while the other team has all their ults charged.
  5. Countering Mei. Reaper is Mei’s biggest counter right now. If mei is making your team struggle, whip him out and focus her down. Other counters are Zarya, Pharah, Junkrat, Ana, and Tracer (wouldn’t recommend using this one as a sole mei counter though). Don’t get tilted and just shoot her.

Hope this helps! Let me know if you have any more questions.

*drop cast is a technique where you can bypass D.Va’s defense matrix with your ult by putting it straight at your feet. Here is a video of it being done. This works with Zarya, Mei, and Tracer ults. Other uses can be Ana’s biotic grenade, McCree’s flashbang, and Junkrat’s Mine (but you have to blow it up immediately. Credits to ForceBoink for finding this.

Overwatch Zarya Energy Guide By: Teslobo


Zarya is a character that evolves as the conflict goes on, going from laughably mediocre – boasting just 80DPS with primary and the weakest explosion in the entire game as a secondary, to the tank with the greatest damage:range ratio out of any of them. But how much energy is enough energy? How do I know when I can go up against a Mccree or a Roadhog? If it were a battle of attrition where both sides unloaded their weapons into eachother while standing still, I could give you exact numbers but that is not the case, unfortunately. What I can do, as a hardened Zarya player, is give you fairly reliable indications of when you should be looking to engage certain characters. I will not be considering every factor of a fight but will add some modifiers at the end. For now, these numbers are under the assumption that:

  1. Both players are at the same level of skill, making moves and combos as expected of a typical player
  2. The fight is an isolated 1v1 with no walls or hazards for either side to take advantage of
  3. The combatants are at a range where the Zarya can hit with her primary
  4. Zarya’s particle barrier is available, although I’ll put another energy estimate in parentheses for if it is not

And with that, let us begin. Please bear in mind that the energy estimates provided are at the start of the fight, and it is assumed they will increase from the use of the particle barrier

0 Energy

Ana(25): On paper, Zarya already outdoes Ana, although strategic use of healing and the sleep dart can potentially tip the balance in her favour. However, simply absorbing a shot or two cancels this minor advantage out, the energy taking Zarya over 100DPS

D.Va(40): Zarya is D.Va’s chief counter. Her primary ignores Defense matrix completely and her barrier turns D.Va’s fusion cannons against her. What’s more, D.Va’s slow speed allows Zarya to back off enough so that the fusion cannons are reduced to minimal damage while Zarya maintains her DPS. As if that wasn’t enough, Zarya’s damage per shot is less than 5, meaning D.Va’s 500 points of armour completely fail her.

Mercy(0): Not much to say here. Mercy isn’t built for a 1v1 showdown.

Symmetra(60): As long as you have your barrier, symmetra kills herself regardless of how she approaches a Zarya. Decision 1: hit Zarya with primary fire and lose all your charge when you have to take it off due to the particle barrier. Decision 2: Maintain the beam to maintain charge and have a chance, but at the same time charge Zarya past any level of DPS you could ever hope to achieve.

Torbjorn’s turret(0): You don’t even need your shield. Zarya doesn’t care about torbjorn’s turret.

Torbjorn(30): Torbjorn’s secondary can pretty easily eat away at most tanks, but for Zarya it simply serves as an energy boost. It will be one of the closer 1v1s you encounter in the 0 energy list, but you’ll win more than lose.

WidowMaker(20): Assuming Zarya is within range, Widow is unlikely to opt for her sniper rifle, meaning her venom mine and primary fire are her only weapons, both of which are completely impractical for dealing with tanks.

Zenyatta(50): Especially with the health buff, Zen has become a formidable duellist, being able to use discord orb to shred even offence characters. However, his lacking mobility and zarya’s ability to completely negate discord through use of the barrier means the tank will almost always outlast him.

30-40 Energy

Hanzo(70): Hanzo’s abysmal fire rate is a boon in this matchup for him, as Zarya’s shield makes little difference in the 2 seconds it is up, only catching a single arrow. However, this arrow provides 24 energy, which can be more than enough to finish off whatever is left of his Hp. R.I.P the Hanzo that opened with scatter arrow.

Junkrat(70): Zarya is a soft counter to junkrat, as many Zarya players view him as an energy dispenser. Regardless of a junkrat’ reaction time, he can’t take back the grenades he launched once the shield is popped. If you get uncomfortably close to junkrat, it is possible to coax him into using concussion mine as you use your shield, making him an even smaller threat.

Lucio(50): More of an annoyance than a threat, Lucio can often outsmart Zarya by switching between healing and speed to keep her from getting a bead on him. Zarya must also switch up in sync with Lucio, using grenades while sped up and focusing your primary fire when he slows down to heal.

Mccree(90): Almost every Mccree will instinctively open with a flashbang and fan the hammer. Big mistake. Zarya can open with a shield and absorb all that damage, beginning the fight with an already injured Mccree and energy in the 80s. Without the shield, Zarya starts with half health and her energy will have decayed mildly within that time.

Winston(60): Winston has much lower damage than Zarya, but his barrier and higher health pool gives him an edge. Not to mention he will provide Zarya with very limited energy. Despite all that, it comes down to a battle of attrition that a charged Zarya often wins.

50-60 Energy

Genji(60): Genji will patiently wait for the barrier to go down, giving it little importance. Like Lucio, genjis going up against Zaryas should be dealt with by leading them with grenades as they leap around. They will make the mistake of eventually stopping to deflect grenades back at Zarya, which is where Zarya can surprise genji with the unblockable primary fire.

Soldier 76(90): Soldier’s typical opening barrage with a helix rocket is an easy energy boost, but his primary can shred Zarya once her barrier goes down. The key to beating soldier is to harass him as much as possible once he deploys the biotic field, forcing him to either stay and fight or get into a more acceptable range at the cost of healing. In this energy range, Zarya can outlast soldier if he chooses the former.

Tracer(80): There is little option other than to spam grenades. Tracer is a 2 hit kill from 67 energy onwards, but never a 1 hit, with grenade damage maxing out at 90.

70-80 Energy

Bastion(N/A): Bastion will screw you over without a barrier at the ready, but you can otherwise walk straight up to a bastion, soaking up enough damage to outlast it. Just.

Mei(N/A): Your barrier can negate the freezing effect of the ice queen herself. You can survive the process of freeze>headshot twice before Mei ends you, and being able to circumvent the first is a great advantage. Due to Mei’s health pool and low damage output, it is essential to enter the fight with high charge.

Reinhardt(100): While Zarya controls the flow of most fights with her barrier, control of this one goes to Reinhardt, with a shield Zarya can’t penetrate which he can put up when he chooses. Playing defensively against Reinhardt is important for a chance of winning instead of trying to get behind his shield. Baiting him into charging is the best bet to winning, and facing off against him in general isn’t recommended.

Run fast; Run far

Pharah(N/A): You cannot reach her in the air and her low fire rate means minimal energy gain. Never consider engaging a Pharah unless she is tied to the ground by whatever means.

Reaper(N/A):Reaper doesn’t care that you will gain energy. He will shred your shield in one hit and then your body in another 2. Stay away from reaper at all costs.

Roadhog(N/A): Roadhog can be beaten by Zarya, but usually only with teammates around, which isn’t the case in these scenarios. In a standoff, Roadhog can bide his time with a breather when Zarya’s shield goes up and is also more than capable of tearing through health and shield alike.


When calculating whether to take on an opponent, add or take off energy as these modifiers describe (If the requirement goes over 100, I would personally not recommend engaging an enemy under those parameters)

Allies: -10 energy requirement per ally

Enemies: +15 energy requirement per

Being healed: -5 if by Lucio, -15 for other sources (do not apply this vs bastion)

Enemy being healed: +10 if by Lucio, +15 for other sources

Damage amp: -30 from mercy, -40 from Ana

Enemy damage amp: +30 from mercy, +60 from Ana

Favourable cover: -10

Unfavourable cover: +15

Final Words

Please keep in mind this is all a combination of rudimentarily calculating damages and energy decay, with my own personal experience as a Zarya main. I hope this provided some restraint next time you want to take on that reaper now you have 70 charge.

It is worth noting that it is extremely possible to kill reapers, pharah’s and other characters with way less energy than listed. This is a personal recommendation under basic circumstances, and there will be situations where other heroes are at a disadvantage (situations I may go over in another post). Until then, feel free to list disagreements etc.

Overwatch Ana Healing Guide By: Mefoz


As the hero who’s been added latest to the roster, Ana has an awkward spot in competitive. The two weeks after she came out, people shunned you and thought they had an insta-loss if you picked her. Even now, people still don’t want to acknowledge Ana for the amazing healer she is.

She’s hard to play because of her unique utility based playstyle. She supports through throwing off the balance in the fight, rather than just healing alone. It’s a steep learning curve, but it’s so damned fun if you get past that.

For the people who haven’t read it yet, I also released a guide on being a support in general. I strongly suggest reading this one before continuing this guide. http://www.freetoplaymmorpgs.com/overwatch/overwatch-healing-guide-mefoz/

I suggest you read that one first, before reading about the specifics of Ana.

This guide is organised as follows:

  • Biotic Rifle
  • Biotic Grenade
  • Sleep Dart
  • Nano boost
  • Positioning and role
  • When to pick Ana

Warning: I try to be as in-depth as possible. This means lengthy posts.

Biotic Rifle

Healing: 75 HP per shot, 1.2 shots per second, 90DMG per second.

Damage: 80 DMG per shot, 1.2 shots per second, 96DMG per second.

Ammo: 10 shots

Ana’s main weapon, the biotic rifle. It’s designed to be a sniper that shoots healing rounds. As you can see by the DMG stats, it can definitely pack a punch, and when combined with the Biotic Grenade’s healing this baby heals very, very quick.

Ana’s sniper is made for both healing AND attacking, so you’ll often find yourself trying to do both at the same time. However, instead of trying both and failing at both, I generally prefer healing my team as much as I can, but as Ana has such a high firing rate and 10 shots to use, I usually end up shooting at enemies anyways. It’s a fine balance, and usually people who start with Ana skew too much towards attacking, and too little towards healing.

Another neat thing about Ana’s gun is the two different ways of shooting. When you’re unscoped, she shoots “slow” projectiles towards enemies. When you zoom in, these projectiles turn into hit-scans (meaning: if you aim at something, the moment you pull the trigger that something gets hit). In both scoped and unscoped cases, her hitboxes are very forgiving. You don’t have to aim 100% directly at your target. I definitely recommend starting a practise range and learning what your exact limitations are while firing at bots.

This amazing piece of gear is your bread and butter. Using it on tanks (no matter which team) racks up your ultimate faster than you can say Ana’s own rendition of the “justice rains from above” voice line. It’s also a great counter against Pharah as she needs just 3 hits to die, and she’s very easy to hit if she flies up. Mercy also dies very quickly. Turrets? You can easily snipe them from afar.

Now… I’ve explained how amazing this weapon is. But Overwatch wouldn’t be balanced if there weren’t downsides.And boy does this weapon have a downside. Thing is, you cannot hit enemies if other allies are in front of you. You cannot heal allies if other allies are between you and them. Your bullets stop at the very first target they encounter. This can cause you to accidentally heal the wrong hero, or prevent you from attacking the enemy because there’s people right in front of you. In order to use this weapon positioning is key key, and I’ll explain positioning later in this guide.

Biotic Grenade

Healing: 100 HP, +100% healing for 5 seconds.

Damage: 60 DMG, no healing on target for 5 seconds.

Cooldown: 10 seconds

I don’t know who designed Ana, but please give that person an award. A woman that shoots you in the face with heals who also has a grenade that heals you? Wut?

Ana’s biotic grenade has wonderful uses. You can use it in so many varying situations. Just keep in mind that, just like your rifle, you only have 1 impact. If you hit anything, be it environment, ally or enemy, this thing activates.

Using the grenade’s healing capabilities, you can clutch heal any team member, big or small. Upon landing it instantly gives a chunk of life back to any ally that gets hit, and it allows you and any other healer to heal them even faster for a whole 5 seconds. If I see a tank getting heavy damage, I throw my grenade at him and start shooting him. It’s wonderful to see a tank go from (almost) zero to hero so quickly. If I’m almost down? Aim at the floor and self-heal.

Using the grenade’s anti-healing capabilities you can stop a Mercy from healing whomever, you can stop Roadhog and Soldier76 from healing themselves, you can even mess up a Mei’s ice-block if you hit her with a grenade before she goes in it! Any enemy that gets hit cannot heal! Amazing!

Let’s recap that last sentence. “Any enemy that gets hit cannot heal”. Now.. Let me sketch you a common scene and keep that sentence in mind.

Imagine we’re on King’s Row, pushing the payload. The timer says 0:10; only 10 seconds left. We’re all sweaty from the entire match. But this is it. Our last push. Ult check. Zarya has her ult. Perfect. We rush towards the enemies’ last stand. They also know this is the final moment. In the heat of the moment, our Zarya uses her ult and captures 5 heroes of the enemy team in it. Perfect! This is it…! This is our chance…! Our mome——– NOOO! THEIR ZENYATTA HAD HIS ULT READY!

And now we lost because we used our last ult and it got countered by Zenyatta. Any enemy that gets hit cannot heal. I wish we had something against that ult… Any enemy that gets hit cannot heal. Hmm… Any enemy that gets hit cannot heal.

I think you get it; Ana’s biotic grenade counters Zen’s ult.

Sleep dart

Damage: 5 DMG, and slept for 5,5 seconds or until being hit.

Cooldown: 12 seconds

Upon hit, the sleep dart puts enemies in a deep sleep for 5,5 seconds. This is a very long time for a fight. You can basically create a 6v5, which is a HUGE advantage to any organised team. You can also use the sleep dart to counter ultimates. Roadhog firing his ult? Sleep him. Pharah and McCree getting ready/starting their ults? If you have good aim: sleep them. Reaper coming in? Genji? Try to predict where they’re going and sleep!

Using the sleep dart for self defence is very valuable as well. When you hear a flanker behind you, be aware. He often tries coming in close for easy hits, and this is when you can sleep them and run away.

The trick to being a helpful Ana is to master your timings with your sleep dart. Always be aware if enemies have their ult (or just used it). Enemies who have their ult are more important to sleep than anyone else. If there’s no ult about to be used, be aware of flankers. If you know the enemy team has a flanker and that flanker could be close, save your sleep dart for him. Neither of these apply? Try to sleep as many enemies as you can, preferably on “the outskirts” of the battle, so that when you sleep them they won’t be in the middle of the battle (creating a 6v5) or enemies that are heavily damaging your team members (sleep an enemy, save a life).

A very good trick to have up your sleeves is for when you already slept someone. The Shoot + Grenade + Punch combo deals a high amount of damage, and can be executed in such a short time that the enemy has no chance to heal.Even though it got nerfed, it still deals more than enough damage to have flankers retreat if you hit them with it.

Specific sleep dart moments to look out for

Against a shielding Reinhardt: When the enemy team is behind a Reinhardt, there’s often a moment in which your entire team reloads/takes cover for a split second. It’s usually in this moment where the Reinhardt tries to to hurt someone using his blast. If you time it right, you can snipe Reinhardt with your sleep dart as he uses his blast! No more shield for 5 seconds!

Against a charging Reinhardt: A charging Reinhardt kills squishies. A charging Reinhardt can deal heavy damage to a tank. Sleep him whenever you have the chance! It’s very easy to predict the movement of a charging Reinhardt, so use that to sleep him before he even hits the wall.

Against Roadhog: When Roadhog hooks you or a teammate, you just know lots of damage is incoming. If your teammate is hooked, instantly turn to the Roadhog to sleep him. This can save their life and allow them to run away. If I’m hooked myself, I still try sleeping Roadhog. Even though sleep dart has a small delay before firing, it’s small enough to sometimes save myself from Roadhog.

Nano Boost

Damage: +50% DMG

Damage Reduction: -50% DMG

Movement speed: +30% speed

Duration: 8 seconds

Some people just want to watch the world burn, and Ana is one of them. She sets someone on fire and hopes for the flames to engulf the enemy team.

Before I explain how to use the Nano Boost, I want to say that you should focus on getting it as quickly as possible and using it in the first good situation where you can. I sometimes have my Nano Boost ready within 20 seconds due to continuous healing of our tanks and damaging enemy tanks. You can get your Nano Boost so quickly, it’s almost a shame not to use it. During an average match, I think I use it at least 8 to 10 times.

Nano Boost is very valuable if used correctly. Combining it with heroes who have their ultimates is amazing, as it not only sends their damage output sky high, it also increases their chance to stay alive (and thus having them use their ult to the fully extent). A reaper using his ult while Nano Boosted, for example, has the ability to wipe entire teams while moving quickly enough and having enough damage reduction to last for a long while.

Some good ult combinations:

  • Reaper
  • Soldier76
  • Reinhardt
  • Winston
  • Genji
  • Torbjörn (Molten Core & Nano Boost? Heavy damage, almost unstoppable, mobile enough to chase characters around)
  • Roadhog (Not for kills, but to push enemies away / create a chaos in which your team members can pick several targets)

Even when a hero doesn’t have his ult, a Nano Boost can be very valuable. A Reinhardt or Reaper deal massive damage when boosted, and so do Winston (on squishies), Soldier76, McCree.

However, there’s a side to Nano Boosting that a lot of players don’t get. A lot of new Ana players don’t understand that Nano Boost isn’t just about getting kills. I’m glad when my Nano Boosted target kills one or two people, but I often use it just to scare the enemy away or to heavily damage them and force them into retreating. Sometimes I even use it to save a tank when he’s very low on health. Give him the Nano Boost and quickly heal him to change the tide of the battle into your favor. It doesn’t matter that he doesn’t kill too many people. It matters that you still have an equal amount or more heroes than the enemy team.

If I’d have to list all heroes in order of best to worst Nano Boost target, I’d make it look something like this:

  • Reaper
  • Reinhardt
  • Soldier76
  • Winston (During his ult or when facing squishy enemies)
  • Zarya (When she’s fully charged, and sometimes to draw aggro to her so she can charge quickly)
  • Roadhog
  • McCree
  • Tracer
  • Genji (Preferably during his ult)
  • Symmetra
  • Mei
  • D.VA
  • Pharah
  • Torbjörn (During his ult is a good time though, if he’s in a good position)
  • Junkrat
  • Zenyatta
  • Bastion
  • Widowmaker
  • Hanzo
  • Mercy
  • Lucio

Positioning and your role


Ana isn’t a frontline fighter like Tracer or Genji. She fits perfectly just a bit behind the team, staying covered as she has line of sight on all of her team members and a few enemies as well.

I always try to get a position where all my team members are in sight. If I don’t see everyone, I reposition to the safest position that allows me to. Sometimes this means being a bit more inside of where all the action happens, but never in front of the tanks. As I mentioned in my other guide, staying alive is very important as support and that means you don’t want to be caught in the crossfire. If you stand on the high ground you’re often in the best spot to see everyone, while still having enough cover to not get picked by the enemy team.

Due to Ana’s sleep dart, I personally feel secure enough to not always have to be covered. I stay aware of my surroundings and where enemies can hit me from, so I can sacrifice a bit of cover for just that more people in my line of sight. If an enemy tries coming for me, I have my sleep dart ready. When my sleep dart is not ready, I find myself going for cover again a little bit. It’s kind of like going back and forth between being more active in combat and being a bit more defensive. I do not suggest doing this until you feel comfortable with Ana.

Your role as support

As I stated before, a lot of people often skew too much towards attacking more as Ana. With my background as supporting Mercy and Lucio, I find myself focusing a lot more on healing. I make it my first and foremost goal to heal everyone and keep them alive, before I allow myself to “get lost” in the fight that’s happening. I find that an Ana that heals her team while supporting through good use of heal-denial with her grenade and sleeping the right targets has a way higher impact than an Ana that just tries to be a DPS.

Healing your teammates gets you your ultimate very quickly. Using your ultimate at the right times (and always, always call out to your teammates that you want to use it on them!) can change the fight in your favor, even though you’re not directly attacking the enemies yourself.

When to pick Ana

Ana is a great pick for Attack points and payload maps. She’s also very valid on defense, however I usually prefer to pick other Lucio or Mercy in these cases, as their ults impact the defense of the entire team.

I don’t use Ana as single healer that much, but I’m trying to figure out how to!

King of the Hill maps are usually my enemy, as Ana just doesn’t really shine as much in the close quarter combat. There’s not enough spots to safely stand in the current KOTH maps without being attacked from any possible direction AND still having eyes on your entire team, so I often find myself dying when I try to.

You also have to keep in mind that a big part of playing Ana is her Nano Boost. If there’s no teammates who are usefull to Nano Boost, it might be a better option to switch to a different healer.

Final words

I hope you enjoyed reading this guide and learned things from it. This concludes all of what I have to say about playing Ana. People requested in the comments of my previous guide that they’d love to see hero specific guides as well, so here is the first! I hope to finish the other three (Zenyatta, Lucio and Mercy) in the coming few days.

Overwatch Getting Good with Reinhardt Guide By: Aetherimp


The following is a bit of a guide/discussion on what it takes to be a good Reinhardt and how to carry with him up to Diamond and above. I make no claims to be an amazing player or the best Reinhardt in the world; I’m just someone who has a lot of hours on Reinhardt and have picked up some of the finer points of playing him well and wish to share this with people who may not understand these finer points or even realize they exist.

Currently, I am playing at about Diamond level in season 2 (~3150 season high so far), last season high was 67. My most played hero is Reinhardt, followed by Soldier. I can play just about anything, but Reinhardt is my “go to” and I have played him a lot in 6 stacks.

A lot of players dislike playing Reinhardt or refuse to learn him, which is a huge mistake. But I think the reason they refuse to do so is because they don’t understand the intricacies of playing him. They think playing Reinhardt is just holding up your shield and swinging your hammer. They don’t understand that Reinhardt is all about positioning, mind games, and situational awareness/game sense.

It’s pretty well understood at the higher levels of play that Reinhardt is almost a required pick on most maps (Aside from KoTH). All things being equal, having a Reinhardt on your team will increase your odds of winning and not having a Reinhardt (Except under extreme circumstances) will often be a contributing factor in your loss.

When to play Reinhardt: Any CP/Payload/Hybrid map on either side. On KoTH if the enemy team is running 3 DPS.

When not to play Reinhardt: When other tanks are better picks for KoTH. Namely Zarya.

What Counters Reinhardt and what Reinhardt counters: Everything and nothing. Obviously there are heroes that give Rein problems, but this is dependent upon several factors. Genji or Reaper giving you problems? Your team needs a McCree. Bastion giving you problems? You need a Soldier, Genji, or Pharah. Junkrat giving you problems? You need a Genji or Pharah. Pharah giving you problems? You need a Soldier/McCree.

Basically, both teams need a Reinhardt and it’s up to the rest of the team to counter the enemy team (and vice versa) so that Reinhardt is supported. His shield can block 2k damage at a time, which is equal to 10 DPS characters health pools.

The characters that burn through your Reinhardt shield the fastest are as follows: Bastion, Reaper, Roadhog, D.Va, Junkrat, full charge Zarya, Pharah, Soldier. Shotguns > Explosives > Energy > Ballistics.

In a chokepoint battle of shields (such as the first point on Eichenwalde), the team with the better shield breaking ability (See: Reaper, Roadhog) will be able to dictate the terms of the engagement. It’s important for everyone to understand this.. Not just the Reinhardt. As Reinhardt, however, if you feel your team does not have enough sustained DPS to break enemy Reinhardt shields you may want to suggest someone on your team change to one of the characters above. As good as Genji, Mei, or McCree may be in certain situations, they are not good at breaking Rein shields.

Let’s go over Reins abilities and when and how you should be using them:

Rocket Hammer (Primary attack): Your Rocket hammer does 75 damage in a wide Arch, that will knock back any enemies hit. If they are jumping, they will get knocked back more than if they are standing. It can only hit any given target once, but it can hit any number of targets at a time. It passes through shields (Rein/Winston), but not through barriers (Zarya/Mei). The range is greater than most melee attacks, and if you spin yourself in circles while swinging you can effectively hit targets that were behind you. It can be difficult to hit people like Genji who are bouncing around above you.

Hitting someone with Rocket hammer gives you approximately 7% Ult charge, which means that if you get into the fray of battle while defending or attacking an objective and hit several targets with every swing, you can build ulti charge very quickly. If there’s an annoying Lucio dancing around a payload or along the walls of an objective, a Reinhardt hammer can make their life hell. This is also very good against D.Va mech, as she has no way to stop it, and as soon as she’s out of Mech she’s a 2 hit kill. Tracer can also only survive 2 hits.

Use it close to the edges of a map to knock people off. If you have a dedicated healer on you (mercy/zen), use it on enemy Reinhardts when you’re face to face and they are holding their shield up. This applies pressure to them and gives you free Ulti charge.

Energy Shield (Secondary fire): This is a shield with 2000 health. It’s a big rectangle that only a few weapons can fire through (Symmetra primary and secondary, Winston Primary, Rein Fire Strike). Even if the shield only has 1 Hitpoint remaining, it will block the full damage of an attack. Eg: A D.Va ulti will be completely blocked, even if you only have 1 HP of shield. After lowering your shield for a few seconds (2) it will begin to charge at a rapid rate. Approximately 225hp per second. If your shield is broken, it will go on cooldown for 5 seconds before recharging.

This means it’s important to control your shield charge. As soon as your shield starts cracking (around 750 hp), you need to inform your team that your shield is going down for a moment. Tell them to take cover. Take cover yourself and let your shield charge to full if possible. This can be improved by having a Zarya on your team that shields you when you drop your shield. It will give her free charge and give you an additional 2 seconds of breathing room.

It’s important to take cover and lose line of sight on the enemy team so you don’t get focused down. A Discord orb and Roadhog hook can take you out of the fight very quickly. A well timed (or placed) flashbang can make you an easy target. 500 HP is a lot – but it goes very quickly under focus fire.

Your shield can block the damage from D.Va ulti and Riptire (Junkrat Ulti). The Junkrat has to maneuver his ulti THROUGH (or around) your shield in order to damage you and anyone behind you. If you spin to face the Riptire and keep your shield between the riptire and yourself, you will survive. Tracers ulti does 400 hp damage. If you get stuck, you will survive if you have full health as long as you don’t let her hit you again or she dies after ulting you. Again, a Zen/Mercy pocketing you will keep you alive in situations like this.

Fire-Strike (E): This is an energy projectile that fires in a straight line, passes through shields and targets, and goes infinitely until it flies off the map or hits an a world object. It does 100 damage to every target hit (including Rein AND his shield). This is your primary source of ulti-charge and you should be using it on cooldown. For every target you hit you get approximately 10% ulti charge. This is one of the key abilities to understand as Reinhardt and the better Reinhardts will land this reliably and usually on several targets. Always go for the “easy” shot to land. Wait until enemy Rein has his shield up and his team is grouping behind him, then use Fire-Strike. If enemy Rein uses his Fire-Strike, it’s on the same cooldown as yours. Keep track of when he uses it and expect him to use it again as soon as it’s off cooldown. You want to be playing footsies (dodging left and right), attempting to juke his Fire Strike. If you can land more than he can, you will ulti-charge faster and you will win the ulti-trade.

You need to play mind-games with your shield. When two Reins are facing off against each other, the one who drops his shield first becomes the most vulnerable. You need to keep track of not only your Ulti charge but the enemy Rein ulti charge as well. Pay attention to how many Fire strikes both of you have landed and how much melee’ing both are doing. Try to out-perform the enemy Rein in these areas so you get your ulti first. Once you have your ulti there is no longer a reason to fire-strike; so you can start playing mind games with your shield.

If you have your ulti, assume enemy Rein does as well. Drop your shield for brief moments to bait out an enemy ulti. Once the enemy Rein presses Q, his hammer takes a moment before it hits the ground. If you can tap your shield and bait out a Hammer from their Rein, you can block his entire ulti and respond with an ulti of your own, giving your team a huge advantage.

Rocket Charge (LeftShift on PC) – This is Reinhardts charge. It has a long range (55 meters) It has a relatively large hit box. It will “pin” the first target struck in front of you and will deal 50 damage to anyone you “connect” with and knock them back. If you pin a target against a wall or world object you will do 300 damage to them and stun them for a moment.

Charge should be used very sparingly, and only when you know your team can support and follow up on it. Generally I save it for isolated tank targets, or for after I use my Ulti. It’s also good for getting back into a fight after dying, but try to avoid charging headlong into the enemy team randomly. Do not use it on cooldown. Use it intelligently. It does a lot of damage but it’s also the fastest way to leave your team without a tank if used improperly. Make sure you get a pin. Best way to do so is to focus enemy tanks or use it in narrow corridors. Be very careful using it around Zarya, Mei, or McCree. A McCree with Flashbang will end your trip quickly. You will feed Zarya charge, and Mei can cockblock you in several ways.

Also be careful using this around steps or doorways. Your hitbox will often collide with them wasting your charge and putting it on cooldown. I like to use it if Zarya ulti’s a large portion of the enemy team as it guarantees a kill and will deal 50 additional damage to everyone in the ulti. If you use a Fire-strike into Zarya ulti (or your own ulti!) right before your charge that’s 150 damage total.

Your Ulti is EarthShatter. It does 50 damage infront of you in a cone and stuns every target hit for 2.5 seconds with a range of approximately 20-25 meters. It will travel up and down staircases but the cone will be interrupted by walls and barriers. A Zarya with Barrier on standing directly infront of a Rein can fully interrupt his ulti. A Reinhardt shield in front of Reinhardt ulti will often completely block the entire ulti. This is why the mind games are so important.

It’s important to use the Ulti when the enemy team is vulnerable. You need to wait for the enemy team to not only be positioned properly but also not have any response to your ulti in the form of shields.

Your ulti has a delay. Much like Lucio ulti, it is not activated immediately. You need to make contact with the ground. If you get knocked into the air and press Q your ulti will not take effect until you hit the ground. It’s important to know this and to plan accordingly.

The full combo for Rein is as follows:

Ultimate (50 damage), Fire-Strike through as many targets as possible in a line (100 damage), 1 hammer swing (75 damage), Charge (50-300 damage).

This combo will wipe most teams, as you have a potential for 275 AOE damage and 575 damage on the target you pin. Don’t worry about pinning squishies, as if they aren’t dead from your initial combo your team should be able to pick them off while you dispose of the front line Rein/Roadhog/Zarya/etc.

Now, to pull this all together and wrap it up: As Reinhardt you are the front line. Your priority is to build ulti-charge quickly and keep your shield up to protect your team. Use your rocket hammer to clear objectives (payloads) and protect people behind you if they get dove, but try not to lose sight of the forest through the trees. Deciding whether you need to keep your shield up or swap to damage is one of the most important things to learn as Rein. Save your charge for when it’s a guaranteed kill, and for when you’re unlikely to die because of it.

Play footsies with enemy Reins. Keep track of their ulti charge and play mind games with your shield to bait out the enemy Ulti’s/Hooks. Allow your shield to charge often and communicate your shield status with your team.

If you do all of this, it is VERY possible to Carry as Reinhardt.

Good luck, my fellow Germans. Hope this breakdown/guide helps. Otherwise I just wasted a bunch of typing. 😀

Overwatch Achievement Guide By: Zorrekky



Blackjack: Earn 21 postgame cards in quick or competitive play. ’Thanks’ Spray

This one shouldn’t be hard to get. It is one of the first achievements I (accidentally) unlocked. Basically just play the game and you will get it eventually. If you want to speed things up, playing Mercy is a good option, since you will often get the ‘Healing Done’ card, or Bastion, since you will often get the ‘Most Damage Done’ card.

Centenary: Win 100 games in quick or competitive play. ’Victory’ Spray

Even more than the one above this one, you just need to play the game long enough and win. I think you will unlock this achievement around level 30-40, assuming you have a normal winrate from about 45% to 55%.

Decked Out: Collect 50 unlocks for a single hero. ’Oops’ Spray

This is one of the achievements I have not unlocked yet. You can wait until you unlock this achievement by luck, but since it will become rarer and rarer to get new things from lootboxes, it is advised to buy things yourself and get 50 unlocks for a hero you like. If you want to get this achievement and spend the least amount of gold on it, you will need about 1000 gold. Just buy all the voice lines and hero-specific sprays and you will already get very far. Then just buy the cheaper stuff like skins, victory poses etc.

Decorated: Earn 50 postgame medals in quick or competitive play. ’Well Played’ Spray

Similar to Blackjack, playing the game will get you very far. Again, playing Mercy is advised, since you will get a gold medal very easily with her (assuming you are not practically afk). Playing 50 games with Mercy should get the job done, but if you are not feeling like doing this, just focus on other achievements or just play what you like. It will come eventually, whether you focus on it or not.

The Friend Zone: Play a quick or competitive play game in a group with a friend. ’Man and Omnic’ Spray

For some this is easy, but for some people, this can be hard. If you are the only one among your friends that plays Overwatch, this can be harder than it looks. But no worries! If you really have this problem, just message me with your Battle Tag and we can play a game. Easy as that.

Level 10: Reach level 10. ’Forge Onward’ Spray

You should have this achievement by now. If you are reading this guide and you have not unlocked this achievement already, I recommend just playing the game a bit more and get used to it, before going full tryhard and use this guide.

Level 25: Reach level 25. ’Rise’ Spray

The same counts for this one as for the one above this one.

Level 50: Reach level 50. ’Respect’ Spray

If you found this guide before you got this achievement, I hope you clicked it away and just enjoyed the game. As soon as you get to this point, I think you are ready for the rest of the guide. Enjoy!

The Path is Closed: Destroy 3 of Symmetra’s Teleporters in a single quick or competitive game. ’Sorry’ Spray

Alright, now we get into the real deal. This one is among the achievements I would like to call situational. You cannot get this achievement in every match, since the enemy needs a Symmetra. If you are on a defence map, just go for another achievement or just play the match normally. Same counts for if they do not have a Symmetra when you are on attack. When there is an enemy Symmetra though, there are a few things you can do to make this achievement a little easier. First of all, always try to find the Teleporter if you hear that they have one deployed somewhere. Try to not be seen while going behind enemy lines to where the Teleporter is most likely deployed. When you destroyed a Teleporter, Symmetra needs to charge before being able to deploy one again. A trick to make this go faster is to just find her and make her kill you, preferably as a tanky hero, since she will get more charge. If you are going for the achievement, consider taking Winston, since there is a Winston-specific achievement that needs an enemy Symmetra as well. I know that this last trick might not be morally right, since you are basically giving the enemy more chance to win, it does help you in getting your achievement.

Survival Expert: Use Health Packs to heal 900 health in a single life in quick or competitive play. ’Piñata’ Spray

I unlocked this one by accident when going for another achievement. But obviously, I still got some tricks for you. First of all, you want to pick a tank. The ones most suited for this one can be any tank, but with other reasons. Reinhardt, D. Va, Winston and Zarya can be good choices because they can protect themselves for when things suddenly go out of control. Roadhog can be handy because of his larger health pool, so it is easier to take more damage and heal it back up. Remember though to not use the heal that is provided in Roadhog’s kit, since that does not count towards the achievement. What you actually want to do is find either a Torbjörn turret or a Bastion and find a good spot with cover. When you are ready, simply let it shoot you. As soon as you reach low health, you get back to cover, find a health pack and repeat. Be careful not to die!

Undying: Get a 20 player kill streak in a quick or competitive game. ’Tea Time’ Spray

This one is hard to actually go for. I just suddenly had a game in which I had about 13 eliminations without being eliminated a single time, so I just went for it then. Just find a game in which you are doing fairly good and then just mainly focus on not dying. It’s the most important part. Just try to damage someone before your team finishes them off while being in the backline. I mained McCree when I got this and I think he is a pretty suitable character for this playstyle. Just shoot someone from a distance, somewhere where you are covered by your tanks and healers. Since his single shots do so much damage compared to other characters from such a distance, he is a recommendation for sure. Whoever you pick though, surviving is much more important than killing people while going for the achievement.



Their Own Worst Enemy: Kill 2 enemies with a single use of Genji’s Deflect in quick or competitive play. ’Pixel Genji’ Spray

This can be a pretty hard achievement. The easiest way is to do it on Attack, the style for which Genji is made and the mode in which you often have to face a Bastion. If you find a Bastion, try to find another target that is kind of low on health. The closer the target is to Bastion, the better. Start shooting Bastion until he finds out where you are. As soon as he shoots you with his Sentry Gun, Deflect the damage back to the other target. Once that target is taken out, try to take out Bastion with his own bullets. Now many Bastions, especially on higher level, will stop firing at you when they see your Deflect, so you have to be a bit lucky on this achievement. Another method that may work is doing the same thing with a Molten Core Torbjörn Turret. You just need to find two low health enemies instead of one, since the turret doesn’t count as a kill (and you will most likely not kill the turret with a Deflect). If this fails as well, try going for Deflecting explosives or ultimates. Soldier: 76’s Helix Rockets, Junkrat’s grenades, Pharah’s Rockets, Hanzo ultimate, Reaper ultimate etc. can all be deflected into multiple enemies, hopefully finishing them off.

Slice and Dice: Kill 4 enemies with a single use of Genji’s Dragonblade in quick or competitive play. ’Cute Genji’ Spray

See note 1. In my opinion, Genji is one of the easier Heroes to get the ‘Quadra Achievement’ with. You really want to get behind the enemy lines, where all the low health enemies are, and surprise them with an attack from behind. Something very important to note, which many of you probably already know, but just in case, is that your dash resets every time you kill someone. This lets you jump from enemy to enemy, hopefully giving you that quadruple kill soon. Most offense, defense and support Heroes take 2 slices to kill, so keep that in mind when you want to kill as many people as possible in the least amount of possible time.


Whoa There!: Interrupt an enemy ultimate ability with McCree’s Flashbang in quick or competitive play. ’Pixel McCree’ Spray

Several ultimate abilities can easily be interrupted. The ones I recommend focusing on are the ultimate abilities of Reaper, McCree and Roadhog, since the other ultimate abilities can either not be interrupted or are too difficult or situational to interrupt. For Reaper, you want to clump up as much as possible with your team, baiting out Reaper’s engage. As soon as he activates his ultimate ability near you, flashbang him. For McCree, you want to stay away from your team and focus on spots that grant vision on your whole team. If you spot out a McCree that wants to take down your team with his ultimate ability, sneak up on him and flashbang him as soon as he goes for the clean-up. For Roadhog, I am not even sure if the interrupt counts towards the achievement, but I think it does. Roadhogs tend to be in the frontline, especially when they go for the ultimate ability. The problem here is that when he fires his Whole Hog towards you, you will be knocked out of range for the Flashbang. So either try to stay at the sides of Roadhog or focus on Reaper and McCree more to ensure this achievement.

It’s High Noon: Get 4 killing blows with a single use of McCree’s Deadeye in quick or competitive play. ’Cute McCree’ Spray

See note 1. This one might be harder than it looks. In the time I mained McCree, I think I only got about two quadruple kills and one quintuple kill. However, most of the good multiple kills I got with this ultimate ability were on the same map: Lijiang Tower: Control Centre. What you want to do is rush to the point as soon as the game begins and start charging that Deadeye. As soon as you reached the 100% and the enemy team is crowding the point, so they either captured it or are about the capture it, you need to walk all the way to the other side of the building compared to the point, towards the spot between the two bases and walk up the stairs. Now upstairs, go towards the point again until you are on a ledge right above the point. From this point, many beautiful McCree ultimate ability shall be fired!


Clearing the Area: Knock an enemy to their death using Pharah’s Concussive Blast in quick or competitive play.’Pixel Pharah’ Spray

I unlocked this one on my first try, so I think it should not be too hard. This one actually relies on a bit of luck on what map you get, because on some maps, this achievement cannot even be achieved. Some maps, however, are very favorable if you are going for this achievement. The maps you should really focus on are Hanamura, Lijiang Tower, Nepal, Ilios and Route 66. These all have ledges that can be used to kill people by blowing them off the stage, especially Lijiang Tower and Ilios. Remember to aim the blast at the side of the enemy that is to opposite to the ledge. Keep in mind though that some enemies, like Tracer, can easily come back on the stage by using their abilities, so focus more on the enemies who are incapable of doing so.

Death From Above: Kill 4 enemies in a row without touching the ground as Pharah in quick or competitive play.’Cute Pharah’ Spray

See note 1. The best way to achieve this is in claustrophobic maps. King’s Row is a good example of this. An important thing is the way this achievement is worded. It doesn’t matter how you make four kills, there can even be 20 seconds interval between the kill, as long as you don’t touch the ground. A good way to do this is to launch yourself up, kill as many enemies with your ultimate ability and then keep floating while shooting the others. If you used your ultimate ability this way, you can launch up again when you are almost at the ground. This should give you enough air time to get four kills.


Waste Not, Want Not: Get 3 solo kills with one clip of Reaper’s shotguns in quick or competitive play. Pixel Reaper’ Spray

This achievement might seem impossible, but there is a little trick you can do to unlock this achievement. I actually got this achievement on accident as well using this trick. The thing is that you need to get three solo kills with your shotguns involved. You can still do damage through other sources without wasting bullets. Therefore, we are going to do it this way: you find three enemies that you want to kill and shoot them a little, just so that they are all damaged by your shotguns. This can be done from a distance, since you can still hit people with his shotguns from afar, even though it does minimum damage. Once you damage them all, you just use your ultimate ability near them, hopefully finishing all three off. Keep in mind that they need to be killed just by you, so the element of surprise is key. Even with this trick, the achievement can be hard to unlock. Practice makes perfect.

Die Die Die… Die: Kill 4 enemies with a single use of Reaper’s Death Blossom in quick or competitive play. ’Cute Reaper’ Spray

Since I main Reaper now, I got this achievement after a while of playing. But for the people that don’t play Reaper, there will obviously still be some tricks. Places from which I often get a quadruple kill with Reaper, are in Lijiang Tower: Night Market and Ilios: Lighthouse. Both these maps have the point inside a little house or chamber that can be reached from above. Shadow Step towards the window, drop down when there are enemies and pop your ultimate ability. Obviously, you only do this when there are many people around. Other maps on which this trick can be used are Dorado (you can stand on both gates and on the roof of the church) or Hollywood (there are plenty of places from which you can ambush the enemies from above. The key thing is that you have the most chance of killing many people if you come from above.

Soldier: 76

Rocket Man: Get 2 killing blows with a single use of Soldier 76’s Helix Rockets in quick or competitive play. ’Pixel Soldier 76’ Spray

Oh boy, this one took me long. I never play Soldier 76, so this took many games. I eventually got it just by trying and trying. You typically want to try to get this one by throwing your rockets onto people who cannot go to many places, due to walls and boundaries. Clumped up enemies are ideal for this achievement. However, I still think this is an achievement that you should just get by playing a lot, because this achievement is probably more luck based than skill based.

Target Rich Environment: Kill 4 enemies with a single use of Soldier 76’s Tactical Visor in quick or competitive play. ’Cute Soldier 76’ Spray

See note 1. I think this achievement can be achieved best on Capture maps. As soon as the real fight around the points start, blow your ultimate ability and clean the place up. Keep in mind that they don’t have to be solo kills. Damaged enemies are taken down quicker, which gives you more time to take down the others. The thing that makes this achievement annoying is the fact that Soldier 76’s ultimate ability doesn’t last that long. If you have four tanks right in front of you, without them doing anything, you probably won’t even be able to kill them in time. Therefore, consider throwing in your Helix Rockets as well, since they do a good amount of damage too. Timing is key here.


Total Recall: Recover 400 health using Tracer’s Recall without dying in quick or competitive play. ’Pixel Tracer’ Spray

This one is not that hard. Just wait until the enemy has a Torbjörn and stand in front of his turret. Once you reach about 50 health, so once you lost at least 100 health, press Recall. Wait until your cooldown is back up and repeat. In four successful Recalls performed this way, the achievement is unlocked. Just try to make sure that your team doesn’t kill the turret before you get the achievement. A very good map for this is Dorado, since Torbjörns typically place their turrets on the edge around the corner, next to the gate. This place can easily be approached by going through the tunnel, at the left side of the base. Get behind the turret without being spotted and apply the trick.

Special Delivery: Stick 4 of Tracer’s Pulse Bombs onto enemies in a single quick or competitive play game. ’Cute Tracer’ Spray

Bastions and tanks are your best friends here. You want to fight as much as possible, because that charges your ultimate ability the fastest. As soon as you have 100% charge, find a fitting target as soon as possible. Make sure you actually stick the bomb onto someone, otherwise it doesn’t count. Therefore, immobile characters like Bastion or big characters like Roadhog and Winston are very useful on the enemy team. If you are continually shooting enemies and throwing bombs on them as soon as it is up, you should be allowed to miss one of the bombs, since you often can get five bombs off in one game. I do recommend doing this on Payload or Capture maps, not the Point Contesting maps (like Lijiang) since the sessions last shorter and you lose charge in between the rounds.



Triple Threat: Kill 2 enemies in each configuration without dying in quick or competitive play. *’Pixel Bastion’ Spray

What they mean with this achievement, is that you kill two people in your normal, walking form, two people in your sentry form and two people with your ultimate ability. I suggest starting with either the first or the last one, since they are considerably harder (in my opinion) than the middle one. Again, they don’t have to be solo kills; just shoot someone a couple of times and let your team finish them off. As with other achievements, the ‘without dying’ part is the most challenging, so play safe.

Charge!: Kill 4 enemies with a single use of Bastion’s Configuration: Tank in quick or competitive play. ’Cute Bastion’ Spray

See note 1. The thing is that the shots in your Tank Configuration can one-shot most heroes, if you hit them directly. Since I can’t reliably do that, I aim at the ground under the hero I want to shoot. This gives me a little more success, but it really depends on how good your aim is. The good thing about Bastion is that charging your ultimate is relatively easy, since you do an insane amount of damage and your self-heal also generates your ultimate ability, allowing for more attempts to get the achievement. I think it is also better to do this in claustrophobic maps, since hitting a wall with your shots can also damage nearby enemies.


Simple Geometry: Get 2 killing blows with a single use of Hanzo’s Scatter Arrow in quick or competitive play. ’Pixel Hanzo’ Spray

A cheesy way, with which I got this one, was by just standing near the entrance of the attacking team in Route 66 and just shoot my Scatter Arrow into their base as soon as the door opened. I might have been extremely lucky, but just give it a shot every game you have to defend. If this doesn’t get you the achievement, you want to focus on corridors and places like that. Hanamura, Hanzo’s own map, might be a good choice for this. Also keep in mind that if you aim your arrow at the right point on the ground in front of an enemy, they will get one-shot due to the way the arrow scatters.

The Dragon is Sated: Kill 4 enemies with one of Hanzo’s Dragonstrikes in quick or competitive play. ’Cute Hanzo’ Spray

See note 1. The first thing to note is that this ultimate ability travels across the whole map. Take this into consideration when finding a position to fire it from and in what direction you are firing, since you can still kill enemies from the other side of the map, if you are lucky. The unfortunate thing about this ultimate ability, is that it is easy to spot and dodge in open areas. Therefore, shooting it in tight places might be the best. You can also shoot it at a capture point or payload if you see that many people are on there. Then again, positioning is key, because if you shoot it from too far away, people can react on time and get off the point. Stand as nearby as possible when firing the dragons.


Mine Like a Steel Trap: Knock an enemy into your Steel Trap using Junkrat’s Concussion Mine in quick or competitive play. ’Pixel Junkrat’ Spray

One of the funnier achievements to go for in my opinion. There are two methods. I don’t know which method works best, but it is probably based on personal preference. One method is knocking someone high up in the sky and throw a Steel Trap where you think they will land, or you put down your Steel Trap against or close to a wall, so when you launch someone into that direction, they cannot go over the Trap. Corners would be best though, but launching someone in a corner can be challenging, since people don’t typically walk there. Again, an achievement that is based on luck a lot.

Roadkill: Kill 4 enemies with a single use of Junkrat’s RIP-tire in quick or competitive play. ’Cute Junkrat’ Spray

See note 1. Just like Bastion, Junkrat seems to get his ultimate ability pretty soon in the game, since the amount of damage he does is so high. To get this achievement, it is recommended to use it on capture points, right when the enemy team is either taking it with a big group or when they are defending it with a big group. When using the ultimate ability, try to avoid rolling straight towards the enemy. Roll unpredictably or ambush them from above or behind, because otherwise, they will destroy the tire, wasting your 100% charge instantly.


Ice Blocked: Block 1200 damage with a single use of Mei’s Ice Wall in quick or competitive play. ’Pixel Mei’ Spray

Among the easiest achievements. Wait for someone to use a big ultimate ability and put your wall in front of it. Probably the best example of this is D. Va’s Self-Destruct. Since the ability takes so long to actually do damage, you have enough time to see where it is, put your wall right next to it and wait. It might cause you to die, but if you put your wall right next to the ultimate, it is guaranteed you get the achievement. Piece of cake.

Cold Snap: Freeze 4 enemies at once with Mei in quick or competitive play. ’Cute Mei’ Spray

See note 1. The first thing to note is that you do not necessarily have to catch four people with your Blizzard. Three is enough, as long as you freeze a fourth enemy with your normal pistol attack. If you play a bit of Mei, you will soon get used to the way she throws her ultimate. It can actually reach quite far. Since the area is relatively big and the freeze time is relatively fast, the kind of map you want to get this one is not really that important.


Armor Up!: Have one of Torbjörn’s Armor Packs on 5 allies at the same time in quick or competitive play. *’Pixel Torbjörn’ Spray’

The thing that makes this achievement ‘challenging’ is that you can only store armor for four players. This should not be a problem though. All you need to do is collect enough Scrap so your inventory is full, so 200 Scrap. Before creating the armor, make sure there are two pieces of Scrap nearby, so you can make the last piece of armor as well. With these requirements met, you just throw all your armor at your teammates, beginning with the people that are stationary and relatively safe, to reduce the chance of them losing the armor to battle. Make sure to pick up the spared Scrap on your way and do it as quick as possible.

Raid Wipe: Kill 4 enemies during a single use of Torbjörn’s Molten Core in quick or competitive play. ’Cute Torbjörn’ Spray

An important thing here is that you have a level 2 turret somewhere where it can cover a wide area. As soon as that area gets raided by enemies, activate the ultimate and attack everyone. Your turret will go nuts and shoot many people, already giving you an elimination if they die afterwards. On top of that, you are also shooting people. Just make sure that everyone you or your turret attacks dies. This way, this achievement should not be extremely hard.


Did That Sting?: Kill 4 enemies using Widowmaker’s Venom Mine during a single quick or competitive play game.’Pixel Widowmaker’ Spray

I think many people got this achievement on accident. To get this achievement, you should just always have a Venom Mine on the map, just like you would normally have to when playing Widowmaker. Another strategy for this achievement is not going as a sniper, but as a semi-frontliner, using your rapid fire instead of your scope. While attacking this way, throw down your Venom Mine towards your enemy as often as you can, since it does good damage and obviously works towards the achiement.

Smooth As Silk: Kill an enemy with a Scoped Headshot while airborne as Widowmaker in quick or competitive play.’Cute Widowmaker’ Spray

We all know the videos of pro players flying through the sky and sniping someone while falling down. Unless you are skilled in this, don’t try this. The easiest way to get this achievement is to stand on high ground, find a target and then drop down. While falling down, try to kill the enemy. It will take some practice and time, but since you can try this so often each game, you will probably get it faster than you expected.


D. Va

Shot Down: Prevent 1500 damage with a single use of D. Va’s Defense Matrix in quick or competitive play. ’Pixel D. Va’ Spray

This one is actually pretty simple. Pick D. Va in an offense map, find a Bastion, stand in front of him and put up your Defense Matrix. If you cannot find a Bastion dumb enough to do this, just consider blocking a Roadhog ultimate ability. When going for this, always make sure that your Defense Matrix is fully charged.

Game Over: Kill 4 enemies with a single use of D. Va’s Selfdestruct in quick or competitive play. ’Cute D. Va’ Spray

See note 1. This actually took me long, while some of my friends just got it in one of their random games. I got it by throwing my Mech over a big wall, not sure how many enemies there were, even though it was a point where they were all clumped up. That is one way to get it. Both my friends got it by just throwing it into a clumped up enemy team. When I tried this, the enemies all seemed to be able to find cover on time. So I guess this is mainly one for luck, for the casual players or players that don’t play D. Va, like me.


I Am Your Shield: Block 8000 damage with Reinhardt’s Barrier Field without dying in quick or competitive play.’Pixel Reinhardt’ Spray

This achievement can probably best be unlocked on offense. Put up your shield, find a choke point towards the objective, stand there until your shield is almost down and walk away. Wait until it has recharged and repeat. Again, ‘without dying’ is the key part here, so make sure to always be safe when going for this one!

Storm, Earth and Fire: Land Reinhardt’s Fire Strike and Charge after an Earthshatter Stun in quick or competitive play. ’Cute Reinhardt’ Spray

One of the easier ‘Cute Spray’ achievements. Find someone to stun with your ultimate ability, preferably a tank, and just throw your Fire Strike on it before using Charge against them. Really, this one should not be too hard.


Giving You The Hook: Interrupt an enemy ability with Roadhog’s Chain Hook in quick or competitive play. ’Pixel Roadhog’ Spray

Much like McCree, you first need to find an ultimate that you can reliably interrupt. Good candidates for this are Reaper, McCree and Pharah. Wait for them to change their playstyle to get a good ultimate off and prepare yourself for a hook. Pharah usually flies high above your team, Reaper usually sneaks towards your team with Wraith Form or falls from above and McCree takes a height advantage to get vision of as many people as possible.

Hog Wild: Knock 2 enemies to their deaths with one use of Roadhog’s Whole Hog in quick or competitive play. ’Cute Roadhog’ Spray

This achievement is very map-specific, since not all maps allow you to fall off the stage. Maps that do allow this pretty well are Nepal, Ilios, Lijiang Tower and Volskaya Industries. Wait for people to stand near the cliff, preferably at least three, get in position and fire away. This can best be done in Capture maps like Ilios and Nepal, since there is a cliff next to the point pretty often. When you find a good opportunity, don’t hesitate to activate your ultimate ability.


Mine Sweeper: Destroy 10 Turrets or Traps using Winston’s Tesla Cannon without dying in quick or competitive play. ‘Pixel Winston’ Spray

A fun, yet hard achievement. As with all achievements that require you to stay alive long enough, safety is the most important. Well, actually, for this one, the most important this is to have a Symmetra on the enemy team, otherwise you shouldn’t even bother to get this achievement. Things to remember when doing this achievement are to always fully heal before going in deep for the turrets. Also use your shielding ability when you are deep into the enemy team to make sure you don’t get focused down. Lastly, your long leap can also get you out of danger fast or lets you get into the fight in great speed.

Anger Management: Damage 6 enemies in a single use of Winston’s Primal Rage in quick or competitive play. ’Cute Winston’ Spray

See note 1. When I got this achievement, I thought that the part that says ‘in a single use was not there, since I just suddenly got it, so did my friends. Important things of this achievement are that you only have to damage everyone, so one slap is enough. You also need to attack everyone, which means that going for this achievement right after one of the enemies died is not a good option. Your insane jump also helps you a lot with finding all six enemies because of its great mobility. It all might sound difficult, but it is probably easier than it sounds. The last tip is to do this on offense, since on defense, enemies seem to camp around a point a lot, making them easier to find and hit.


Power Overwhelming: Keep Zarya’s Particle Cannon above 70 Energy for 60 seconds in quick or competitive play.’Pixel Zarya’ Spray

This one, unlike many others, is pretty much based on skill. You don’t necessarily need to kill everyone, you just want you and your allies to be hit at the right time. Therefore, make sure you are the frontline, preferably with another tank and stay there until you die or get the achievement. Obviously you need to get to cover when you have to regenerate, but always do this when your ally is still fighting with the shield on him, otherwise you will lose Energy too much. Having a healer that focuses on you during this fiasco is also great, since it allows you to stay up front even more. A cheesy strategy for this can also be to just not attack at all, since it will keep your enemies healthy, thus making them attack you more. This will let you generate more Energy, but it can be dangerous since enemies can overwhelm you and focus you down, since a high-Energy Zarya is generally a major threat to a team.

The Power of Attraction: Capture 5 enemies in a single use of Zarya’s Graviton Surge in quick or competitive play.’Cute Zarya’ Spray

A pleasant surprise to most enemies is that the range of Zarya’s ultimate ability is pretty big, sucking in more enemies than expected. Since you can’t really got help with this and since you only have to hit them with your ultimate, you just need to wait patiently. Keep your ultimate ability up for as long as possible to wait for the perfect opportunity. When many enemies are approaching at once or when they are clumping together at a point. Patience is probably the thing you need most for this one.



Naptime: Interrupt an enemy ultimate ability with Ana’s Sleep Dart in quick or competitive play. ’Pixel Ana’ Spray

This achievement is exactly similar to Roadhog’s Giving You The Hook achievement, except for one thing. In my opinion, Roadhog’s Chain Hook is easier to land than Ana’s Sleep Dart. Therefore, I advise you to play Ana for a while and get used to how firing the Sleep Dart works, before going for the achievement. And who knows, maybe you get lucky during this training.

Enabler: Get 4 kills or assists with a single use of Ana’s Nano Boost in quick or competitive play. ’Cute Ana’ Spray

See note 1. You obviously only want to put your Nano Boost on people that can reliably use it to make four kills. Good candidates for this can be Genji, Soldier 76, Reaper, Reinhardt or Zarya. Make sure that the person you put your Nano Boost on has its ultimate ability ready, because it can make their lives a lot easier. Don’t forget to help the chosen one out by either healing him or her from afar, or by attacking other enemies and weaken the enemies that the chosen one has to kill. Communication is important as well, since this is one of the few achievements where you rely on a teammate a lot.


The Floor is Lava: Get 3 killing blows while wall riding as Lúcio without dying in quick or competitive play. ’Pixel Lúcio’ Spray

The problem is not really how difficult this achievement is, but how situational it is. If you are a wall riding pro and you are on the walls almost the whole game, you will probably manage to get this achievement by yourself. For the ones that can’t do this, like me, there is one way in which you can get this achievement fairly easily. There is one map in which getting this achievement is pretty easy, which is Lijiang Tower: Garden. From the base to the point, there is a bridge leading to the open field in front of the Capture Point. Next to the bridge is a straight wall that allows pretty easy wall riding. Stand at the end of the wall at the bridge towards the enemy base. Make sure people on the bridge can’t see you. As soon as someone crosses the bridge, blow them off the bridge with your alternate fire. When they fall off the bridge, immediately start wall riding. As soon as they die and you get the pop-up on eliminating an enemy, you should still/already be wall riding. Do this three times without dying and you are set. Again, always remember to stay safe; you don’t want to die when you have one more to go.

Supersonic: Block 1000 damage with a single use of Lúcio’s Sound Barrier in quick or competitive play. ‘Cute Lúcio’ Spray*

Go for this achievement when you are Defense, since going for it on Offense is not really worth it. As soon as you hear an Offensive ultimate ability, like McCree or Reaper, activate your ultimate ability (if they are nearby, obviously). Since people tend to gather up on Capture the Point maps, I adivse going Lúcio on these maps, since clumped up enemies is always a good bait for a Reaper or Pharah ultimate.


Group Health Plan: Restore 200 health for 5 players without dying as Mercy in quick or competitive play. ’Pixel Mercy’ Spray

Again, surviving is key. Try to learn by heart how much health every hero has, so you can easily judge if you have healed someone good enough. Keep track of this and just follow people around while they do their thing. Remember that your ally may die, but you may not, so always stay at the back or around the corner to keep your cover up. With proper care, this achievement should be relatively easy.

Huge Rez: Resurrect 4 players at once with Mercy in quick or competitive play. ’Cute Mercy’ Spray

A tactic that works pretty well for me with Mercy is only using your ultimate ability when you can revive at least 3 allies. This way, you will always have your ultimate ability up for crucial moments. Obviously, you need to stand at the back with Mercy, but you especially need to do this when you see someone approach with an ultimate ability. If your whole team dies to it while you do not, it is your time to shine. Taking distance is therefore very important.


The Car Wash: Hit an enemy with 7 beams simultaneously as Symmetra in quick or competitive play. ’Pixel Symmetra’ Spray

It is best to leave this achievement alone if you do not manage to get it in the first try each match. What you want to do (on defense, obviously) is put all your Sentry Turrets at one point, preferably a doorway, and wait for someone to walk through it. Good places for this are the little sneaky routes to the sides in Temple of Anubis, Numbani, Volskaya Industries and some others. Remember that you can only use six turrets, so the seventh beam will have to be your own.

Huge Succes: Teleport 20 players in a single quick or competitive play game as Symmetra. ’Cute Symmetra’ Spray

Not my proudest achievement. I got this achievement by going through my own teleported four times in the last seconds during a game, since my team just wouldn’t die and I was so close. However, it did give me a strategy. When going for this achievement, keep in mind that going through your own Teleporter counts towards the achievement. You could, in fact, place your teleporter right in front of your base, walk through it six times and go back to the fight to get your next Teleporter. Not the best way to play the game, but it surely makes getting the achievement very easy.


Rapid Discord: Get 4 kills or assists with Zenyatta’s Orb of Discord within 6 seconds in quick or competitive play.’Pixel Zenyatta’ Spray

I don’t know. This one seems to impossible to me. Along with Zenyatta’s other achievement, this one is the only one I still need. What you probably want to do is go offensive and leave your team with no healer, flanking the enemies from the side or behind and get those kills yourself. Another method would be making use of Reinhardt’s or Mei’s ultimate ability, since they lock down many targets at once, giving you the opportunity to kill those people with ease. Besides this, I don’t really know what else to add. I am open to suggestions!

The Iris Embraces You: Restore 1500 health with a single use of Zenyatta’s Transcendence in quick or competitive play. ’Cute Zenyatta’ Spray

Yup, still need this one as well. So far, I got the closest to getting it by waiting for an enemy Pharah or Reaper (or anyone who has a high-damaging ultimate ability that deals said damage over time) to show up and destroy your team. As soon as they activate their ultimate ability, use yours and heal your whole team back up. If you do not do this, you will probably not get it. Another cheesy tactic you can use, which does require three other people to play with, is having three Roadhogs in your team, letting them drop to below 100 health and letting them stand close to each other. Use your ultimate ability to heal all of them back up to full health and get the achievement.


Most of these achievements, if not all, will be obtained automatically after playing for a while. If not, just focus on one for a while and you should get it eventually as well. I got all of these before I even know it, so they should not be too hard.

Overwatch Healing Guide By: Mefoz


Being a support can be a very tough job. As a support, you can make or break a game and a lot of that is influenced by how your teammates play as well.

Getting a POTG doesn’t happen often, so don’t expect to shine there. If you do well though, you’ll get a nice little card at the end of a match. You’ll get a few votes here, don’t worry. My point is: If you only thrive on positive feedback from your fellow Overwatchers and when your main drive is to get sweet POTGs, you might have to pick another role.

Then why would you want to play as support? Because it’s fun and, if you learn all the classes, you get a variety of possibilities to play during matches! Every match brings you a different challenge. Every team composition changes which hero you play and how you play them.

As support role you have to keep a lot of things in mind, each of which I will explain in detail

  • Staying alive
  • Who to heal and how to heal them
  • Map awareness
  • Communication
  • Team composition

Disclaimer #1: I do not claim to be the best healer. I wrote this guide for myself, to understand my own plays better and to figure out how I can improve my own game.

Disclaimer #2: I play Overwatch on the PS4. This thread is not supposed to be a “GET REKT CONSOLE HURRDURR PC MASTER RACE” thread, it’s about healing. And most of what I’m going to say will apply to all platforms, console and pc. If not, don’t worry. I’ll put a trigger warning.

Ah-ah-ah-ah Staying Alive

As a healer your main goal is to keep your team alive. Just don’t forget: You are also part of the team! If you don’t keep yourself alive, you can’t heal your fellow team members.

This means: positioning so you won’t be picked as gg-ez-no-re-target by your enemies. This means: hiding so that the enemies choose different targets. This means: running away from the battle if things get too hot. And remember to pick up health packs! Especially if there’s no 2nd healer to heal you, health packs can be the difference between blood on the wall or a healthy team!

Here’s some sweet calculations:

Mercy heals for 60HP per second. This means a fight lasting 20 seconds can allow you to heal for 1200HP. While dead, Mercy has the amazing ability to heal 0HP per second. It would cost you those 20 seconds just to revive and get back to the fight. See the difference in healing between being dead and staying alive?

Who to heal and how to heal them

Let’s talk about actual ingame healing and the things you have to keep in mind while healing your team.

To begin with: Always be fully aware of your team members’ positions and the quickest available route to get to them. Is the quickest route littered with enemies? Then you better know a different route.

There are several reasons why knowing where your teammates are is so important. First of all, you have to know who is within reach of getting heals and who isn’t. Secondly, if you get attacked, knowing instantly where the closest teammate that can help you is can be the difference between life or death. Lastly, you might find out you or your entire team are completely out of position and this can help you prevent getting killed off easily by flankers. Use the knowledge of where your teammates are at all times to determine the best position for you to stand and heal your teammates, while keeping yourself as safe as possible. Positioning is key to survival.

The best position to be at as healer also depends on your hero. Lucio can be closer to the combat than any of the other healers, while Ana has the range to be further away from the party. Mercy needs to be quite close to her team members, so she has to hide and fly around to keep the best position. Zenyatta needs to be around his team, but not as close as a Mercy and not as far as Ana.

In order to chose who to heal you have to keep in mind your target’s “healing priority”. Who is currently receiving most damage? Who has lowest health? Who is active in the fight and who’s not? How long can my target survive without a heal? Can any of the heroes counter the enemies?

Typically, tanks can hold off on their own without dying a lot longer than DPS heroes. This is why DPS heroes usually have a higher priority to receive heals. I say typically, because the DPSer being out of range or a tank receiving bazillions of DMG puts the healing priority straight back to the tank. This is why Genji is often a low prio target, as his flanking and speed get him out of range (except for Zenyatta, who can easily heal him from a bit further away). Luckily, a good Genji heals through picking up health packs. You also have to be mindful of your other healer if you have one. This other healer has a very high priority, because if that hero dies you’re suddenly stuck on your own. In a 5v6. Which is hard.

I can’t give you a specific “First priority is X, then Y, then Z” ranking, because it’s very situational. But if you keep accessing the situation and act accordingly, it’ll become second nature for you.

Quick side note: It’s important to understand that you don’t have to get everyone up to full health during a fight. Your main objective is to give your teammates enough health to win the fight.

Map Awareness

Map awareness is often stated one of the most important things for flankers, but not often for healers. I believe that if you have good map awareness, you’ll find your chances of surviving increasing. Sadly, I can’t really go all to deep into detail about this, as it’s really just a matter of playing often and studying the different maps as good as you can.

Map awareness basically sums up into these things:

  • Where are the health packs and which ones are closest to me?
  • How long till these health packs are available? (Did someone just pick them up or not?)
  • Are there flank routes? If so: Which heroes can take those routes? Do they help my team, or the enemy team?
  • Is your position good enough, or can you find more cover with the same line of sight?
  • Are there places around me I can go for cover if things get tough?
  • Can I be covered more while keeping the same healing output?
  • Is our team on the high ground? Is theirs? Neither? Can I go to high ground to be safer?
  • How far from spawns are we? Are we closer to our spawn or closer to theirs? What impact does this have on death?

Every map is different. I advise you to play a custom match with just yourself to study the maps, so that you don’t have to study them during the fights. Look at youtube videos as well for nice map tricks and flank routes!


Communication is important for every team member. Telling each other your ult status, your position, whether or not you need help and where the enemies are is key to winning matches. As healer you can be a vital source of information.

As support you stand back from the fight just enough to see almost everything happening, so use this to your advantage. Call out when your team overextends, call out when one of the enemies overextends, call out when enemies try to flank.

Here’s a list of things I usually call out during a match:

  • [hero], you are out of range for healing (when he’s being attacked)
  • We’re overextending
  • Stick to the point
  • Let’s take [route]
  • Let’s get highground
  • We can push, [hero] of their team is dead
  • Coming to you [hero] (when I see he’s being attacked)
  • We’re being flanked by [hero], from [position]
  • Bet you that random is going to take Hanzo (annnddd I’m right…)
  • I died as [hero] (to emphasise the loss of which healer), healer down.
  • Both our healers down guys!
  • My [ult name] ult is ready / at 80%
  • My ult is at [%] (After a team wipe / at the start of a push)
  • Reaper/Reinhardt/Soldier/Zarya, you ready for Nano Boost?
  • Their Zenyatta wasted his ult, wait for it and let’s push
  • Last attack their used [x] ults, we have the advantage
  • Discorded [hero] (with every hero you discord, no matter how often)
  • Amp it up ready in 5
  • Low on health, covering
  • Let’s regroup guys
  • Don’t trickle in, we’re only feeding their ults
  • Enemy [hero] swapped to [hero]
  • Slept [hero]
  • Slept someone (even if I’m not exactly sure who, it’s still important info)
  • We’re being countered/don’t have enough healing/don’t have enough dps. [hero], pick [hero] (Specifically mention who should switch as call to action, otherwise nobody thinks it’s their task to swap)
  • Swapped from Ana to Lucio
  • Good jobs guys, gg

As you can see, all of these are short callouts, specific bursts of information that my team could need.

[TRIGGER WARNING] In order to ensure everybody hears this information, our team invites all randoms to our party on PS4. Even if they cannot speak or don’t want to, it’s vital that they hear the same stream of information. On PC I suggest telling everyone they should voice chat and stress the importance of it.

Team composition

Who to pick

Composition: /kɒmpəˈzɪʃ(ə)n/ – a creative work, especially a poem or piece of music.* Ahh, so what we’re trying to make is a poem! Imagine our composition is a beautiful haiku in making. And like a haiku, there’s a certain structure to uphold. Something about lines and syllables. In the current “haiku-meta” the structure is 2 tanks/2 DPS/2 healers. But with 4 healers, who should you pick and when?!

I personally consider using 3 healers as an overkill, and severe impact on either tanking capacity or dps capacity. Even if you take Ana/Lucio/Zenyatta or Ana/Mercy/Zenyatta so that each support still has DMG output, you still won’t reach the same total team DMG as when you would switch one for a pure attacking role like Soldier or McCree. I know 3 tanks/3 healers is becoming a thing, but you need solid teamwork for that.

Basing which hero to pick as healer really depends on which map you play on and who your teammates pick (team composition). I usually wait with my definite pick until all of the other team members chose their heroes. If I solo queue or am with lots of randoms, I pick a Lucio or Mercy at the start to show I’m serious about healing and then I wait for everybody else to pick their heroes before making my final decision.

Then it all boils down to having 1 or 2 healers in the team..

Solo Healer

The higher your SR, the harder it is to be a Solo Healer on most maps. It requires a good team setup and positioning, and as a healer you have to be fully aware of everything that’s happening around you. However, especially when solo queuing, you’re more than likely to encounter games where you’re the only healer because your teammate decided he found a way better pick. That’s right, this section is dedicated to you, Hanzo.

I’d like to start by saying: staying alive is so much more important when you’re the only healer. You are the only source of health gain other than health packs, so it’s vital you stay alive. Remember that calculation I made about being dead? Exactly.

Being Solo Healer is easier to do when pushing a payload; the payload also provides heals to your team. Solo Healing can also be effective while defending certain points strategically when you’re Mercy. For example, I like Volskaya Industries and Hollywood a lot as “Solo Healer Mercy”, because often my teammates are on different heights spread closely around the same defence point, so I can easily fly back and forth. The better your team is with “height management”, the easier this is.

On the KotH maps (Illios, Lijiang Tower, Nepal), Lucio is my preferred Solo Healer, as his survivability is so high you can stay alive while still having a significant healing output. My main focus on these maps is to be as nimble as possible, while chipping away the enemies health as much as I can. It’s about finding the balance between keeping yourself safe and helping your team with DMG output.

I usually never solo heal with Zenyatta or Ana anymore, as my current ranking provides enemies that just pick them out for a quick kill too easily. Sometimes I still do as Ana, but this is while on Attack in Anubis, when a single good push can often take over the point. Anubis Attack offers a lot of nice spots for Ana to hide from plain sight, while still keeping high healing output, and her Nano Boost often surprises the enemy team when we come rushing to point B straight after capping point A. Your teammates are also often close enough for you to have all of them in your line of sight, providing heals to them easily. Keep in mind, Ana has the potential to outheal even Mercy, if you hit all of your shots and time reloads well.

I am trying to figure out how to be an effective Solo Healer on higher SR ranks though, as I value the DMG output that an addition DPS hero can bring. Once I found the golden ticket, I’ll put it here and get ONE BILLION DOLLARS.

One thing, especially for solo queuers: Don’t rage when the enemy team outflanks you and you don’t have anyone to protect you nearby. Learn from the mistakes your team made and find a different position next time. If you keep sticking at the back of your team, their Reaper and Tracer will always know where you are.

Double Healers

As I stated before, the current meta is having two healers in your team. This is often a Lucio/Zenyatta setup and less often a Zenyatta/Ana setup. Only rarely do you see Mercy/Lucio, Mercy/Zenyatta or Mercy/Ana.


This duo definitely deserves its own header. Lucio/Zenyatta is a very strong combo and at the end of Season 1 almost a must-pick for every situation. This is why still a lot of teams combine these two together, even though both heroes received a nerf. Together, their ults have the ability to counter almost every ult there is in the game, if used well. While Zenyatta focuses on healing the flankers, Lucio should aim at healing everyone close to him and using his speed boost when necessary. Both should focus on helping with attacking the enemy team, chipping away health when possible due to the (almost) passive nature of their heals. This combo shines on KotH and Assault maps on defence.

The only downfall about Lucio/Zenyatta is that the combination can be downed quickly by skilled flankers, and the use of ults has to be communicated well in order not to waste either one of the ults by using them at the same time. This often happens when both heroes see their team is low on health and as reflex use their ult to “SAVE EVERYONE HURRDURR”.


One of my favorite combos, as Ana is a potentially amazing healer and, if used well, has utilities no other hero brings to the game (sleep dart, cancelling heals). Because Lucio and Zenyatta got nerfed and players keep getting better and better as Ana, you see this combo happening more often (especially on PC, where aiming is more accurate if trained well). This combo is a nice pick for Attack and payload maps, when Ana boosts attacks while Zenyatta’s ult keeps the team alive in sticky situations.

Reasons to not pick to this combo are definitely there. It requires that both healer have an accurate aim to heal their team and do significant damage at the same, and sometimes it’s too hard to heal specific targets in a team that are too close together. Ana and Zenyatta also don’t shine in close combat, so just imagine the pure chaos you’ll get when this combination is used on a KotH map.


Lucio/Ana is a combination based on healers being able to fend off enemies long enough to have their team help them. While Lucio provides the passive team healing, Ana snipes the team members that are receiving too much damage. Whenever enemies try to pick them, they can use their utilities (sound blast, sleep dart) to temporarily throw the enemy off and rush back to their team for help. Both heroes can help with dealing damage, which is also very nice. Definitely nice to use on Assault attack.

Sadly, Lucio/Ana doesn’t shine much on certain maps where Ana’s combat style just doesn’t fit. Close quarter combat just isn’t her speciality. And people often prefer a Lucio/Zenyatta combo, as Zenyatta’s discord orb helps the entire team with doing damage.

Mercy/Lucio, Mercy/Zenyatta, Mercy/Ana

Here we have all the Mercy combos. Mercy hasn’t seen much play last season due to the fact that Lucio/Zenyatta was so overwhelming. The reason I list all of these together is because I sadly haven’t had a lot of time to test all of them out this season just yet. I can see these combos happening more during the span of Season 2, as Mercy’s resurrect is a very valuable ult to have, especially on Defence and KotH.

Mercy/Lucio is a very powerful healing combo, but lacks the DMG output any other Lucio combo has. That’s why you often don’t see this combination in higher ranked plays, but in lower ranked this combo does happen. This is due to lower ranks often having 1 tank and 3 DPS, which is easier to heal with this combo.

Mercy/Zenyatta is the combo I’ve tried most often of all the Mercy combos. I like the stable healing output, along with the two ults that can basically give a team 3 full lives. Especially on defence points I can see this combo working well. One thing to keep in mind though: For this combination to work well, it’s recommended that your DPSers know what they’re doing to keep DMG output high. Mercy can also help with boosting her teammates, of course.

Mercy/Ana is a combo I haven’t seen a lot at all. I feel like this combo just doesn’t pack the punch when it comes to team survivability. Not having a Zenyatta or Lucio ult is definitely ill-advised when fighting Zarya as they can both counter her ult by using their own and Zarya is an often picked character right now.

Nice combinations

The type of map does not necessarily determine your pick. Your pick has to work well with your teammates too. Here’s some examples.

Do we have a Rein/Zarya combo? Love Mercy on this one. Those three together are a force to be reckoned with. Zarya pops her shield on Rein as I heal both of them and when it gets too hot, Zarya pops her shield on me so I can quickly go to safely while the two tanks slowly retreat.

Do we have a lot of flanking heroes or heroes that are never close to each other (genji, tracer and reaper for example)? Better take Zenyatta, as he has a longer healing range than Mercy.

Do we already have a Lucio? Maybe it’s better to pick a Zenyatta instead of Mercy to provide additional DPS support as Lucio can carry most healing on his own already.

Roadhog? Mercy’s boost is a hell of a pain on this one. Same goes for McCree, Soldier and Pharah. Gotta love boosting their DPS for some quick kills.

Roadhog/Mei/Soldier/Mercy/Rein? Might not be the best time to take another healer, as there already is a whole lot of self healing in this team. Hey, I never said you ALWAYS have to be the healer!

Zarya and Winston? I love Ana for these. Being able to heal them both from a small distance as they charge into the enemy’s’ front lines is a blessing to them. And just imagine the sweet justice you can rain upon your enemy when you have a fully charged Zarya buffed with a Nano Boost… Mmmmmmmmm…

Did either of your teammates pick a Lucio or Mercy? Zenyatta is your friend for discording, Ana is your friend for Nano Boosting. Depending on your own preference, pick either. Do mind that if your teammate is a Mercy, it might be better to take Zenyatta as he can counter a lot of ults with his own ult.

As you can see, it takes thought to chose a healer for every situation. And sadly, not every same group of heroes plays the same. It also has a lot to do with your teammate’s play-styles.

Composition throughout a game

Something I’d like to point out is the value of switching heroes. A map does not necessarily need just one single healer pick. Sometimes point A has better healer picks than point B. Sometimes your team went from 2 tanks/2 DPS/2 healers to Hanzo/Genji/Hanzo/Genji/Tracer (DERP QUICKPLAY). Sometimes, your team just doesn’t stick together as much as you’d like so you need more speed or range to reach all of them. “But Mefoz, I already picked a healer!” So what? Swap it.

I like playing Ana whenever I can, so on The Temple of A-na-ubis (HAH! Get it?!) I used Ana to defend point A. I took her mighty sniper and stood on high ground to heal all my teammates while keeping their enemy Pharah at bay. Eventually, they managed to push through point A, and were on their way to point B. During the enemy’s first push to point B, I used the Nano Boost I saved up on our Reinhardt when I saw he and Zarya were fighting a group of 3 and both had their ult. Needless to say, they killed all 3. With one of the enemies already dead, this left us with 2 more enemies to fend off while my own team had all 6 members. You know what I did? I let the enemy kill me. Why? So I could instantly switch to Lucio, who is a far better healer to use at point B, due to all the walls you can ride on. Tactical suicide is a thing, sheeple.

Final words

I hope you enjoyed reading this guide and learned things from it. This concludes all of what I have to say about healing in Overwatch. If people want me to create hero-specific guides I will do so, as I already know what I want to put in those.

Overwatch Lucio Speed Buff Guide By: ProfessorGanymede


Class is in session. This is Professor Ganymede. In this video (Or written transcript if you are reading this) I’m going to attempt to make the most in-depth guide on when to switch off of Lucio’s heal aura, to instead use his speed passive and amp. This will be a long video and because of the in-depth nature of this guide this video will be scripted. For those that don’t have the time to watch the entire thing, I have made a transcript of the guide which I will link below in the description. So let’s get started.

I have put together a list of 8 reasons to use Lucio’s speed passive and amp.These methods are in no particular order, and may be updated at a later date. So if I forgot something, please let me know in the comments below.

Number 1: To chase down opponents.

This includes low health opponents who you yourself want to try to finish off, or opponents you want to help your team finish off. Proper use of Lucio’s speed buff makes it extremely hard for Lucio’s enemies to retreat, allowing for easy kills when Lucio’s team is at an advantage. I also use speed passive and amp when our team has other noticeable advantages over the enemy besides low health or numbers advantage.

For example, I notice that a member of the enemy team has wasted or used an important ultimate or cd that would give my team a high chance of winning a skirmish. In these cases I may announce the opportunity, push my team to fight, and switch to speed passive, and potentially amp speed as well in order to start the engagement. An example of a great moment is when the enemy reinhardt wastes his ult by ulting your ally Reinhardt’s shield. In that moment I would switch to speed and try to get my team to move in off of that advantage.

Number 2: At the beginning of a match when leaving spawn.

In pretty much every game, once the gates open I will either start out with speed passive or use speed amp, depending on the situations. If my team is under heavy fire immediately like on Watchpoint: Gibraltar, I may save my amp for healing. In those cases I wil simply start out in my speed passive and amp as necessary. If my team takes damage when they exit the gate I may amp healing, or amp speed to allow them to get to their ideal position in a very quick amount of time. Like rushing behind the payload of Route 66 and Watchpoint: Gibraltar.

Number 3: When Taxying my team back to combat.

If a good amount of my teammates die I may retreat from the fight in order to speed my team back to combat as they re-spawn. This is effective for multiple reasons. Firstly, I prevent myself from dying, staggering our teams deaths and feeding the enemy ultimate charge. And I’m able to push my team to regroup and return to combat. I mented staggering deaths. What I mean by this is, for example, if 1 member of my team dies alone, then 5 seconds later another member of my team dies, then our team as a whole will have to wait that much longer for our team to be all alive and all together, since we have to wait for the person who died second to respawn.

Now when I taxi my team back to combat I often have to choose whether or not I want to use speed amp during this time. This decision takes into consideration a number of factors. Like, how long will it take for my team to get back to combat? Is my entire team grouping together or are some members of my team still off on their own, risking death? On uncoordinated teams, like when I solo q or I am playing with a generally uncoordinated group, I like to speed amp in every situation because I want my team to be together as soon as possible.

This of course means that potentially, when the members of my team who respawned do get back into combat, I may not have my amp available during the returning fight. I find that amping speed as my team respawns outweigh the negative of POTENTIALLY not having my speed buff during the first fight because, 1. My speed buff will usually be about 5 seconds from coming off of cooldown anyway, and 2, I need my team together as much as possible to avoid deaths being staggered further. In a coordinated game however I would most likely save my amp for the first fight and just use my speed passive to taxi my team back to combat together.

Number 4: To allow my allies to retreat.

Lucio’s speed buff can also get people out of sticky situations where the heal buff would not be as effective. For example, most enemy ultimates can be avoided by allowing your team to move faster. Amping or using speed passive during Mei’s ultimate will often save more lives than attempting to heal your team during the crowd control. Another example is during Mcree’s ult where healing is not effective at all and using speed would allow your team to escape out of line of sight. Dva’s ult is also worth noting as well. But again, Speed is effective against most ultimates.

I’d even use speed to have my team retreat back after hearing the enemy Lucio use his ult, because then we can wait out it’s duration. Also with speed buff your team can escape other less game changing situations. Allowing your mercy, for example, to escape that reaper who is chasing her can be the difference between you winning or losing a game. Healing in that situation wouldn’t be very helpful because of the incredible amount of damage that reaper does. Speeding Mercy out of his range could be what would actually save her life.

Another example would be to allow a Reinhardt to regroup with the team after he has charged deep into enemy lines. Having the ability to speed your teammates out of dangerous situations, whether it be because they overcommitted or just want HAM, is invaluable.

Number 5: To save yourself.

I can’t count how many times using speed buff in certain situations has allowed me to live in a situation where Heal buff wouldn’t have been very effective. I use speed passive or amp to escape A winston jumping on me, a reaper who has gotten too close, countless ultimates, and other deadly situations, Now ideally you’d want to be in a position to survive without needing to use your cooldowns on yourself, because then that allows you to save your abilities for your team. But the ideal situation is rare so in those desperate scenarios, the speed passive and amp is very good at keeping you alive.

Number 6: When your team is at full health or when your team has a second healer. (Often times both of these factors are at play simultaneously)

So an argument I hear often is that Lucio should be using his speed passive when ever his team is at full health. The benefit of this is that your team can dodge damage easier and your team can corner peak more effectively. While this can be true, especially the more coordinated your team is, I find that for most players and teams, this is not actually as helpful as it sounds. The fact is that on an uncoordinated team, Lucio’s speed aura is very difficult to predict. Because without coordination, you cannot reliably know when he will stop speeding, start healing, or start speeding again. Or drop out of line of sight which will also make his speed aura not effect his allies.

So while it is good in theory, and especially effective at higher levels of play, which is why you see it in tournaments so often, for most players, statistically, they and their team will not have the coordination to use Lucio’s speed buff as a tool to dodge bullets or corner peek more effectively. So I actually don’t use it for that purpose because I mainly solo q or play with uncoordinated teams. I hit rank 65 with just Lucio solo q, which is the top 2% of players. And even at these levels, grouping with random pubs, teams still had no where near the level of communication required to make speeding for the purpose of dodging bullets and corner peaking, an effective strategy.

Often times I will end up throwing off my allies aim or speeding them into a situation they weren’t prepared for. For these reason I’ll say that if you aren’t in a coordinated team, just heal until a different opportunity for speeding presents itself. For those at the higher levels of play, Lucio can and should be used in this manner. And the presence of a second healer simply makes this tactic more effective because then Lucio has to spend less time switching to healing, which allows him more time to be in speed aura. Which, in-turn, makes his speed buff more reliable.

Number 7: Generally positioning yourself and your teammates.

Repositioning during the game is often times a vital tool in maintaining locational superiority over your enemy. Whether this means allowing your team to take the higher ground quickly, or speeding your flankers into a good flanking position, or allowing yourself to take a move advantage position, the phrase “location location location” is very relevant to overwatch. Ensuring that your team takes a location and is properly positioned as fast as possible allows for many advantages to be taken in your team’s favor and many enemy weaknesses to be exploited.

For example, if the enemy team takes the first point on Hollywood a common strategy is for the defending team to take the ramp upwards and hold the high ground on top of the roofs. Using Lucio’s speed amp and passive to retreat and get to that high ground as soon as possible could be the difference between a impenetrable hold or a failed defense because your team couldn’t take the advantaged position fast enough.

Edit: This would also include the ability for Lucio’s speed amp and passive to help his team bypass difficult chokepoints. For example, on the front gate to Temple of Anubis, attacking teams often use Lucio’s speed passive/amp to rush to the left side room or rush to the right room. Typically under cover of Reinhardt’s shield. Reducing time spent in a choke point reduces the disadvantage being forced to fight in a choke point would give to your team. If you’ve ever seen the movie “300,” you should have an idea of just how effective choke points are and why you’d want to spend as little time as possible being trapped in one.

Number 8: Another topic that needs to be covered is when to just use the speed passive and when to use the speed amp.

Ideally, you’d want to NEED the speed amp as little as possible. As in, you wouldn’t want to use it to save yourself or save allies, because then that valuable cooldown is unavailable to make certain game changing plays. Like amping your team forward to take advantage of an opportunity. But again, the ideal situation rarely exists and you WILL need that speed amp. A general rule is to use the speed amp when the movement from the speed passive isn’t fast enough for what you want to accomplish. This may seem obvious but it is still worth saying.

For example, Lucio can’t outrun Genji’s ult with just his passive, but he can with his amp. Also, your team may not be fast enough to dodge Dva’s ult with just the speed passive, so you may want to give them that extra speed from the amp to ensure their survival.

A more offensive use of this is when you want to capitalize on an opportunity as fast as possible, like taking advantage of the fact that both of Zarya’s shield cooldowns are unavailable. So you may want to rush your team in as soon as possible to end the fight before those cooldowns of Zarya’s become available again.

Number 9: Using Speed Buff after ulting

This tip was improvised during the recording of the video. But to summarize, I describe how, in most cases, I will use speed buff directly after ulting since my team now has a large 500 health shield that gives them a large advantage during the coming engagement. However I will sometimes stay in my heal buff if someone is low health when my ultimate hits them.

Because if they are low health after my ult is on them, if they don’t get healed from another source, they will be low health after Lucio’s 500 health shield wears off. So for example, if a Roadhog only has 300 health when Lucio’s ults, unless Roadhog is healed from another source, he will still only have 300 health when the Lucio shield wears off.


So hopefully this guide will help you determine when and when not to use Lucio speed passive and amp. This has been Professor Ganymede, thanks for watching, Class dismissed.

Overwatch Bastion Tips By: SilverKevin


I play Bastion a lot, and pains me sometimes to see people playing Bastion so ineffectively. I am by no means the best Bastion player, didn’t even get to rank 60, but I like to think that I am a decent Bastion player.

*Disclaimer* This is how I think Bastion is supposed to be played, and how I do well as Bastion, this is not the only way to play Bastion.

1. You are not invincible

Don’t go picking fights with Reapers, Mcrees, Tracers, and Genjis in close range, unless you are already set up. If they get the jump on you just know, you will probably die. Your primary gun is good, but it will not outgun Reaper’s shotguns, Tracer’s pistol things, and Mcree’s FTH.

2. You are VERY Inaccurate

If there is a enemy Widowmaker or Hanzo, don’t challenge them, you will lose that battle. Bastion’s sentry most is very inaccurate, and while is can kill at range, it will take much longer than it will at close range. Try to cover a mid-range area, because that is where Bastion shines. He will get outgunned at close range by the offense heroes, but at mid range, Bastion will shred the enemies.

3. You are a tank destroyer

While Bastion can shred offense, defense, and support characters, he will destroy tank heroes. At mid-range, any hero that is not a tank will be rather small, but the tank heroes will be rather large, and most of your shots will hit. Reinhardt’s shield does not last long if you are firing at it, and it will also help your team if you can take down his shield.

4. If you are in a team, have someone go Zenyatta, not Mercy

Mercy can heal and give you a damage boost, but if you have a Zanyatta, you can get healed and get a damage boost, and Zenyatta’s discord orb gives you the same 30% damage increase too. Zenyatta can also help you with flankers, and if Mercy is doing that, she is not healing you.

5. You cannot escape fights

Bastion has no movement abilities, so that means that you should not overextend. If you overextend and die, and you are on defense, that is almost 20 seconds that your team is out of a hero, and you will have to set up in a spot again.

6. If you are fighting D.Va you can go into sentry mode to kill her

Despite what the tips say, for very specific circumstances, you want to switch to sentry mode mid fight. Lets say you run out of ammo in the middle of a fight with D.Va, you can go into sentry mode if you have enough health. If you have below 225 health, don’t do it, but if you have more than that, you can go into sentry mode to shred D.Va with that giant headshot hitbox to deliver massive damage.

7. Self heal and the Ult

If you are in the middle of a fight, just don’t use the self heal, just don’t. Don’t save your ult until that perfect moment, because you probably won’t end up using it. Bastion’s ult is very powerful, but it will not take down a Reinhardt’s shield very quickly. Bastion’s ult is best used when there is a lot of squishy heroes not guarded by a shield.

8. Best Spray, Skin, and Emote

The best spray is the Curios spray, the best skin is either Gearbot or Steambot. The best emote is the boxing one. Best Victory post is the Pop Up one, and the best highlight intro is Ganymede.

9. Change Positions a lot After you get a couple kills in a position, move to a different spot. Move unpredictably as well. Make is so that the enemy can never know where you are. The longer you stay in one spot, the more likely it is that someone will come up behind you.

Overwatch Genji Dragonblade Guide By: deep40000


In the time I’ve spent with the game I’ve learned that my absolute favorite hero is Genji, he has an extremely high skill cap, and his Dragonblade ultimate can absolutely destroy a team if used properly, however far too often I see Genji players very inneficiently use his ultimate, resulting in them only getting 1 kill or none on average. So, let’s start!


If you’ve played even a little bit of Genji, or against Genji you should know how he needs to prioritize his targets when in Dragonblade form. First the supports, then the rest of the squishies and finally the tanks. However this isn’t necessarily always the case. For example, if you know that their supports have already used their ultimates and are not close to getting it, it would be a better idea to go after the DPS heroes since they are the ones that can kill you. Also, look for opportunities on low HP heroes to swift strike into them and get an elim, then swift strike to someone else to make yourself harder to hit. You want to minimize your chances of dying during Dragonblade and this can mean killing the DPS first unless their supports have ultimate up which will make them a bigger threat since they can deny your swift strike reset. Make sure also to ask for Zarya to shield you if you have one on your team before hand, and Zenyatta to orb you for the HP regen. This will give you no chance to be contested during the first second of your dragonblade since Zarya shield makes you unflashable, or hookable, and if they shoot at it, it will give your Zarya charge(a lot of times full since most everyone will want to immediately shoot at the ulting Genji…).


This ability is absolutely incredible, and quite often is fairly undervalued. It’s cooldown is instantly refreshed when you get an elimination, so you can and SHOULD use this ability off cooldown when using Dragonblade. When going in with Dragonblade, if the enemy team is unaware of your presence, or there is just an extremely chaotic clustered fight going on, you can use this to your advantage, and swift strike through the entire team and cast ultimate behind them. If they are fighting your team from the front, they will need to turn around to deal with you, and in the time it takes for their team to turn around to deal with you, your team has tons of advantage at this point to take advantage of your distraction even if you die.

Something else to take note of, is that if they have a Zenyatta on their team that has died, and there is still a Lucio left in their team, if there is another chaotic team fight even if Lucio has ultimate ready, you can swift strike into the Lucio, and cast ultimate, then slash + swift strike again since using ultimate refreshes your swift strike. This deals 220 damage, which if the Lucio does not amp up heal or is getting healed by something else, he will die even if he tries to cast his ultimate since it takes time to drop the beat unless they have absolutely insane foresight or reaction time. Here’s an example of this happening

Use this ability off cooldown, SERIOUSLY, it’s nuts. It makes you hard to see and hit, and it deals damage and resets on elimination and can be cancelled into from deflect or dragonblade swing, deals large crowd damage and if you get an elim from just one, can combo into another, into another…etc.


Well we already covered Lucio, so your other main counters to your Dragonblade are McCree, Zenyatta, Roadhog, and Rein. There are also those that are very annoying to deal with during Dragonblade, Torbjorn comes to mind and can mitigate your effectiveness because of his constant DPS auto aim turret. While Torbjorn isn’t all too popular because his gun can be easily killed by a coordinated team, he can still easily kill you with his turret making it a pain to kill your wanted target. On top of this, he has an ultimate which can extremely quickly kill you if used on a lvl 2 turret, so you will need to coordinate with your team to kill the turret before using your dragonblade, or using your dragonblade in an area where their team is that the turret has no sightline to.


The best way to deal with Rein, is to stay at absolute max range from Rein at all times, and at the very tip of your Dragonblade range. Rein can cover a 360 degree area around him at all times, so it’d be good to imagine Rein having an invisible circle around him at all times that you need to stay out of(unless he is lowish HP of course). Another important thing to remember is that your deflect can block Rein’s melee attacks, it will still push you away, but if you are in a situation where you are unable to easily get away from their team, deflecting and taking the pushback while moving away from them and surfing the momentum can get you out of quite a few bad situations. Rein also has his pin of course, but if you are in the air when using your Dragonblade, it should not be effective on you, make sure to stay in the air when fighting a Rein unless you have a target that you know you can secure a kill on with the blade, then of course abuse your deflect if you really need to protect yourself and aim it at rein’s head.


McCree is something else, there is no easy way to deal with him especially is he is properly protected and he has good aim. Bad McCree’s are easy to deal with, but good McCrees can be difficult. The best way to deal with him is to wait for his attention to turn to you, and stay away from his flashbang range.

There are 2 ranges you need to be at when against him, it’s either at point blank range, or right outside his flashbang range. If you’re at point blank range you can always land a deflected flash bang no matter where he throws it and your rclick shurikens are most effective, not to mention you can easily jump over his head and stand on it or circle strafe around him. If you’re right outside of his flashbang range, then you can bait the flashbang and deflect his shots back into his face which can kill him if you can swift strike into him then kill him with Dragonblade. NEVER stay in his flashbang range unless it’s point blank. If you do this, you risk getting your deflect baited out and you being stuck in a very precarious situation.


You need to force his ultimate BEFORE Dragonblade or call for your team to focus him to force his ult. His ultimate is a near instant cast, so he can very easily react to your Dragonblade call out and start his ultimate. Don’t use your Dragonblade while his Transcendence is out unless it’s right near the end. Either kill him or force him to use it before blade, or you will waste it, period. You can do this by staying right outside his swift strike range and abusing high ground. If he ever drops below 50 HP, you swift strike into him, then swift strike back to your previous position or a safe position immediately. Deflect can make you a near invincible target high ground(unless someone flanks or jumps you) since nobody will want to shoot you in fear of killing their Zen. His DPS is very high and every time you dragonblade he will discord you. Don’t be afraid to use your deflect on a Zenyatta if he’s shooting you. One or two well placed orb headshots can mean the end for you or him.


Everyone’s favorite hero. The best Roadhog, is a dead Roadhog, but a lot of times that is just not possible. A good Roadhog will always land his hook on you, so you need to plan your attack with that in mind.

His hook however, does come out slow enough that you can actually deflect it ON REACTION. So just make sure if you ever do go in to watch out for Roadhog hook to deflect it immediately, or, and this is the best solution, to either cast your Dragonblade outside, or wait for him to burn his hook on you then find a way in and cast Dragonblade leaving you unhookable for the next 3 seconds since it will be on CD.


The biggest element however, when it comes to getting decent Dragonblades out is practice. Practice and efficiency, you cannot afford to waste not one ability, and cannot misstep or miscommunicate with your team. The most powerful way to use Dragonblade is to use it in conjuction with your team, and to flank their team and catch them unaware. I think that’s about it, if you have any more questions, or tips, or suggestions to the guide let me know and I can add them in.

Overwatch Reinhardt Guide By: JollyHobo14


Hey guys, this is my first attempt at a guide so tell me if you see anything that I should change/add or if you want to see any more guides (I am also a strong Roadhog/Winston). Hope it’s helpful! 🙂

I did this on mobile so sorry if it is a bit disorganized, I couldn’t even bold/italicize/underline.

Index: Overview, When to Pick Reinhardt, Heroes that go well with Reinhardt, Abilities, Ultimate, Leading the Push, Mind Games

Overview: Primary attack: Melee only hammer that does 75 damage per hit. No alternate fire. Abilities: Fire Strike – A 100 damage projectile he launches which can pass through enemy barriers and strike multiple targets. Charge – Reinhardt launches himself at a high speed and picks up any target he runs into to either stop after 55m (throwing and stunning them a little bit for those OG enviro kills) or ram them into a fixed object for 300 damage, which is combined with the 50 impact damage. Shield – A 2000 HP rectangular shield Reinhardt holds in front of himself that does not give any ultimate charge when shot.

Earthshatter – Reinhardt slams his hammer down on the ground to stun any enemy in front of him for 2.5 seconds (the stun area is in a cone shape that gets wider as it gets further away and it’s deceivingly large).

When to Pick Reinhardt: What is arguably Reinhardt’s most helpful attribute is his shield. Since it has a very large health pool and does not give ultimate charge, it is perfect to help your team break through a choke point. Resultantly, he is a strong, safe pick for all maps but KotH. However, Rein can be very strong for KotH to maintain control of the point or retake control of the point when the enemy is shutting you down.

This might make him seem like an attack-oriented hero but he is equally good on defense in order to defend the chokepoint by making it harder for the enemy team to get a pick. Also, if only one team in a match has a Reinhardt than their team will have the ultimate advantage because of Reinhardt’s shield. Early ultimates can shut down enemy pushes and ultimates on defense and give you the break to push and take the choke point on offense.

Heroes that go well with Reinhardt: Soldier 76 – He shines at medium range and is perfect for sitting behind his shield and consistently putting solid damage into the enemy team.

McCree/Junkrat – Same reason as S76, and can also deal with flankers who try to kill Rein/supports (who tend to stay behind him to be safe).

Bastion – You can figure this one out.

Zarya – Compliments Reinhardt better than any other tank because of similar play styles and her ability to bubble him if he gets attacks by a flanker or overextends with a bad charge. Also, when Zarya bubbles Reinhardt while he is shielding, she can still get charge if the enemy shoots the center of his shield because the Zarya bubble goes past his shield a bit in the middle.

Supports – Ana is a great option since he’s such a big target to heal and when nano boosted can do a lot of damage especially when combined with his own earthshatter.

Abilities: Primary Attack – His hammer does not require good aim since it just smacks the shit out of everyone in front of him, so its great for clearing off the payload. It’s his attack so yeah use it to hurt people just make sure to think about if it’s more harmful than helpful to take down your shield to kill one flanker that your team is dealing with.

Fire Strike – Great for getting early ult charge at choke points and weakening enemies for picks. Also good to finish off weak enemies trying to escape. Side Note DO NOT drop your shield and shoot a fire strike when 5 people are shooting at it. This will likely get somebody killed. It is generally safe to throw these around corners before enemies can react.

Charge – To be used sparingly, one bad charge can get you picked off and lose your team a fight. However, it is good to get the enemies who overextend, run away after losing a team fight, or kill people in specific situations. These situations you will need to play enough to recognize but an example is to get an unsuspecting bastion (if on offense that 1 for 1 trade is beneficial – especially if half their team is protecting him and relying on him to be their main DPS). Suicide charging is very situational and is usually only useful on offense to take advantage of closer spawns. However, it can be used to kill an ulting/troublesome enemy to help clutch during sudden death. A useful tool you can use with charge is jump off of something or around a corner and charge while in the air in order to save time and take the victim by surprise.

Shield – Pretty self-explanatory; hold this in front of your teammates who can utilize it most effectively in order to protect them in the best positioning. They should be following you so you need to know where that best positioning is at all times. You should always be aware of your shield’s health and when it gets low, you should be moving towards cover with your team so that you can give it some time to recharge.

Ultimate: Earthshatter – Rein’s ultimate is very strong and has many different uses so here’s a list of the best ways to use it. Keep in mind that he gets his Ultimate back at a pretty mediocre rate so you don’t want to waste it but holding on to it for too long is just as bad.

  • Stunning dangerous enemy ultimates (ex. A high noon that took your team by surprise, somebody getting buffed by ana ult)
  • Stopping a big enemy push; this isn’t too easy to recognise, but if your team gets pushed back on a point or from the payload, earthshatter them to stop their momentum (snowballing is at risk if you don’t – they will wipe you and then have better position over you)
  • Making an opening for your team to push (Make sure to get at least one support in it, mercy if they have one)
  • Go for PotG if you’re stomping them lol

Leading the Push: As your team’s main tank, your job is to keep your teammates safe at the beginning of a push, so you need to have a plan everyone on your team knows and tell them exactly when to push while you protect them with your shield. (Lucio’s speed boost helps this).

Mind Games: When you and an enemy Reinhardt are facing off against one another with your teams behind you, most of the interaction between you two will be dictated by the mind games you play with each other. You wait for each other to mess up, and whoever messes up first loses. An easy way to mess up that I see a lot is Reinhardts throwing fire strikes in the middle of a duel; this allows the opposite Rein to earthshatter and then clean up with his team. However, most fights will usually be won by whoever’s team breaks the shield first. A tip to avoid getting earthshattered after your shield breaks is to bring it down right before it breaks and stop the earthshatter with the last remaining bit of health on your shield. This is very hard due to the nature of the timing but if done properly can reverse a losing situation. Charging during one of these duels is not advisable because it will almost always just end up in a free kill for the other team.

“Remember this guide and keep practicing with him and you’ll be a great Reinhardt in no time” – Albert Einstein

Overwatch Being Nano-Boosted By: Ana Guide by Subtle_Beast


I play Ana and I play solo queue, and one thing I’ve noticed is that the average player doesn’t know how to react to being nano-boosted. I’ve also had people tell me that they feel ‘pressured’ to do something wonderful. I figured I’d slap together a guide to help anyone who plays with Anas.

1. If you are a tank, don’t die. If you’re an offensive character, take them down with you –

This also depends on the circumstances. If it’s attack and we’re right next to spawn, kamikaze Reinhardt is fine. If it’s only two of us defending a point, staying alive is important.

Too often though, I see tanks (Reinhardt) getting two kills, running off to get more, and then dying when the nanoboost expires. Remember that when nanoboosted, you are faster than your teammates, and Ana has even more issues with LoS than the other supports.

While this sometimes work out, a group without their tank is usually poorer for it. This is especially true on defense.

If you’re playing DPS, it’s up to you to decide whether it’s worth it to chase down kills. I’d suggest playing more conservatively unless you’re a hero with good escape ability.

2. You will never ‘disappoint’ me –

I have had Roadhogs, Pharahs, Reapers, and Genjis all apologize for ‘wasting’ my ult because they ‘only’ got a kill or two. Or one time that poor Genji used Dragonblade and immediately dashed off a ledge and died.

Not every ult will get you PotG, and sometimes just killing one enemy can help the team. Even if you didn’t kill anyone, that’s fine. Sometimes you whiff with ults; it’s true of all of them.

3. Nano-boost can also be used defensively –

Sometimes people will ask me why I nanoboosted them when they were low on health. Usually it’s because I’m struggling to keep everyone up.

Let’s imagine we’re pushing a payload and three of my teammates are at critical health. Nanoboosting may cause the enemy team to back up a bit. That and the reduction to damage gives me a bit of breathing room to top everyone off.

4. Nano-boosting is LoS –

If I’m boosting you, and you’re a character who doesn’t usually get a boost, it’s often because you’re the one in my LoS. This is why I end up boosting a Mei near the payload vs a McCree standing behind a doorframe.

Contrawise, if you’re a hero who’s good for boosting, and you’re not getting any, it’s probably because you’re not in my LoS.

5. Sometimes I boost the wrong target (Lucio) –

It’s amazing how often some characters will jump right in front of you while you’re pressing Q.

6. Lastly, I’m always proud of you when you get kills while boosted –

It may sound silly, but it’s true. You’re making me happy. Tonight, a Pharah I boosted managed to get a team kill – two with regular rocket shots and four with barrage. I was like “That’s my girl!”

Wish that saved to my highlights, actually.

TL;DR: I may be nanoboosting for any number of reasons. Don’t assume that I expect you to get a pentakill. Do your best, but prioritize staying alive because it’s easy to overextend and put yourself in a situation where I can’t heal you.

Overwatch Mercy Detailed Guide By: brunettetravis


As a usual Mercy main there is a lot of things that so many people do and don’t do while in games that can be overly frustrating, sometimes extremely helpful and other times just completely oblivious to the fact that i am squishy and rely on them to protect me.

As a Mercy there is only so much that i can do to save my teammates, and the bottom line is my existence is deeply controlled by your existence. Without you, I cannot survive and without me you cannot survive. Sure the survivability numbers are greatly in your favor but the end result is the same, if I die you will die too. So this guide is meant for two purposes, to help teammates play better along side a Mercy and to help fellow Mercys be better at their job.

Constantly I get a lot of praise for my clutch heals, clutch resurrects and an overall 5+ votes at the end of matches. It’s as even gone as far as people asking me how I play her so well and so effectively in quick play and comp. I’ve also been asked to teach people, but the sad fact is as good as I am with her it has also led to some very frustrating games where as Mercy people just focusing me down because I am a bigger threat then that of my teammates. This is how you can tell a good player from a bad one. Sure my DPS is nothing for them to worry about but it’s not the DPS they are concerned about, its the healing and damage boost that become more of a threat then that of my dinky water gun.

Lets face it, a smart player will focus down the healer before they worry about the other team, without a healer the enemy team is left to worry about just killing their opponents off. Your team on the other hand without a healer is left to worry about their health, play more defensively then offensively and also to rely on med packs which takes them off their primary concern which is defending or attacking. All the time I see enemy teammates just not even attack me and just worry about my damage dealers, which is how i can usually judge a game from the start as to if were gonna win or were gonna lose. There are a lot of clues at the start of a match that will tell you if your gonna win or gonna lose but keep in mind, this is never accurate it is only a pre-assumption of how the match will turn out. So don’t rely on your first judgement of the enemy, they can be incredibly deceiving and if you get over confident it can easily be a lose. How i can tell a good player/team from a bad one is very simple. If they focus down the healer, they know how to play and you as Mercy should tred lightly on where you use your Guardian Angel. If they just let you bounce from target to target without as much as a single shot fired towards you then they either aren’t that good, or just simply dont care and think they can kill your ally faster then you can heal them. It’s usually the first that is true.

So let’s jump into it shall we!

The Do’s & Don’ts

The “Guardian Angel” In You

As Mercy you will be tempted in many situations to boost to your ally that has run off into enemy lines, I implore youNOT to do this. There is a lot of times you will be tempted to do this and i mean A LOT OF TIMES. If you yourself are a support in usually any game or your spirit itself is a support character young one then this will be your natural instinct to jump in and save your teammate. Do not do this, please for the love of god do not do this! When I’m not playing Mercy I always see this! DO NOT DO THIS.

When you jump in to save your teammate this usually means your death and as Mercy is extremely easy to die, your not a tank so you cant take a beating, and your not a dps or defense hero so you cant really defend yourself! Lets do a use case scenario.

The Map Is Hollywood. Your team is attacking. This map is great for Mercy both on defense and on attack but only for the first part of the attack. Once the payload starts moving if you do not like myself have over 500 hours spent on Mercy or at least over 100 I would recommend you might want to swap to a Lucio/Zenyatta combo. I will explain why later on this guide.

So your Reinhardt approaches the car as your team starts to push up to the objective. Your Reinhardt then charges off into the objective, if he’s lucky he will get a kill but then you see his health drop to critical. Your instinct as Mercy will be to boost in and start healing him, but this is not the answer. You will almost certainly die while doing so and usually always your main goal of saving him will fail as well because he will die shortly right after you. This is thee worst case scenario. If you die that shaves off what can be precious time to capture the objective. While your dead your team has to rely on health packs to keep themselves alive and on Hollywood there are only 4 places where your team can usually safely get too to grab them. Which in turn means they have to backtrack to grab health shaving more time off of your capture time.

When you jumped in to save your Reinhardt you left your team to heal themselves, not only that but you left your team without a tank. Sure there are times where you can survive this scenario but it’s not often. So if your playing with a PUG please dont attempt to save this dumbass Reinhardt who charged in without a full team push. I can’t say I havent done this myself because sometimes I catch myself doing this, but as I have said I know how to quickly dart out without getting myself killed. So dont leave your team hanging. Don’t save one when you can save 4 others.

The main benefit for Mercy which is why I use her throughout the whole level is because her ultimate can allow you to get those final pushes to checkpoints and i just prefer her over Lucio. Sure the numbers don’t match up, but its not the numbers that concern me and usually i get higher numbers with Mercy then Lucio and that’s because I understand every tiny mechanic that there is to Mercy. I have learned every characters health/shield/armor numbers the min and max for each applied, who drops armor vs who gives shields. The healing rate vs the healing boost. The main reason why Lucio will/can see higher healing numbers is because Lucios healing/speed boost is an AoE where as Mercys is a single target. In a good team comp, Mercy can be an incredibly high threat to the enemies, not because her damage is amazing but the abilities she carries.

Guardian Angel is Mercy’s main weapon not only in healing your teammates but saving yourself. She can literally be a non stop moving target which makes her harder to hit and more mobile throughout the battlefield. Guardian Angel can also be your life saver but it also relies on your team to be aware of your position all the time just as well as its your job to be aware of their position.

Guardian Angel is what makes Mercy, Mercy. But a lot of people don’t understand this. I always see people spam “I need healing”, of course there’s a huge difference between a bad Mercy and a good Mercy but this fact remains true. If I can’t see you I can’t heal you and this applies to every support character. Guardian Angel only has a range of 30 meters, if you are beyond that then don’t expect to get healed, your survivability is solely reliant on your on ability as the hero you chose. A lot of people don’t understand that Mercy is a very mobile hero, so stay in her range so she can get to you, but for the love of god, unless your at like 1 health peek out so your Mercy can boost to you. Otherwise dont expect Mercy to come run for you because your death is perfectly ok as long as the rest of the team stays alive.

As a Mercy you should generally never be running target to target, you should always be using your Guardian Angel, it has a cooldown of 2 seconds but you never really notice this as by the time you get to your target and heal them up you can easily jump back to the other heroes.

Another aspect of her Guardian Angel is you can look around while your flying to your target. So keep your eyes pealed for your next target to boost to. Utilize this. Utilize her ability to do 360’s while healing your target this allows you to preplan your next target. Pre planning and reacting are two very different things that go hand in hand with Mercy. You have to get used to changing your preplanned movement to whoever requires it the most which also means that you will have to make choices.

As with any support there usually are times that you will have to choose who to let live and who to let die. This doesnt mean just healing your friend because he’s your friend this means, choosing to let your reinhardt die or choosing to let your reaper die. This is very situational, and usually requires a split second reaction time to quickly choose and sometimes your going to make mistakes. With Mercy you can sometimes keep both targets alive by flipping back and forth between the two but there will be situations that will require you to choose. For example your Reinhardts shield is about to break, he is critical health. Your reaper just got to critical health, who do you save? In my experience, unless your reaper is within your range do not leave your tanks side. Reinhardts shield will charge back up in a few seconds and then you can go to heal whoever needs it. This is entirely situational. Especially for instance if your on lets say King’s Row and your attacking, it takes nothing for any hero to quickly get back to the action. So save who you see is fit.

This one is for teammates essentially. Always be conscious of your Mercy’s whereabouts there are times where your Mercy will need your help and Guardian Angel allows you to help in more ways then you think. This allows Mercy to quickly jump out of the way of danger and not only that but it literally can save her life in more then one way. If Mercys gets pushed off an edge she can quickly escape death by boosting back up to you, this will save her life and trust me it will save yours in the long run.

Quick Tips

  • With Mercy this is entirely up to you, but in the settings>controls you may want to turn on “toggle guardian angel” this will allow you to just tap shift to boost to your targets rather then holding it allowing you to quickly do 360’s and watch and plan your next target to boost to. You can just hit shift again to cancel the boost
  • Always be conscious of your teams whereabouts
  • Always be aware of your Mercys whereabouts
  • Constantly be looking out for places to boost to
  • Dont jump in to save a dumb teammate if it’s going to result in your death
  • Be aware that this ability can allow you to get to safety

Caduceus Blaster

This is almost always obvious. Simply put, this generally should never be out unless your like me and are extremely good with Mercy. As a new Mercy it will be your instinct to try and pick off some kills with her. No, no, no and x100 no! I cannot stress this enough, Mercy is not a damage dealer nor is she supposed to be getting kills. In a general game this is usually what i end up getting – 5-20 Eliminations (normal & objective), 7000 + healing, 00:30 – 3:00 minutes objective time and 1-8 deaths. This may sound good in all but this is basing it off a not so good game.

As a Mercy I have keybound my skills in a way that allow me to react extremely quick, so quickly flipping between my Blaster and my Staff is extremely easy and fast. If your curious on how i get so many kills this is how i get them. I will quickly pull out my blaster hit a target and flip back to my staff, this allows me to quickly hit a target and still heal. If the enemy gets killed then i will also get the elimination point and that is essentially the only way you as a Mercy should be getting kills. You should never ever be pulling out your blaster to solely get kills. The only time you will want to pull out your pistol is in a defensive manner, and if your alone defending yourself.

There really isn’t alot to explain about your blaster, it should generally only ever be used in a defensive posture, and never your primary concern. Your a healer not a damage dealer, don’t ever forget that!

Angelic Decent

Again there really isn’t alot to explain about this one, but its very simple. This ability allows you to gracefully “float” downwards towards the ground, slowing your drop by a fair bit. This ability can also save your life and everyone should be aware that she has this ability.

How can this ability save your life? Well simple. For example, if you get pushed off an edge this can allow to you slow your decent giving your team time to quickly run over to the edge and allowing your to boost back up. If your team is conscious of your whereabouts like they should be and they see you falling off an edge a good player will run over and allow you to boost up to them. So EVERYONE be a good player and be aware of your Mercy at all times and for all your Mercy’s out there if you get pushed off an edge dont just give up! Use your decent to slow your drop and potentially allowing for someone else to save you!

This ability can also be combo’d by allowing you to be above your enemies with the elements of surprise so you dont get focused down by enemies. Of course good players not only watch their surroundings but they also watch the skies so be conscious of where to use it and when to drop back down because when your slowly descending towards the ground you are an extremely easy target to pick off since you are moving slowly.

Caduceus Staff: Healing & Damage


This is obvious. With Mercy’s recent increase to healing speed (not live) this will make her healing more viable in team comps, hopefully making her the main healer in the game (at least i hope so). To be frank its not overly that noticeable of a difference but the math adds up. Her healing per target is 50/second, sounds like a lot right? Well it is statistically, but it may not feel like a lot in game. Trust me when i say this, it is and pays off. The downside to her healing is that for characters like Reinhardt for example takes a bit longer then other heroes to heal, requiring you to be locked on for a bit longer and requiring more focus healing then others. Reinhardt has 300 health and 200 armor, essentially requiring you to be locked on to him for 10 seconds to give him a full health again versus a tracer who has 150 health, 0 armor to heal her fully it’s only 3 seconds. You can quickly see the difference in healing time between different heroes.

I would recommend memorizing these numbers. This will visually and also vocally allow you to communicate with your teammates and let them know how long you are going to be locked onto a target. I have memorized every characters health, armor and shield numbers. By memorizing these numbers it can not only benefit your Mercy gameplay it can also help your teammates out by letting them know how long you need to be locked onto them for a full a heal. Overall her healing per target is the best in the game, but that is also where one of her downfalls are. Since she can only lock onto a single target per heal, it requires you as the mercy to be more diverse and mobile when playing her.

Another aspect that you may want to do, is in your “”options>controls** switch her toggle beam target – On. This option is entirely your preference, but i feel it is a huge benefactor while playing her. This allows you to not constantly be forced to just holding left-click to heal your target but just allows you to click it to heal which allows you to free look around and be wary of your surroundings.

Damage Boost

Mercy can also boost an allies attack by 30%. Overall it can really depict the winner of a fight when she is locked onto you. She can actually be the deciding factor between a offense hero vs a tank or vice versa. The biggest issue with this is the fact of knowing when to use damage boost and when to heal your ally. What you will want to keep in your brain is there health bar at all times, the extra damage is nice and all but if you let your teammate die then it’s pointless.

Im not really going to go in depth about this because its very straight forward the key thing to remember here is when to use it and when to not.

I have thrown together a quick chart to show you the rough estimations of each hero when a Mercy is healing you, the damage boost numbers and also the healing time required for each hero. This chart shows you all of the damage abilities on each hero and their base numbers and also the numbers for each hero while Mercy is boosting you. The information from this guide (the base numbers) were taken from the wiki.

Overwatch Wiki: http://overwatch.gamepedia.com/Overwatch_Wiki

Mercy Healing/Damage Chart:

In no way is this chart supposed to be an absolute fool proof number system but it does give you a visual representation of each hero heal time and damage boost numbers. If you memorize each heroes base numbers like I have (mainly there health & left clicks) then it can and will greatly impact the way you play Mercy allowing you to prioritize your healing and boost and also allow you to effectively communicate when your using each.

A quick tip, the target your locked onto has there name displayed in the center of your screen as well as their health bar so you dont need to visually be looking at your teammate when healing or boosting them, keep aware of your surroundings so you can see the heal bars of all your teammates around you.


There isn’t a lot of know how to this ultimate. The biggest thing is just knowing when to use it and when to save it. The main factor you want to keep in mind with Mercy’s ultimate is the position that you are at on the map. Why would that matter? This matters because if your team is nowhere near the checkpoint then it stands to reason that your team can easily get back to the payload within a short amount of time. This ultimate solely depends on your judgement when you use it.

Sure Mercys ultimate charges really quick, but if you use it a moment that isn’t crucial to your victory, and then you need it at that clutch moment…well “oops”. Mercys ultimate is and can be a game changer. A few tips for when to use it are:

  • If 3 or more allies have died. This resurrect will bring back all your allies which can be a game changer and greatly shift the tide of battle because now not only are your allies back with full health but also leaves your enemies scrambling to get healed up themselves. Provided that they did take damage and weren’t just ulti’d by someone. A lot of the times a 3-4 man rez will get you potg as well and if your lucky enough to get a 5 man rez your guaranteed play of the game (as long as noonw got a quintuple or higher kill).
  • Knowing when to let your teammates die and when to heal them (while you have your ultimate). Wait what?! yeah it sounds crazy right? Why would you let your teammates die and not just heal them to prevent it. There are times where you can’t heal everyone and bouncing from target to target will likely just get you killed. Yeah it sounds dumb to let teammates die but the fact is if you cannot heal 3-4 allies simultaneously and they are all critical letting them die might be the best option for you. This only applies if you have your ult. By letting them die, you can resurrect them to bring them all back with full health. Bottom line is you should almost always never ever let them die because as a healer thats your only job, so dont screw it up and let it get to that. On the other hand certain situations do call for it, if you know how to Mercy like i do then it solely falls to your judgement as her just dont fuck it up and use your rez at the wrong time.
  • Mercy’s ultimate charges at a fairly fast rate and generally as a rule of thumb, if i have my ultimate i will use it to bring back our tanks if 1 or more allies have fallen at the same time our Reinhardt has died. So rule of thumb save use your ult if your main tank has died and another ally in the same range. You are notified as Mercy when you have your ultimate of how many teammates will be rezzed right in the center of your screen.
  • Don’t be afraid to kill yourself. If you died before your teammates and are on your way back, and you notice that 2-3 allies are dead right need the payload, dont be afraid to kill yourself to bring them back. Many times as Mercy I will die and be on my way back to the point when i see that some of my team has died. I can boost to their death point and then i will rez them, almost always does this result in my death immediately but it does what its supposed to. It gives your team the time they need to start pushing again. Most of the time your teammates will stay alive for that 7 seconds that it takes for you to respawn and then the 4-6 seconds for you to get back to them. So dont be afraid to boost in and kill yourself to bring them back.
  • Notify your team. I cannot stress this enough, notify your team that your ult is ready. This keeps them aware that you can bring them back if they want to go ham. It’s as easy as a split second to use your notify wheel and say its ready. Generally any really good player that i have come across already knows how to check on ult status and for those of you that dont know, all you do is hold tab, and you can visually see a check mark underneath your allies name. This tells you that their ultimate is ready. So be aware of your Mercys ultimate.

Mercys resurrect can be a game changer, and its fairly straight forward just be wise when using it, be wise and conscious to the current checkpoint, objective time and or your allies around you. Her ultimate can be a game changer and allow you to get those final pushes that your team needs. The biggest tip i can give here is use your best judgement on when to use her ultimate. Dont just use it because your friend died, its not about friendship with this game it is about being a team player, even if your friend says “rez me” a one man rez is usually a wasted rez.

To Those Who Aren’t Mercy

Honestly I have come across numerous players that couldn’t give two shits about what is happening to their healer, this is the biggest issue i have with PUG’s. If you are not the Mercy (this applies to anyone who is not a support) be wary and conscious of your supports guys and gals. Without them you will almost always die. We are your foundation, we hold you up when you desperately need us but we rely on you to protect us. You need to protect us. As a Mercy main i can get very frustrated when I am forced to watch my own back and my team leaves me hanging.

Mercy has vocal ques to notify her team that she is taking damage. Be aware of these, be aware that she is under attack. Some of Mercys vocal lines are “im under attack”, “I could use some assistance”. I cannot stress this enoughpay attention to these. This can be the deciding factor that your healer is about to die. A good player is always conscious of their healers whereabouts and presence and also protects them. Your Mercy can be your savior so protect her with your life and she will protect you!

Don’t spam “I need healing” when your nowhere near her. As a healer it’s not my job to follow you behind enemy lines if your darting off without the team, I always see this happening. Dont expect (or at least i hope) that your mercy will boost off to you while your flanking the enemies. This will almost always result in Mercy dying.

If i cant see you i cant heal you. This point is so obvious it needs not much explaining. Mercy has a range of 30 meters to her Guardian Angel. She cannot get you beyond that, so a general rule of thumb, be aware that if she cannot see you she cannot heal you. This applies if your behind a wall, inside a building or out of her LoS. Dont be spamming “I need healing” if she cant get to you.

Protect me. Simply put protect your healers. They need you as much as you need them. With 200hp I die very easy, and it’s very easy for me to get picked off. So when you see me taking damage jump in and shoot what is attacking me. This will make the enemy back off (usually) and start attacking you but that’s exactly what needs to happen. They will attack you but it wont matter because i will keep you alive, so long as you keep me alive! It is a hand in hand, two way street relationship. Mercy is not any of the other Supports, she has no offense abilities and she generally cannot defend herself. She isn’t like Ana, Lucio, Symmetra or Zenyatta and she cannot defend herself. She has to first swap weapons and then start to shoot, and most of the time she will die before she even has the chance to react or switch weapons. So dont forget that she has ultimately no offensive ability and her survivability is extremely low.

The biggest tip that i shouldnt have to give is just be conscious of your supports whereabouts especially Mercy, they need you and you need them! You can also save Mercy if she falls off the edge by simply walking over to the edge, trust me we will be forever in your debt and respect you for doing so!

To The Mercys Out There

Playing Mercy isn’t for everyone she can be a very frustrating hero to play if you dont have the patience for her. She can also be a very mobile and very deadly opponent. She is not a damage dealer no of course not but she can be the deciding factor to your win or your lose. So when playing her dont be expecting to get many gold medals, the only gold you should be focused on is healing. That is it, never focus on anything else as thats not your job. Your job is to support so just focus on that.

Almost always should never have your Blaster out, this will never be the answer for you. Mercys pistol is only as a defense weapon should you ever find yourself alone, which should be never. With a base damage of 20 she is incredibly weak and cant really dish out any damage at all so dont be trying to get those kills when you shouldnt be. If you have mastered Mercy as I consider myself to have and you are looking to get kills as well as healing then you can do the following but only do this if you have mastered her, and I mean MASTERED and only if it can be done. What I will do is quickly flip to my Blaster to just hit a target quickly not fully emptying the clip just simply to tag an opponent and letting someone else finish them off. You are still rewarded with an elimination as long as you hit the opponent. You should never be focused on getting kills as this is not your role, so dont focus on it.

Dont boost into enemy territory. I cant really stress this enough, if you’ve read the guide so far at the start I talked about the idiot Reinhardt who charged without his team and you boosted in to heal him. Do not do this. Do not boost into someone who is behind enemy lines or like the idiot Reinhardt who charged off. This will almost always get you killed and a dead Mercy is a useless Mercy. Having one idiot die isn’t worth you dying and not being able to help the rest of your team. Boosting into enemy lines without your team is never a good idea and you should tred lightely when doing so. Usually this will almost always end up in your death and the person you boosted to in the first place.

Be wary of your surroundings. You dont need to be looking at the hero you are healing or boosting when your locked onto them, you will still heal/boost them even if your not looking at them so dont be afraid to turn around and watch your back.

Be wary of your teammates health bars. At the moment we dont have a classic MOBA style health bar display system although I really wish we did but the fact remains. Always be looking at your teammates and their health. You can see their current health status in 3 options. The first being green, if it is green they are ok and still at optimal health, if they are yellow it means they are low health and if you see a “critical” with a plus symbol it means they are about to die and you need to get to them ASAP. Be conscious of your teammates, you can save them at critical moments and thats your job! Your job is to keep them alive, and its their job to keep you alive. It’s a two way street and without them your going to die. Simple as that. Just keep looking around and be conscious of your allies.

Pharah, Pharah, Pharah. She is by far thee best combo for your Mercy, when a teammate picks her my heart leaps a little bit. Why? If you dont know pharah’s jump jet allows you to boost up into the air and see the battlefield from the skies. This combo is by far the best and you need to always watch her so you can get the chance you need to get up to her. Since Pharah’s Jump Jet only shoots her up 20m vertically you can get up to her and then also jump right back to another teammate who needs healing. The biggest thing is you will want to use your Angelic Descent to slow yourself from just dropping back down to the ground. This gives you the time you need to find your next target. I cannot stress thing enough though be extremely wary of who your enemies have as chosen heroes. You can easily be picked off by enemies, especially enemies such as Widowmaker or Hanzo, these enemies can easily one shot you as you are an extremely easy target to pick off since you are slowly descending. Pharah’s 20m jump and your 30m boost it is an incredible team comp to have her with you.

Dont be afraid to kill yourself. Sometimes and it happens more then often, you see your team has been whipped but you have your ult! As a very squishy hero it might be your reaction to just wait for your team to respawn so you can move with them back to the point. If you can get to your teams death location before they rez and theres more then 1 ally dead and i mean more then one ally dead if it’s one teammate dead then do not run in to rez them, it is absolutely pointless. But on the chance that its 2-5 teammates dead and your the only one left, just boost in hit your ult and rez them. Sure you might end up dead but it will shave the time off that your team wouldve needed to get back to the point. Always always always be looking out for the skulls. The skulls will give you a visual on whether or not it’s worth it for you to boost in. The skull image has a progress bar that gradually starts to wrap around the skull it is like a progress bar, if it is almost full then your ally is about to respawn. If you see that most of the progress bars are about to be full then just wait for your team to respawn because by the time you boosted it your rez will be pointless and then…well….your just dead.

Dont be afraid to let people die. I say this as I have mentioned earlier, if you cannot simultaneously heal multiple people who are at critical health it might be wiser to just let them die to save one. This situation only applies if you have your ult ready, if not try to heal as best as you possibly can. If you have your ult on the other hand it might be wiser to fall back a bit and let them die. Why? Thats just dumb! How stupid can you be! BLAH BLAH BLAH GRRRR! Well it actually makes logical sense to do so. Since when you rez someone they gain full health again, all skills are off cooldown and they are immune for a few seconds giving them the time they need to react and move forward. This goes hand in hand by letting your team know what your doing. Do not just drop back without giving them the notification of what you are doing, pinging that your ultimate is ready. A good player will know what this means and I have been congratulated many times on my choice of actions in doing so. Do not use this ability to just rez one person, resurrecting one person is almost always a waste that is plain and simple.

Be smart and use your judgement. Your tank is and should be your primary focus of healing/boosting, keeping them alive also hand in hand keeps your team alive. Tanks such as D.Va or Reinhardt have no healing ability on their own but in turn have a very important defensively ability, they can shield incoming damage for not only you but your team as a whole. Other heroes, with the exception of D.Va and Winston have alot more mobility then the other tanks, which means they cannot get to health packs as quickly as other heroes can. As long as you have your tanks alive they can greatly impact the victory chance. Sure other heroes can kill off enemies but a tank sitting on the payload ultimately pushes you to victory. As with in any MMO, your tanks are your foundation and you solidify that foundation by keeping them alive. Dont forget that. Heal as best as you can whenever you can but always keep your tanks alive.

Heal as best as you can. This is very simple but when im not playing Mercy i also see alot of people give other Mercys shit for not healing. While sometimes people are just bad with Mercy, you cannot forget that maybe they are practicing with her or maybe they are trying their best but the enemy keeps focusing down the healer. Many times I get focused down, and that my friends is how you can tell a good player vs a bad player. Sure there are times where people just dont care and focus the other teammates, but the point is true. Everyone should know that a healer is a game shifting weapon. With a great healer a team can stay alive the whole game, without a healer a team will usually always lose or die. Another point is maybe your not protecting your Mercy, when im not Mercy I always keep an eye on our Mercy, keep an eye on her, protect her. So as a Mercy heal as much and as best as you can, always bouncing from target to target keeping everyone alive!

Know when to damage boost and when to heal. Generally if your teammate is engaging a 1v1 you should be damage boosting them to give them the upper hand but always be watching their health bar, if it is starting to get close to half way immediately swap over to healing them. Why? Because if there health drops below half especially as a tank they can be easily picked off by another opponent. So use your best judgement on when to boost and when to heal, Your primary concern should always be their health not their damage output.

Guardian Angel EVERYWHERE. As Mercy you should never ever be stationary, you should never stay in one spot or stop moving. This applies to every hero but even more so as Mercy, a good player will always be focusing Mercy so the more you move the harder you are to kill. This goes hand in hand with her Guardian Angel. Always use this to bounce between allies to make you an even more harder target to hit. This ability can also save your life allowing you to dart out of a hostile area extremely quick. This always works great for when an enemy zarya uses her ult. You should always be looking for places to jump to, this increases your survivability immensely.

Ultimately, playing Mercy takes a lot of split second thinking and quick reaction time as well more so as judgement. You need to have good judgement on when to use her and where to use her. Mercy does not do well in close quarters with enemies that is plain and simple, so dont be trying to get in your enemies faces you will always lose in that situation. Mercy takes a bit to get used to and learning to utilize her extremely well takes a bit of practice.

I created this guide to hopefully help those out who seem to not understand her or how to play her best. Obviously this is just my opinion and just how i play her. You can play her however you see fit, but this is from over 500 hours as her and everything that ive learned so far. Hopefully this guide will help some people out who get frustrated playing her or dont see her as a good team comp participant.

In no way do i considered myself the best Mercy in the world, because fact is there is always someone who’s better and that’s just life. I was drawn to Mercy the first time I played the game because I prefer supports vs other classes. Mercy has always and always be my “goto” for healing and now with her incoming boost to healing speed she will hopefully become the new pick for healing for everyone.

This guide is just hopefully to help some people become better with her and to hopefully help other players be more conscious about her while she is in your team. Hopefully some who play her and others who have her in your team will become more wary of her and how to utilize her and protect her!

Hopefully you all enjoyed this extremely long rant read. By the way I apologize for all my spelling mistakes, grammar and punctuation!

“Heroes Never Die!

Other Overwatch Articles

Overwatch Competitive Play Guide By: ExcaliburZ


Greetings and welcome to this comprehensive guide to Competitive Play in Overwatch. This post will attempt to explain the design and functionality behind the Competitive Play system. Data in this post comes from empirical research as well as posts from Blizzard employees.


In order to queue for Competitive Play, you must be at least level 25. If you are part of a group, your group must be within 50 SR of each other. You receive 1 Competitive Point per win, and this currency carries over across seasons and never expires. It can be used to purchase exclusive rewards such as golden versions of each hero’s main weapon. In addition, a lump sum of Competitive Points are awarded at the end of a season based on your peak SR, NOT your current SR.

This is the table for Peak SR/Competitive Point rewards for the Summer 2016 Season, also known as Season 1:[1]
SR 0-39: 10 CPs
SR 40-45: 20 CPs
SR 46-49: 40 CPs
SR 50-52: 60 CPs
SR 53-55: 80 CPs
SR 56-59: 120 CPs
SR 60-64: 200 CPs
SR 65+: 300 CPs

Completing all of your placement matches for a season rewards you with a seasonal icon, spray, and a lump sum of Competitive Points, all delivered at the end of the season. If you ever reach the Top 500 AND are at least SR60, you will receive a special animated version of the icon and spray. It is not required to hold your position within the Top 500 for any particular length of time: just getting in is enough to earn the reward.[2]

Leaver Penalty

Players who leave Competitive Matches are temporarily suspended from queuing for Competitive Play for 10 minutes.[3] This penalty increases each time a player leaves during a season, up to a full season ban. Banned players forfeit their end-of-season Competitive Play rewards. When a player leaves a Competitive Match, teammates can leave the game without sustaining a leaver penalty, however they will still receive a loss (including losing SR).[4]


Competitive Play in Overwatch is a dual-layered system. You have your Skill Rating (SR) which is visible, and that’s straightforward. Below that, though, is a hidden matchmaking rating (MMR) which is invisible. MMR determines your opponents, and is a more complex representation of skill level due to incorporating additional factors. In the case of groups, the group’s average MMR is used, since the entire group queues together. Your Competitive Play MMR is separate from your Quick Play MMR.

The core concept behind MMR is that wins and losses carry the same weight.

First, let’s learn about what exactly SR represents. There are 100 SRs: SR0 is the lowest and SR99 is the highest. 1 SR represents 1% of the predicted MMR spread of the playerbase at the time of the season roll. If the best recorded player has 7000 MMR and the lowest-rated player has 2000 MMR, then 1 SR would span (7000 – 2000) / 100 = 50 MMR for that season. There may be buffers added in both directions to allow for expansion beyond the predicted model. This allows the numerical definition of 1 SR to remain flexible per region and between seasons.

Visually, the SR distribution somewhat resembles a normal distribution curve.

When queuing up for Competitive Play, the matchmaker will find other players who are:

  • a similar MMR (or in the case of groups, a group whose average MMR is similar to yours)
  • a similar group size, if applicable (this also applies to other groups in the game, not just your own)
  • close in ping to you
  • queued up at the same time as you (obviously!)

Player level is not part of the matchmaking criteria. You could be level 50 and matched with level 500s, as long as your MMRs are similar.

Placement Matches

When you start your first placement match with no prior Competitive Play history, you are assumed to be average. It is believed that you start at the mean seed value of SR50. Your placement matches carry moderately more weight than a standard match.[5] This allows you to reach your potential, positive or negative, fairly quickly.

Rating Calculation

When updating ratings, each player’s SR is compared against the other team’s average MMR. Rating gain is applied individually. There are three contributors:

1. The gap between your SR and the opposing team’s average MMR
2. Individual performance
3. Streaks

First, the SR-MMR gap. If your personal SR is lower than the other team’s MMR, you lose less SR for a loss and gain more rating for a win. If your SR is higher than the other team’s MMR, you lose more SR for a loss and gain less rating for a win. MMR is invisible, but SR is derived from MMR, so looking at the average SR of the enemy team can usually give you a rough estimate. If someone in the game is SR42 and everyone else is SR30 (assume no groups), you can infer that the SR42 likely has an MMR close to SR30.

MMR travels faster than SR, and SR chases MMR. You can think of SR as the “reality” and MMR as the “potential”. If we use the hypothetical example of 1 SR = 50 MMR, then on average we can expect your MMR to change +/-50 per game even if your SR changes only by 19 (0.38 SR in this model).

Individual Performance Modifier

Individual performance affects your MMR. Your performance — most likely measured by your average score in the match — is stacked against other players who have used the same hero on the same map on the same side (attack/defense). Presumably your performance is expressed as a percentile and applied to your MMR as a modifier with unknown weight. If your score per minute as Soldier:76 on Hanamura Attack was 230, and this was in the top 11% of Soldier/Hanamura/Attack players, and the weight of the modifier was [25%], your MMR gain for a win earning 50 MMR would be ([0.25] * 0.89 * 50) + 50 = 61.125.

Score is generated a number of different ways and is denoted by a flame icon (). Getting full and partial kills (expressed as a percentage of the target’s max HP in damage that contributed to the kill, so two characters dealing 200 damage each to a 400-hp Sound Barriered Lucio would each get 100, not 50), blocking damage (including Mei’s Ice Wall), capturing the point, moving the payload, healing damage, resurrecting allies, shielding allies as Symmetra, and giving allies armor packs all generate score. Just like the restriction on charging ultimates, score cannot be earned in the pregame setup phase. Score decays at a rate of about 4 per second. Although the score meter below your health bar only goes up to 300, score appears to have no cap (if you get to 400, for example, the meter won’t decay for 25 seconds). The “on fire” (no functional purpose, just a cosmetic animating flame on your portrait) marker appears to be around 210 score.

Medals (both number and quality) do not factor into the individual performance modifier because they compare you to the rest of your team rather than the historical data of players using the same hero in the same situation.

If you used multiple heroes during a match, they are weighted based on percentage of time played. If you played Mercy for 30% of a match and Zenyatta for 70%, Mercy would carry 0.3 weight and Zenyatta would carry 0.7 weight.


If you are on an extended streak, winning or losing, the matchmaker handles this by further increasing or decreasing your MMR and SR in order to reflect the increasing uncertainty surrounding your skill level.[6] Win streaks carry the same weight as loss streaks. Humans tend to be streaky by nature, so it’s not uncommon to have a 5-win streak followed by a 5-loss streak, but this would result in a zero net change.

On average, streak bonuses kick in beyond the third win or loss in a streak.[7]

Because MMR travels faster than SR, a streak necessarily means that the gap between your SR and MMR (and therefore the MMR of your opponents) widens. As a result, breaking the streak often results in only a minor change to SR, allowing the gap to close a bit.

1 SR appears to be the maximum that can be gained or lost in a single match, attained through a combination of the SR-MMR gap, individual performance modifier, and streak modifier.

Underdog Label

In the pregame loading screen, the SRs of all individuals are shown, along with the averages of both teams. These averages are rounded to the nearest integer. If one integer is lower than the other, then that lower-average team will be labeled the “Underdog ”.

The Underdog label does NOT impact gains and losses of any kind on its own (remember that all gains and losses are individualized). The only time the Underdog label actually represents a reduced probability to win the game is when all 12 players have SRs that accurately reflect their MMRs, which is an unlikely scenario.


Ping Priority

When matching players together, the top consideration goes to finding players of similar ping.[8] This creates a level playing field in terms of potential. Within comparable ping buckets, players of similar MMR are located.

Group Handicap vs. Solo Players

When a group of players queues together, the matchmaker will always seek to find another group of equal size to match them against.[8] If your group is an unusual size (3, 4, or 5), there may not be an ideal group in queue at the same time to play against. In those instances, the matchmaker will broaden the search after a certain time threshold is reached. The broader search can result in differently-sized group matches or matching groups against solo players of higher skill.[9]


Uncertainty increases with inactivity.[8] For players who have not played in an extended amount of time, the default search range could be wider, or MMR changes could be “hedged” (since the confidence that your skill level is being properly defined is reduced).


I grouped with a friend who has a higher SR, but he gained more rating than I did when we won our match. Why?
Generally, this happens when the higher-rated player has an existing win streak.

If the SR-MMR gap, individual performance, and streaks drive rating change, can’t that be exploited by boosting low-rated players with high-rated teammates?
Yes, this is a potential concern on the extreme end of the skill spectrum, where pro players are good enough to control the tempo of the match by themselves. And it does happen. Some changes are coming in Season 2 to ameliorate this problem.[10]

Why does it take 1 loss to offset 3 wins?
This is a result of your SR being “inflated”, meaning your underlying MMR is below your SR. This question also tends to pop up when players experience an extended losing streak followed by a win (losing 0.9 SR followed by gaining 0.3 SR), so there’s often a connotation of disillusionment as well.

Why am I matched against SR80 premades as a SR60?
There are many possible reasons. It’s possible that the SR80 premade has someone much lower than them to drop their average MMR. It’s possible that the SR80 premade has been in queue for a long time and their search range has expanded to include you. It’s possible that you queued at a time where the player pool was smaller, so options were more limited. It’s possible that your MMR is high enough to be matched against them normally. One somewhat unfortunate side effect of the very top skill levels is that everybody knows each other, and they tend to queue together rather than meet as opponents (part of this is because at the very top, the skill gap is wide enough that 1 loss can erase 10 wins).

I played a game where my team was all solo queuers and the other team was two groups of three. Why didn’t it just put one group on each team?
This is a little complicated to explain because MMR is invisible, but the answer lies in the group handicap. Let’s say 2 groups of 3 players queue up and their average MMR is 4000 each. If they were to be matched against each other, the matchmaker would need to find 6 other 4000-MMR players to fill slots. That’s one possible outcome. If it can’t, a second possibility emerges: apply the handicap, and find 6 solo players to match them against whose MMR averages out to 4100. The match will start when either of these conditions are met, but statistically they’ll produce comparable games.

Is it true that healers gain less rating than other heroes?
In the early days of Season 1, this was believed to be the case because teams that did very well didn’t require much healing, which is a healer’s primary source of score. The individual performance modifier was also believed to have a stronger weight coefficient for placement matches. Those two things combined could hypothetically translate into slightly weaker initial placement for healers who are part of extremely dominant premade teams. Beyond initial placement though, win streaks and beating higher-MMR teams is where you’ll get most of your rating (and since the SR-MMR gap is wider for you than the rest of your team, this is what will allow you to catch up to them).

Thanks for reading. If you have any questions, please ask!

Overwatch Pharah Beginner’s Guide By: Doct4vius


Hello and welcome to the Amateur’s Pharah Guide! In this unnecessarily long post, I shall pass onto you my limited (but still useful) knowldege on how to rain down hell from the skies with our girl Fareeha.

Note that this is merely a starter’s guide on how to effectively play as Pharah, and not something as intricate as a full-on, all-map strategy guide. I’ll be focusing mainly on her abilities, strenghts and weaknesses, and also your rules of engagement when encountering each possible enemy hero. She is also not my “main” per se, but she’s my second most played hero and I just love having a good match with her. Pardon any grammar or phrasing mistakes, for I am not a native speaker.

So, without further ado:


Pharah’s kit is a relatively simple one, in that it relies almost solely on one thing – air superiority. Although she is not useless when spamming her rockets while on the ground, Pharah benefits greatly from her mobility and flanking potential, allowing her to displace entire enemy teams, take out key targets or set up a devastating ult in clutch moments and locations.

  • Rocket Launcher – 120 damage

Pharah’s rockets don’t really need an explanation. Press LMB to fire, hit enemy to hurt them. Their relatively quick travel speed and forgiving blast radius make for a decent AoE projectile, although you’re much better off hitting those direct hits for maximum damage. Remember, two direct shots melt more than half of Overwatch’s cast.

  • Jump Jet – Shift

This is also pretty self-explanatory. Pharah’s Jump Jets are what allows her to boost into the skies and dance around like some sort of vicious, gun-toting vulture. Timing your Shift and knowing when not to use it, however, is a prettybig part of playing Pharah. You see, being airborne is not only a way of being offensively superior, it’s also a way of escaping enemy abilities and/or attacks. Like with Genji’s Swift Strike, Jump Jet is best used if not constantly spammed cooldown after cooldown. When you are closing in to the enemy, assess the situation and determine wether you should or should not pop Shift before engaging. When you’re stuck in a 1v1, specially against another Pharah, Shift discipline can be essential for your survival. Remember that you can leap over medium obstacles with a continuous burst of your Space/RMB, leaving the use of Jump Jet for combat and overcoming greater obstacles, like buildings and the like.

  • Concussive Blast – E

This is perhaps Pharah’s most useful and versatile ability, and one that is, unfortunately, commonly mistaken for an AoE Lúcio boop. While this use is by no means incorrect (and can lead to some incredible plays), there is much more to Pharah’s E than just sending enemies down a cliff:

o Use it to increase your survivability. Pitted against strong close-quarters attacks, such as the ones of the likes of Mei, Reaper or even Roadhog, aim E between you and your enemy and jump to a safer place. Concussive Blast is a really strong means of escape, specially in the absence of a charged Jump Jet.

o Displace the enemy team! Whenever it’s just for sending an organized attack flying everywhere or isolating the enemy team’s tank, E is also very useful as a means of foiling your opponent’s plans. I try to aim it mainly at charging frontline heroes, such as a brave Rein or Zarya, sending them into the jaws of my team.

o Save your teammates! As well as saving your armor-plated butt when it comes to near-death encounters, E can be used to send that hooking Roadhog away from your defenseless Zenyatta buddy. Everyone will love you (except the Roadhog).

  • Barrage – Q

AKA Justice rains from ab-AAAAAUGHH!!!, or “Why the hell can’t I kill anyone without getting slaughtered by an omniscient Widowmaker?”, Pharah’s ult is a monstrous delivery of damagez upon the enemy’s faces – as long as you’re not shutdown right after triggering it. There’s a lot of strategy to each map and its best flanking routes, and utilizing Barrage to its fullest relies on just that: knowing where and when to be. Be smart: know the enemy’s comp and the heroes that could shut you down easily. Do they have a good sniper? Is their Roadhog focusing solely on taking down flankers? Are their under pressure from the rest of your team? Know when the danger of yelling justice into your foes is less high and find a position where you would be hard to rapidly take down. Wait for abilities to be used, shields to be broken, ults to be used. But DO NOT (and I stress it again: DO NOT) wait too much for that team wipe you’ve been dreaming of. Getting two or three kills with barrage is already a devastating blow to the enemy, and will allow your team to keep pushing or relieve their defense efforts. Focus on priority targets: supports, tanks, anything that can keep the enemy together. Be wise, and your rockets will be wiser for you.

Pharah Etiquette of Engagement

Now that we’ve gone through the basics of blowing stuff up, let’s take a look at how you can effectively face the entire cast of Overwatch. Remember: this does not encompass every encounter you might experience.

  • Ana When faced with an enemy Ana, be sure to greet her every time you find her, since mama Amari will probably cheer for you instead of shooting you head on. In case that doesn’t happen (which is always. Why mom ;-;), be careful around an enemy Ana, since her bodyshots can actually take you down relatively fast. Use the environment to your advantage and single her out; displace her with your E to throw off her aim for a bit, then follow up with a well-placed rocket. I’m a grown-up now, alright mom?
  • Bastion Pharah’s pretty good at taking down our derided omnic buddy from a distance. Three rockets easily destroy his face in Sentry Mode, as long as you’re not caught in his hail of bullets for too long. Staying away is key.
  • D.Va Oh god. The gremlin queen is a pretty good match-up for Pharah, since she can eat her rockets and evenher entire ult. Taking down a D.Va takes patience and caution; be sure to keep Jump Jet charged for when she flies at you guns blazing. Hit her where her Defense Matrix cannot get to, and work with your team to eventually whittle her mech down. Lil’ D’Va is just about landing the rockets on her face.
  • Genji Genji’s a pretty terrifying enemy for even a good Pharah. Deflect and great mobility make him a threat in every situation, so additional caution should be taken when faced with one. Bait him into using Deflect and then evade his range (momentarily) with your Jump Jets; displace him, hit him with the AoE when direct hits are a no-no. When you hear his ult, pray to Horus while sitting in a corner, crying.
  • Hanzo Genji’s older brother isn’t an easy target, too. As with Ana, displace him before he can arrow you out of the sky, and follow up with aggressive rockets to give him no chances of survival. Mind your flank routes, bits of cover and other map details that could give you an edge over Dragonman. Also keep in mind that while you are as mobile when firing as when not firing, Hanzo needs to slow down to take aim at you.
  • Junkrat Simple math: Jamison’s grenades arc, your rockets do not. You can fly, he cannot. Just stay away from his traps and Junkrat’s a dead man.
  • Lúcio AKA “Why won’t you die god damnit I’ve shot like seven thousand rockets ar you”, Lúcio can be quite a pain in the ass with his self-heal and mobility. Direct hits help a lot, but your first priority should be getting him away from his team before engaging in explodey business. Also: his gun actually does damage, and it willeventually hit you.
  • McCree Nope, nope, nope. McChicken may be a rather deadly opponent for our girl Fareeha, but keep in mind that not all is lost when facing robot-arm future cowboy man. Treat him like a fast-firing sniper: displace him, bait him into thinking you’re a lesser threat, then punish him with follow-up rockets. Taking him by surprise (and thus giving him a taste of his own medicine) is a pretty good way of facing McCree; flank, hover above him, do everything to drive his aiming hand nuts. If you’re being taken down easily but your team still needs your rockety rockets, work with your tanks to stay out of his range and then leap in when he least expects it. (I swear it works! …sometimes.)
  • Mei Just stay out of her freeze’s range and pepper her with rockets from afar. Keep in mind that, while less accurate than it was before the hitbox nerf, Mei’s icicles can still deal a hefty sum of headshot damage. Watch out for her walls; be sure it’s on cooldown or she’s dead before unleashing Barrage on a team with her.
  • Mercy Being your #1 bae, Mercy should be the one whose butt you’ll be after most of the time. Strike unexpectedly to give her less time to react; use her Guardian Angel ability to your advantage, predicting where she will stop to land your next rocket. All in all, be heartless to our helpless Angela. :3
  • Pharah Fareeha v Fareeha is a tricky business, and often comes down to whoever has the best aim and thus can land the most direct hits. If you’re not one of these, don’t despair: you can always use the map to your advantage. Use Jump Jet with care, deploy an E if the need arises and watch out for nearby surfaces. Always try to be moving around, and never near a wall or ceiling, since your enemy can use these to deal some splash damage when you least expect it.
  • Reaper He’s got shotguns. You’ve got Shift. I think this is pretty much self-explanatory. Pro tip: get Edge Blossom away from your team with E. :3
  • REINHARDT! Six rockets do a lot of damagez (720, to be precise) to Gramps’ old shield, which means a lot to whittle down enemy pushes or defenses. Be sure to punch his shield’s power before deploying Barrage on a team with a Reinhardt, since it can mean the difference between success and failure. Displace Rein with E and flank his shield through the air; be careful when his team’s paying attention to your actions, though.
  • Roadhog Stay the FUCK away from his hook. In case you’re caught, pray to the Blizz gods and fire an E at him before he can slaughter you with his LMB. Be wary: his RMB deals a LOT of damage in the right range, and should not be underestimated. Other than that, Makoman is a good ult builder and a big target for your speedy rockets.
  • Soldier: 76 Basically a slightly less terrifying McChicken, Soldier can be a pain in the ass as well. Once again, play to your strengths: strike in unexpected places, use the map’s and your teammates’ cover, be cautious and mindful. When you hear his ult go off, do the same thing you’d do for Genji.
  • Symmetra Don’t get caught by her microwave gun. Find teles before she can get her entire team back into action.
  • Torbjörn Attack his turret like you would attack Bastion: from far away and out of its range. Toblerone himself is relatively vulnerable to your rockets, but he can deal an unexpected chunk of headshot damage. Run the hell away from Molten Core, or focus fire on Toblerone and his turret if you’ve got your team watching your back.
  • Tracer Oh god, where is she? Facing Tracer is all about not letting her catch you on the ground and predicting where she’ll land next. Learn your enemy’s favorite patterns and frequency at which they use both Shift and E; aim your launcher accordingly.
  • Widowmaker Ugh. Another sniper? Well, keep in mind that Widow can use her wallhack ult to easily foil your flanks, so move with care when it’s up. Other than that, Take the same caution you’d take with Hanzo or Nana.
  • Winston Winston’s really only terrifying if your Shift is down. With his leap, he can tear down your health pool faster than you’d imagine, so try to keep your distance. Also, his shield breaks with five of your rockets.
  • Zarya AKA TOGETHER WE ARE STRONK, Zarya is only terrifying when you’re up close. Keep your distance as you’d do with Winston and DO NOT shoot at the god damn shields. If you feel your AoE damage is feeding her too much, consider either being more cautious or switching to a less feedy class.
  • Zenyatta Zenyatta went from Squishy Tank Destroyer to Relatively Powerful Tank Destroyer in the Ana update, but that won’t stop you from taking him down. Be wary of his orbs, since he can put out significant headshot damage with Discord; treat him like some sort of projectile sniper. Dealing with Zen is absolutely essential in occasions where he can pop Transcendence and deny your entire ult.

And that’s it, folks! I hope you’ve learned something useful and taken a different look at how Pharah can work in different situations. Any constructive criticism is appreciated! Have a beautiful day and some excellent games! 😉

Overwatch McCree In-Depth Guide By: SHITBEARDTHEPIRATE


Hey all,

I decided to put together a detailed guide on playing my favorite offensive character in the game, McCree. McCree is currently viewed as one of the top damage-dealers in the meta, and is being used very frequently in tourneys.

Neutral Game

Primary Weapon -McCree’s gun is the Peacekeeper, a standard revolver which can fire off 6 shots before needing to be reloaded. You can fire off one shot at a time and deal up to a maximum of 70 damage to the body, and 140 damage to the head. The Peacekeeper has a falloff damage point which is right here.

Hitting opponents at this range will still deal the maximum amount of damage, but the further you or your enemies move away, the less damage you’ll deal. You wanna keep your enemies at medium/close range, as that’s where McCree is deadliest.

The Peacekeeper can also be ‘fan fired’, meaning McCree will empty the entire magazine almost immediately at the cost of accuracy. This is devastating when used at close range, and can deal up to a maximum of 420 damage,making it capable of killing almost every hero in the game.

Even though fanning the hammer isn’t accurate, you shouldn’t worry too much because even landing just half the bullets in your chamber is still strong enough of killing over half the roster.

Keep in mind that when using Fan Fire, the bonus to precision damage does not apply, even if you do actually hit your enemy in the head. No matter what, each bullet when fan firing will deal a maximum of 70 damage, so your goal when fan firing should just be to make sure you hit with as many bullets as possible, ideally aiming at the center of mass on your enemy.


Starting off with the Flashbang. Let’s you throw a flashbang at your enemies which can deal up to 25 damage, as well as stun them for exactly 1 second. Stunned enemies get stopped dead in their tracks, and even though 1 second doesn’t sound very long, it’s just long enough to let you fan the hammer and get a quick kill. This is a crazy effective combo and should be your bread & butter when playing McCree: flashbang to stun, then fan the hammer. The range on flashbang is quite short, so get used to the range and use it in close quarters situations. The flashbang can hit/stun multiple enemies if they’re close. Cooldown time on the flashbang is 10 seconds.

Combat Roll: Lets you do a quick roll in any direction you choose. Great for closing the gap on enemies to put them in flashbang range, and to quickly get out of dangerous situations. Using the combat roll will also instantly reload your Peacekeeper, making it possible for McCree to fan the hammer, combat roll for a quick reload, and then fan the hammer again. This lets you put heavy damage on enemy tanks that get too close to you. Cooldown time on the combat roll is 8 seconds.

Using the Combat Roll and the Flashbang together is damned effective. If an enemy is relatively nearby, you can Combat Roll up to them, flashbang, and Fan Fire for the kill. If they’re already very close to you, you can lead off with the flashbang, fan fire for the kill, then combat roll right away for the instant reload, in case there are more enemies right nearby. This is what makes McCree so deadly in close quarters and 1v1 situations.

McCree’s Ultimate – Deadeye

Deadeye is kind of a high risk high reward Ultimate. Once activated, your HUD will slowly start targeting all enemies currently in your line of sight, represented by a small circle. You’ll be in this trance for a maximum of 6 seconds, or until you either cancel the ultimate, or pull the trigger to fire. If you wait long enough, you’ll see red skulls appear over your enemies, meaning that if you pull the trigger right then and there, you’ll shoot them for a guaranteed kill.

The time it takes for the red skull to appear on an enemy depends on how much health they have.

Enemies with more health take longer to target – Demonstration, 4 Roadhogs, full health

Enemies with low health are targeted very quickly – Demonstration, 4 Tracers, 10 health each

Deadeye technically does have a range limit, but the maps are designed in such a way that it’s probably something you’ll never have to worry about when playing McCree.

Pulling the trigger on Deadeye before your enemies are fully targeted means that you’ll still shoot them, but for a lot less damage, depending on how quickly you pulled the trigger. If you die while using Deadeye, or you decide to cancel it at any time, your Ultimate will be reset back to being 50% charged. Your best bet is to use Deadeye from locations where your enemy might not notice you right away, or in combination with other hero’s abilities (Reinhardt’s Barrier, Zarya’s Graviton Surge, Lucio’s Sound Barrier, etc). It’s also important to know that activating Deadeye will reload your peacekeeper.


At the end of the day, McCree is a great offensive character who fights best in close quarters, and has the ability to challenge and beat other heroes who also fight up close. Reaper, Tracer, Winston, Mercy, Lucio, Reinhardt, and Roadhog can get quickly brought down by McCree in close quarters. You can also make short work of Genji, but be very careful because he can use his deflect to bounce back McCree’s flash bang and fan fire. Make sure to be careful of players who excel when fighting at long ranges, like Widowmaker, Hanzo, and Bastion. Pairing McCree with a tank like Winston is usually a good idea, as Winston can easily counter Widowmaker and Hanzo, helping to clear the way for everyone’s favorite cowboy. Genji is also capable of edging out Widowmaker, Bastion, and Hanzo, and makes a good pairing.

Overwatch Playing With Mercy On Your Team Guide By: Moosies


If you want to take your game to the next level, you should be aware of which healer(s) you have on your team. Why does it matter? Well, it doesn’t really. They’re a support role hero, their job is to support you, it’s in the name. Your job is to pick something damagey and go damage the opponents’ faces in and 1v6 the enemy team to victory. If the healer is doing his job, you’ll stay alive and ez gg.

So why should you care if your healer picks Mercy? Well, Mercy is the easiest hero in the game. Seriously, she finds someone hurt and holds down left-click. Congrats, you’re now an expert Mercy player. That is her skill cap. So you need to think about what kind of players are drawn to a hero like that. It’ll be someone who finds anything more demanding to be impossibly daunting. Basically, the Mercy player is an idiot and you can’t trust her to even handle left-clicking people.

So how do you play around your Mercy player’s limitations? First off, don’t let her distract you from finding the first enemy you see and tunneling in on them until one of you dies. Maybe someone’s shooting at her, maybe flankers are targeting her, doesn’t matter. She has wings, she has a pistol.. she’s a freaking angel, if she can’t take care of herself, what are you going to do? Nothing.

Occasionally, you’ll die and you’ll be given 10 seconds of forced introspection. Take this time to consider what you might have done differently. Then tell your healer that you just didn’t get heals. Maybe you were in a tough to reach place, surrounded by multiple enemies. But Mercy is a battle angel, she should have been there. Remember to hit X to call for healing every time you’re slightly hurt after that. It helps to remind her what she’s supposed to be doing.

Sometimes (probably on accident), your whole team will group up for a push as a 6-man. Your Mercy might announce that she has her ult available. I know, like anyone cares about a support’s ult? You all get to the point, and someone dies. Maybe you’re under heavy fire, maybe there’s an AoE ult going on. Your worthless Mercy is hiding in the back around a corner and you notice you’re getting a damage buff instead of heals…. almost like she wants you to die! She has clearly lost it. She’s a danger to herself and others! Your only option is to stop dpsing and run away from her, preferably further into the enemy base. Sure, you’re going to die anyway in 5 seconds, but at least you’ll be 20 yards away first. It helps if your teammates know that they should also all run away in separate directions and try to stagger their deaths 5-10 seconds apart.

Other random tips:

* If you are in a 2v1 with Mercy healing you but you’re still afraid you’ll lose, run. Preferably in a way that Mercy may not be able to follow. Remember, you don’t have to outrun the enemy, you just have to outrun your Mercy.

* When you die, you may notice your Mercy dies a few seconds later. The important thing is to boost out of the spawn as quickly as possible so she can’t fly to you. Let her walk all the way back while she thinks about how she let you down. It’s the only way she’ll learn.

* Naturally, you’re a genji/hanzo/widowmaker/pharah player and frequently are on high ground. If you hear a junkrat ult or just happen to notice she’s in trouble, quickly back away from the ledge so she can’t fly to you. You’ll just bring enemy attention your way. She can support you just as well by taking an ult for the team.

* More fun with high ground… sometimes you’ll get hurt. Make sure to spam call X for heals while staying away from the ledge so she can’t reach you without walking the long way around and up the stairs. Bonus points for jumping down right when she gets there. Triple points if the enemies then shoot her as she attempts to follow you down.

* Under no circumstances should you stop your flanking to come back to Mercy for heals. It’s her job to reach you, no matter what enemies may be in the way. Spam call for heals until she gets to you.

* With supports like these, it’s no wonder you might be tempted to pick a self-healing class. If you’re Roadhog, make sure you use your E on cooldown, even if there’s absolutely no one else taking damage, you’re completely safe and Mercy is currently healing you. That self-healing card is yours, dammit! If you’re not Roadhog, you can still pick up med kits in the same situation.

Let me know if you found this guide helpful. If so, I’ll start writing my next one: “Because f you, you worthless pugs!” – a pistol-only Mercy guide.

Overwatch Team Composition, Play and Counters Guide By: aznman375


I see a lot of posts about new players playing with friends who want to know “good team comps,” and others who just don’t know when to pick who. These are some of the rules that I follow. This is a general guide for new players, and there are obviously cheesy comps and comps that pros use that are also very good.

First thing is, no matter how good your team comp, it means fuck all if the enemy team has good counters to you. You’ll be constantly shifting to make sure that this doesn’t happening. I like to come out of the gates with 1, preferably 2 tanks, 1 healer, 1 flanker (optional), and then the last 1-3 players should be able to stand on an objective and fight next to the tank at optimal levels. What I mean by optimal levels is that they can fight at their best in close quarters (basically, not snipers, sometimes not pharah, generally not Junkrat, etc). Good examples of the last category are soldier 76, mei, reaper, McCree, etc. Basically close range heroes. No tank teams can work, but no healer teams generally won’t.

Now for who counters, and plays well together:

McCree: my personal favorite. Pick him definitely if the enemy team has more than one of the following: Mei, Reaper, genji, tracer, McCree. With his flashbang combo, a competent McCree wins pretty much any 1v1 against these characters. If there are none of these characters, McCree does good against tanks too, but he doesn’t shine quite as much. Best on maps with lots of corners, and on any KOTH map. I don’t like him on Route 66, or hanamura offense. I’ll pretty much always pick him on Ilios: well, or Hollywood payload defense.

Reaper: definite pick against a multi tank team. Reaper shreds tanks like no ones business. Just make sure to stay away from McCree, and to not teleport anywhere in LOS of a widowmaker. Reaper can roam and flank or sustain on a point, so he’s quite flexible.

Soldier 76: almost always a solid pick on a team. I’m never sad to see someone pick soldier. Definitely pick if the enemy pharah is causing your team trouble. Use your incredible accuracy to poke out bastions from long range too. Can be good on any map, though he’s not great in too close quarters. You have no business being in tight alleyways, which is where other heroes WILL have an advantage over you. Stick with the team, burst shots 3-4 at a time.

Pharah: my go to anti bastion/torb. Pop corners all day and fire rockets. I’ll also pick pharah as the team long range especially if the enemy isn’t fielding a soldier or a widow. McCree’s hitscan can be dangerous, but at long range he only does 35/shot, so you shouldn’t be in too much trouble. Strongly consider pharah on any map with cliffs where you can boop people off (lijiang garden comes to mind)

Tracer/genji: the flankers. Teams of newbies should not have more than one, because quite honestly these are some of the highest difficulty characters, and a bad flanker is barely a nuisance. Good against most teams, though I find genji better against bastion. These characters should be hitting important characters like widow or mercy, and then GTFO to do it again later. do not engage McCree, and unless you’re confident about it , don’t bother chasing after enemy genjis/tracers, it takes too long and you could be impacting the game better elsewhere.

Junkrat: another neutrally good pick, I like him best on KOTH maps for obvious reasons. Just make sure your team has enough heroes who can fight well on the point. Lay traps on the backline if there’s a tracer about, a trapped tracer is a dead tracer. Junkrat also excels at pressuring shields. Not the best at payload pushing, however.

Hanzo: unfortunately I feel he’s overshadowed by widow at long range, and soldier at mid range. There’s not really any hero I feel he performs particularly strongly against, so to me he seems mediocre all around. If you make him work, more power to you. Just make sure to save his scatter for close range.

Widowmaker: strong pick as long as the enemy doesn’t have a Winston. Flankers can be problematic but I find that Winston will always push your shit in. Has a harder time on KOTH maps, since good firing lines are hard to find, and you will be more vulnerable than usual. Exception to this rule: Ilios ruins.

Mei: the noob killer. Sadly though in most scenarios, she’s neutrally mediocre. The usual mccree rule applies. She definitely shines on defense, where she can split attacking teams in half with her wall (which has an absurd amount of health and uptime). With good use of your shift, you can go toe to toe with most characters in close range, even tanks.

Bastion/torb: these characters drink the tears of noobies, but underperform in most other scenarios. Almost never picked on KOTH maps due to how vulnerable they are. Both play well with Reinhardt though. Pick bastion as a nasty surprise against a team turning a corner on payload maps, but be sure to displace afterwards. Torbjorn can be the noob answer to tracer if totally necessary on defense.

Roadhog: more of a bruiser than a tank. If roadhog is your only tank, reconsider the team comp. I most often pick him on point A defense of Anubis, since the choke point has a column in the center protecting you from multiple lines of fire. I use him to deal with soldier 76, hanzo, Junkrat, pharah, since the best ranges for these characters are juuuust in hook range. Sadly in most games he ends up as an ult battery for the enemy team, so be careful picking him. If you can’t maintain >50% hook accuracy, roadhog is not for you. Particularly strong on Nepal sanctum, where you can hook people into the abyss, and can drop down from the side and push people off the point into the hole with your ult.

Zarya: plays best with other tanks, particularly non Reinhardt ones and especially zarya/roadhog. Double zarya on a point can be incredibly sticky, as they maintain almost 50% shield uptime and gain charge tremendously fast. Dont pick if the enemy has too many long range characters. Not ideal as a solo tank.

Reinhardt: if you’re wondering if Reinhardt is a good pick in any scenario, the answer is almost always yes. The only time I don’t pick him is if my team is trying to break through a bastion choke. You’re better off just killing bastion yourself in most cases.

Winston: incredible on KOTH maps, and a definite pick against good widowmakers. Stay away from reaper and roadhog. The hook/shoot combo lands almost entirely on Winston’s face, resulting in 1-2 shot kills. Winston will have a hard time without dedicated heals, though, so watch out.

D. Va: sadly I find her overshadowed by Winston for harassing the backline, and for defending a point. Can be good on capture points just to clear areas with ult.

Mercy: plays best with soldier, bastion due to her damage buff. Gliding with a pharah and boosting her can be cute, but I find that you’re too vulnerable in the air. Can use roadhog as a battery for ult as well.

Lucio: incredible pretty much anywhere. Double lucio to boost through choke points on offense is a great play, especially when coupled with Winston or Reinhardt.

Zenyatta: sadly nerfed. Never pick when there’s a widow on the other side. Start to reconsider if there’s a genji or a tracer. Can be good against multi tank teams, but zenyatta should not be your main heals because of how easily he can be picked off.

Symmetra: also a mediocre hero now. Can be okay on defense against mobile heroes like genji and tracer by just closing off routes. just make sure your team has real heals. Also: if you’re playing a 2 point map, switch if you lose the first point. Your ultimate does very little to help hold point B

I started to get lazy towards the end but hopefully this helps new players make smarter picks. Just try to make sure you’ve got counters to their best players (check who’s on fire), and that your own character isn’t too countered (example: if the enemy has 2 mcCree, you have no business picking mei or reaper.)

Edit: zarya may charge ult even when Reinhardt shields. I had heard of this but never thought to confirm it, so I might be wrong in my above post. Learning every day.

Edit 2: keep in mind, your milage may vary. Some things may work better or worse for you. These are just my opinions that I hope push new players in the right direction. Since someone asked, I have over 150 hours in the game. There are definitely better players who might disagree with me on some of my points. Experiment with many suggestions.

Overwatch Competitive Team Roles Guide By: TheDarkLorax


With Blizzard preparing to release a revamped ranked competitive game mode to Overwatch, the amateur competitive scene will soon blossom, and with it a need for resources to understand basic game concepts for successful Overwatch play. This guide seeks to provide beginning teams with a solid foundation of understanding for standard, meta-based, play. As always, there are exceptions to everything. Play at a professional level is all about pushing “Standard” ideas and breaking the rules. Professional level play is able to do this because they are armed with a very strong understanding of the fundamentals. You have to understand the “rules” before you can break them.

For the purposes of this guide, I will be focused primarily on Payload, and Point Capture/Defense maps. King of the Hill maps tend to be more chaotic, so the fundamental roles/positions described within this guide become less clear or at times, nonexistent. It is for this reason that KOTH matches typically have a wider variety of potentially successful team compositions in competitive play while payload and point capture maps tend to all fall into similar, more standard trends. We will examine those trends below.

Fundamental Position & Role Concepts:

Frontline: A Front Line is the focal point of a team’s position on the map and moves as teams and objectives progress. Typically, a front line is located on a payload or providing a central push to take a point on attack. In turn, on defense, the front line is holding a key choke point, stalling the advance of an objective, or defending directly on a capture point. Front lines of opposing teams generally are squared off against each other. The front line’s role is to further team advancement of objectives while maintaining a “safe” zone behind which a backline can form. The frontline is the foundation on which the rest of a team is built. If a frontline is killed/broken, it is likely that the team will be wiped or at the very least, rendered largely ineffective until a subsequent respawn and regroup.

Backline: The back line encompasses all positions a reasonably safe distance behind a front line. This can simply mean on a high ground or at some other strategic map vantage point. The backline’s role typically is to either safely augment Frontline damage (Snipers), or provide flank/rear defense for the frontline (Builders, Stationary turrets, etc)

Flank: The flank encompasses all the space on maps that is not on the main, direct path. Typically flanks are smaller, sometimes enclosed areas running on either side of a larger open path or up to high ground locations. Flank locations, whether above or to the side are used to create lines of fire different from the Front line’s. The flank’s role is to provide distraction, punish out of position or vulnerable enemies (ie. rejoining their team from spawn), and offer new angles of attack to damage the opponent’s frontline.

Applying Position & Role Concepts to Team Composition:

Whether you’ve suffered through solo queue matches with attack Torbjorns, or 3 self-proclaimed Hanzo masters with not a healer in sight, or even if your newly formed eager team of 6 just can’t quite make things work to improve, approaching team composition with roles in mind will be a valuable tool.

Before getting into the details of applying these concepts to hero composition, I want to address a frequent problem I have seen with stubborn players. Many players have made the erroneous conclusion that just because something can be forced to work in public play, it can be viably scalable to organized competitive team play. Overwatch is a team based game, so any strategy which relies on compromising the overall effectiveness of your team for individual success is not a good strategy, and is evidence of a lack of understanding of the game (and is frankly selfish gameplay). These strategies tend to prey upon disorganization/lack of communication of an enemy and subsequently deteriorate in competitive play as often times they can be simply countered with coordination.

That being said, you wouldn’t be reading this if you weren’t trying to seriously improve, further your understanding, and help grow the amateur competitive Overwatch scene. Bravo! We can be friends 🙂

The hero selection tips provided in game can be misleading and don’t always lead to successful compositions. In game you’ll see: damage, defense, tank, sniper, support, and builder as the recommended picks depending on situation and find the heroes in four groupings (Attack, Defense, Tank, and Support). This in-game organization of heroes, while seemingly complete, is an insufficient way to fully understand creation of team compositions. In order to truly know your role, a player or team must consider a hero’s attributes and play style as it pertains to role and positioning.

As a result, let’s try instead to group heroes by the positions/roles they fill at a very basic level, keeping in mind that many heroes can serve in multiple roles depending on the choices for other 5 members as well as the overall team strategy. The groupings below are to illustrate the concepts of role/position, not necessarily argue a particular designation for any hero, many can be used in various roles.

Reinhardt, Zarya, Roadhog, McCree, Soldier 76, Hanzo, Junkrat, Mei, Mercy, Lucio, Zenyatta

Widowmaker, Torbjorn, Bastion, Symmetra

Flank (High Mobility):
Genji, Tracer, Reaper, D.Va, Winston, Pharah

So, with this in mind… What combination makes up a solid team composition for competitive style play? To answer this, let’s look to the most standard of meta-based play at the moment and operate under that assumption that all players in a game are relatively similar in skill. Skill disparity in a game enables teams to “get away” with things that otherwise would not be as effective. This happens frequently in public play since sometimes the only needed disparity in skill of a team is the lack of communication/organization of their enemy.

The core of most standard team competitive compositions (for the moment at least) is:
Reinhardt, McCree (or Soldier76), Mercy, Lucio

(At the very least, a standard team core needs a frontline DPS, a frontline tank, and a frontline support.)

Not surprisingly, this core of four heroes makes up a very solid frontline group with tremendous sustainability to fill that role and position. A frontline’s primary job is to stay alive, plain and simple. They are the team’s foundation. Secondarily, they need to be able to advance progress towards the objective. If your team is lacking ability to create or maintain momentum, it is likely that your core frontline composition is insufficient or ineffective.

From there, the other two roles (often called flex roles) can be used to take advantages of map specific strengths/weaknesses, as counter play to the opposing team’s composition, or to capitalize on individual talents of your players specifically.

Some potential options for flex roles:
– Bolster the frontline further by adding another frontline tank (ie. Zarya)
– Increase team hitscan or AOE damage with a second McCree, Soldier 76, Reaper, Pharah or Junkrat.
– Gain a tactical advantage by utilizing high value backline heroes like Widowmaker or Symmetra who can safely cover attack/defend areas with little danger to themselves.
– Gain a tactical advantage by disrupting an opponent’s backline (ie. Genji, Winston, Tracer)
– Create advantage opportunities by effectively generating picks from the flanks to lead to imbalanced team fight situations.

Why is this formula effective? When played well, it has the capacity to control game momentum while offering a solid base that is able to deal with the majority of threats without wholescale composition changes. If both teams play this style, the team with better communication and execution will likely prevail.

That being said, like any strategy, it does have weakness and creates a “slow and steady” pace of play which can be taken advantage of by certain faster counter compositions (2x Winston, 2x Lucio, 2x McCree, for example). Part of being solid with any composition is understanding its weaknesses (and when it flat out won’t work at all) and what adjustments to make if you are being effectively countered. This comes with experience, and exploration. Changing a particular hero selection mid-game to counter or take better advantage of the map design is an integral part of fundamental gameplay.

There are many other factors that contribute to the nuances of successful team composition, such as map region, engagement tactics, spawn distances, ultimate combinations, counterplay, synergies between heroes, etc. I’ve deliberately refrained from getting too in depth about those topics as this is intended to be a basic/introductory guide.

Conclusion: The beauty of Overwatch is in its immense diversity of possible options and ways to gain advantage over your opponent. Each option lends itself to different play styles and exploring those styles is part of the joy of playing. Overwatch will undoubtedly evolve in new and exciting ways, however a good understanding of game fundamentals will always fuel the most effective methods of exploiting new features and strategies. I hope this guide has been insightful!

Overwatch Genji Guide By: Reiizm


You picked Genji because you want to fulfill your childhood (or current) dream of being a badass cyber-ninja that runs on walls and kills 10 enemies in a single slice before they can blink. Wait, who’s that at the door? Oh it’s reality ): Genji has dick health and long cooldowns. He’s a short-range glass-cannon flanker and not much more. A lot of your matches will be spent harassing with shurikens, running around, hiding, flanking, and more running. “But Reiizm! What about those sick Genji montages I saw on YouTube!” You’ve watched those? Great! They give you a better idea of how to play Genji than anything I could write. Watch as many as you can. Anyway, here’s the thing: Those videos were the brief interactions with the enemy those players had between running and hiding and harassing and blah blah blah. Still wanna play Genji? Alright then buckle up and keep reading. I’ll try to make this guide as concise as I can so you can get back to instalocking Genji as soon as possible:

  1. Learn the appropriate times to use left-click and right-click. Long-range? Left-click. Short-range? Depends, If you’re trying to finish them off and can land at least 2 with right-click, spam it. It has a faster shoot rate than left-click. Honestly, I could go on and on about this but one is not objectively better than the other in specific situations, practice and use good judgement. Obviously don’t use right-click for long-range. That’s just silly.
  2. Your dash has two uses, damage and mobility. It comes off cooldown whenever you kill anyone with it, but I’m sure you already knew that. Use it during a fight, not only for the damage, but to jazz your opponents cause ~oh shit he moves so fast where did he go~. then follow up with some close-range shurikens or deflect if it’s off cooldown. You can use the reset as a follow up for another kill, or to get the heck out of dodge. Don’t be afraid to use it for the mobility if you know you’re safe until it comes off cooldown. It can go diagonally upwards or even straight up if you damn please because fuck all logic, you’re a ninja and this is a blizzard game.
  3. Deflect is powerful, but can be useless if used poorly. I can think of 3 main uses for it:
    a) extra damage/protection for smaller fights
    b) shielding yourself when traversing open fields
    c) killing bastions/torb turrets (If you’re playing Genji this is like, your job)
    Headshotting with deflected bullets is awesome, but impractical. Personally I feel it’s hard enough trying not to throw up from zipping all over the fucking place when in a fight as Genji, so I just aim at the enemy’s general body. Despite that, you can aim for the head if you want. You do you booboo.
  4. Your ult’s slash has a surprising amount of range. They can be a fair distance away for the attack to connect with no penalty to the damage. The best time to use it is when you’re out of sight and no one is currently pursuing you, but you’re still close to the enemy. Don’t try to be an hero and pop it only to die in the next few seconds. If you ult and the whole enemy team can see you, just commit seppuku already. Genji’s ult works best with the element of surprise. Optimally you’ll be somewhere behind the enemy when you use it.
  5. Use your fucking melee attack

I can only type so much about technical stuff but it’s up to you to provide the skill and mechanics. Again, watching people play Genji will always help way more than reading guides. So don’t come crying back here when you don’t get a 1v6 PotG by deflecting a Hanzo ult in your next match.

With all the technical stuff out of the way, let’s talk playstyle philosophy. These are arguably the three most important things to keep in mind that I think most noob Genji’s don’t realize:

a) You are squishy and both your abilities are on long cooldowns. This, of course, makes Genji high risk, high reward. So don’t spam them just cause you feel like it. If you don’t make every use of your abilities count, Don’t be surprised when your team tells you to switch to S:76. Knowing this in tandem with how skills should be used as mentioned above will drastically improve your gameplay.

b) Run and hide like the little rat you are. So you’ve found a clear route to the enemy backlines and are ready to do some mlg flanking. “Oh shit! I’ve been hit and am at half health. it’s time to engage!” No. You’re supposed to catch them off guard. If it’s the other way around, fucking run. This is something that annoys me because I’ve seen too many Genji’s make this mistake. There’s no shame in running away as Genji, and you will be running away. A lot. Think of it this way- would you rather spend 5 second running and finding a health pack or 30 seconds running back to the action from spawn?

c) Patience. Dear god are you going to need a lot of it. The problem here folks is you want to play a character that does a lot of waiting for the right opportunity in a fast-paced game. Like I said, you’ll be spending a lot of your time harassing with shurikens because the enemy is so turtle’d you can see them slowly fusing into some freak abomination. You may reaaally want to run up to that bastion and deflect his bullets back into his turret-hole, but that Mercy-Reindhardt are still so close you’d have a hammer shaped hole in your head before you could press E. You may feel like you’re spending a lot of time doing nothing but it was your ass that wanted to play Genji in the first place. This is the way it has to be.

Welp, that’s my guide on Genji. If you really wanna git gud with him this shouldn’t be the only guide you read, I’m sure there’s stuff I left out that other bright Genji players have included in their guides. But again, I cannot stress how important personal skill and mechanics are. If you are truly struggling with Genji, watch some good gameplay, apply what I’ve said above, have patience, and your opponents will go from seeing you and going “lol it’s just Genji” to “oh fuck it’s Genji“.

Overwatch All Heroes Full Guide By: Eesive


Introduction: Who Am I And What Is This Guide?

Hello guys. I go by Lite ingame and have played quite a lot of Overwatch during the closed beta. Chances are you’ve probably seen me around if you played a good bit of the closed beta! I reached level 181, played roughly 1500 matches, and reached Master 3 in ranked (the level nor the matches are even close to the highest, but both are plenty to know all the ins and outs). I played mostly Genji during the beta, but I played with all the heroes extensively enough to hopefully give you all some insight and an edge when you hop into the open beta, and eventually, launch. I will go a little bit into counters, but I’m going to try and stay away from too much of it because very few heroes “hard-counter” another hero. I will try and exclude all obvious information (IE Bastion does a lot of damage! Reinhardt shields his team!) to make hopefully most of what you read worth your while. The guide is mostly for the heroes, but I have thrown in some random and very helpful tips at the end.


I alphabetized them to try and make finding the specific one you might be looking for easier.


  • Bastion is all about surprise. He is easily one of the worst, if not the worst hero when you don’t have the element of surprise. After 1 enemy push or even 1 or 2 kills, you need to move. If the other team is good, they will kill you. Bastion isn’t as functional in higher level matches (whether it be in ranked or in tournaments) but he can be helpful as long as you have one thing–surprise.
  • Don’t be afraid to run around in recon mode. Running around in recon mode is perfectly acceptable, although you do want to stay in sentry mode whenever possible. You do roughly as much damage as S:76, but have trouble being a huge threat due to your accuracy.
  • You will be spammed at. A lot. You will be shot at around corners where they get full damage shots in, and you barely scratch them. Keep this in mind when you’re positioning yourself. You can use this to bait enemies (set up in LoS of where a corner that is covered by your teammates is, this will keep you safe or allow your team to pick up kills.)
  • Please, shoot at Reinhardt shields. This is probably pretty obvious, but you shred Reinhardt shields. Please, shoot at them. Bastion absolutely melts them.
  • Get in very weird spots. People will not expect you to take the long way around to get somewhere. People will not expect you to be high in the air. Hide in a room where a large health pack is an obliterate people that are low. Any spot that you can shoot from while they’re committing to an objective push is a good one.
  • As a closing note on Bastion–please realize that he really isn’t that good of a hero. He can and will work for you some games, but don’t expect that to be the norm. If you’re expecting to hop in and “main” Bastion, you will likely be in for a rude awakening or a lot of lost games.


  • D.Va is relatively straight forward. Due to that, this section probably won’t contain as much helpful stuff as the others.
  • D.Va is not a traditional tank at all. She plays much more like a flanker. If you aren’t in the enemies face the majority of the game, you are doing it wrong. You fusion cannons have a lot of damage up close, but it falls off VERY heavily. Boost in and try and stay as close as possible otherwise you won’t get the kill.
  • D.Va is a harasser more than anything. It can be very hard to rack up kills as D.Va. You normally have to thrust in to get close enough to make your damage good, but then your thrusters are done. They normally can just run away from you. If you manage to thrust in a second time, you have some kill potential, but it puts you at a great risk of losing your mech because your thrusters are off cooldown and you are in pretty deep at that point. Your job is to mostly put damage into people and force them to run away and go get health packs.
  • Be disruptive. Very, VERY disruptive. I don’t really know how to elaborate on this, so all I’ll say is that if it’s disruptive, you are doing your job.
  • Defense matrix can eat up things like reaper ult. Kind of obvious, but make sure to use this ability a lot. Cooldown is short so spam it whenever you or your team is getting pressured.
  • D.Va’s ult is really, really lack-luster. It is great if you can combo it with Zarya or Reinhardt, but outside of that, you won’t be getting much done with it. Just send it in whenever the other team is committing hard and hope for the best.


  • As I mentioned earlier, I played a LOT of Genji during the beta. This section will probably be the most helpful due to the playtime and all the cool things you can do with Genji.
  • Starting with an obvious one, your dash resets every time you get an elimination. Whether it’s a kill or kill assist, if your dash is off cooldown, it will be reset after an elimination. Killing a building (or anything that isn’t a hero) won’t reset it. Killing D.Va’s mech will also not reset the dash cooldown.
  • Quick melee. PLEASE, USE IT. Genji is very reliant on quick melee. You should use it a lot. If you have a mouse with thumb buttons, bind it to mouse 4 or something (I think it by default).
  • If a target is right in front of you, here is the combo: Right click, quick melee, then dash through them. If you land this entire combo, it is 164 damage practically instantly. This is obviously a lot, and will either kill or leave most heroes with only a little bit of HP that is easy to finish off. If they don’t have a defensive ability they can use (such as Symmetra) you can throw in as many right click as you can at the start.
  • If they are farther away, here is the combo: left click, dash in as the shurikens are hitting, spin around, right click, then quick melee. This is 248 damage and will kill almost all the non-tanks.
  • Shuriken speed and travel time is critical to learn. You have to constantly adjust your aim throughout the ENTIRE left click to hit all three shurikens. If you can’t do this, you won’t be able to do either of the combos or get a lot of kills at all really.
  • Switch Up your firing modes! I see a lot of really good Genji players rely on right-click WAY too much. If you aren’t close enough to hit 2 or more shurikens from your right-click, you need to try and use left click. Right-click is much, much more forgiving but you will lose damage if you don’t use left-click. Right-click is amazing if you can hit 2 or more of the shurikens from it. It has a slightly higher rate of fire, so if 2 or more will hit, just go with the right-click rather than trying to hit all 3 stars from the left-click.
  • When using deflect, AIM IT and think about what heroes are shooting at you. If the hero is hitscan (like S:76 or Tracer), you need to aim right at them. If the hero is Pharah, pretend you’re playing Pharah and lead the shot back at her. You can headshot with the reflect projectiles, which means that if your aim is good, you can kill people that are just poking at you surprisingly fast. Deflect is actually surprisingly good against Tracer if she is close to you. She shoots so fast and does so much damage that it is pretty easy to force recall out of her or even kill her if you reflect with good aim and then dash through her.
  • Deflect can deflect ultimates if they’re projectile based. That means if a McCree is charging deadeye, he has to wait to fire it or he will die. You obviously still have to aim the deadeye back at him. You can reflect stuff like Reaper ult which will make Reaper kill himself. If a Reaper ults, dash in and deflect for a free kill. This list really goes on, if it’s a projectile or hit-scan based ultimate, it can be reflected. Probably the most useful but also hardest to deflect one is Zarya’s, but if you can, it will turn into your team’s grav surge and will suck the enemy Zarya’s entire team in.
  • Dragonblade will NOT work unless you get a dash reset early on into its duration. Ideally, the other team has a Zenyatta or Tracer with no blinks and recall, and you dash through them and immediately kill them. Getting your first dash reset early on is very key, after you get your first one, the rest of the kills become a lot easier and you have a much smaller chance of dieing. Target 1 person to get this dash reset. You need to dash in and go for that 1 person relentlessly. Once again, preferably that person is Zenyatta.
  • Using Dragonblade resets your dash cooldown, but not your deflect. Try to avoid popping deflect towards the end of your dragonblade, it will eat the cooldown for deflect and cancel the ability at the end of Dragonblade’s duration.


  • Hanzo is pretty straight forward–you either have good aim and you get a lot of kills. Or you have bad aim and you do nothing. Not a whole lot to talk about
  • Scatter arrow can 1 shot pretty much anyone unless they’re a tank. If all the scatter pieces hit (all 5) it does 375 damage. Even if it doesn’t kill them, it will put a huge dent into their HP.
  • Fire scatter arrow DIRECTLY at someone’s feet. Not close to their feet, but literally a tiny bit in front of their feet. This will make all 5 hit.
  • Shoot sonic arrow on to corners of rooms/buildings where you think/know enemies are to line up easy headshots.
  • Keep sonic and scatter arrow on cooldown. You need to be using both of these a lot. Don’t waste it, but don’t hesitate to use it.
  • Dragonstrike has a lot of potential, but often times you’re lucky to get more than 1 kill with it if you aren’t combo-ing it with something like Zarya ult. That being said, if you don’t have a combo hero or you do and their ult isn’t close to being charged, spam out dragons. Dragonstrike charges very fast and chances are, you could have recharged it already by the time you see an opportunity for a good one. Just use it.
  • Go for headshots. Headshots do 250 meaning they will 1 shot all non-tanks as long as they aren’t buffed (in the case of Reaper.)


  • Junkrat’s main strength is how much damage output he has. He does 120 damage on a direct hit and has 5 grenades before he has to reload–this means he can do a whopping 600 damage before having to reload. His rate of fire is also pretty good, so if you’re accurate, you can melt anyone really.
  • Keep in mind that steel trap visually sinks into the ground a bit to make it harder to see if the junkrat trap is on the enemy team (AKA if you’re playing junkrat, that’s what they’ll see.) This can make it pretty hard to see if you stick it in the right spot. Generally you’ll want to stick it on paths that have a lot of fighting going on. It’s relatively easy to be in the thick of a fight and step on a trap due to how focused you are on aiming, dodging, watching, etc.
  • His trap also works well for locking down flank routes. For example, I normally stick my trap in the building to the right of first point Numbani (to the right from the defender’s perspective.) If it gets triggered, okay cool–free kill. If it gets destroyed, then I know that someone is there and I can go see what’s goin on. If you are going to stick it on flank routes, set it around the corner of the exit or (preferably) the entrance. Setting it in the middle of a path that isn’t heavily traversed or contested won’t do you any good.
  • A grenade does 120 and so does his concussion mine, so 240 if both hit. This is enough to kill most non tanks (except, once again, Reaper). If you’re fighting someone and you see one of your grenades hit, just chuck a mine and detonate it. You can kill people before they even know what hit them.
  • Tire is amazing when it doesn’t get killed, but it gets killed a decent portion of the times. Your best bet is to throw it in during the middle of a fight. You can make it work when there’s no a fight going on, but you normally have to have it drop down on the other team. Sending it straight in works occasionally, but if it’s not coming from around a corner that is very close, it’s going to get killed.
  • Lastly, Junkrats grenades explode if they touch an enemy at any point during their duration for full damage unlike tf2’s demoman. That means whether you land a direct hit with no bounces, or it bounces along, it’s going to do 120 if the grenade is a direct hit.


  • Lucio has received quite a few nerfs over time. Why? Because he is a solid support and is very likely the best support. If you need a support hero, Lucio will always help your team a lot.
  • Switch between speed and healing often. Obviously whenever your team is in a fight, being spammed at, or someone on your team needs healing, stay on heal. If none of those 3 things are happening, you should be on speed. Basically if there’s on one person that needs healing and he’s only missing a bit of HP, stick on speed.
  • Use Amp It Up during critical moments. You shouldn’t just spam Amp. You NEED to have Amp ready to use during fights. If you aren’t amping your heal for the fight, Lucio is a very lackluster healing support. If there is a low HP enemy running away, don’t be afraid to amp speed and chase them down. The majority of your amps should come in the form of healing, but keep an eye out for opportunities to use speed amp. Also, you should always speed amp your team at the start of the round if you’re defending or if it’s control point.
  • Use your right click often. It doesn’t do a ton of damage, but it’s more or less free damage on a 5 second cooldown, so use it whenever you’re trying to kill someone. On maps with ledges, like Nepal or Lijiang Tower, knocking 2 or even 1 hero off before the fight starts greatly impacts how the fight plays out. Hunt for chances to knockoff, stand around corners and stuff.
  • Wallride has an extremely high skill cap. If you get good enough with it, you stay off the ground for basically as long as you want. There are guides, so just google, “Lucio Wallride Tips,” or something like that.
  • If the other team has a Zarya, try to save your ult for whenever she drops hers. If they don’t have a huge damage followup, it will save your whole team. Otherwisae, use your ult preemptively, not reactively. People can get blown up very easily, so it’s better to pop your ult sooner rather than later. That being said, you should obviously use your judgement and wait as long as you can.


  • McCree is one of the better heroes in Overwatch. He has been consistently played through all of his nerfs and changes. McCree is worth getting good at, that is for sure.
  • Please, for the love of god use your left-click. If every one of your reloads is a result of using right-click, YOU’RE DOING IT WRONG. Left-click is amazing, but requires something that often steers people away–accuracy. On some maps you might be able to get away with just right-clicking, sure, but it hugely handicaps you. Left-click is amazing and headshots with it are deadly.
  • That being said…DO use right-click whenever someone is close to you. Right-click shreds people and you should use it whenever you conceivably can. Just be wary of how inaccurate it can be sometimes. Sometimes right-click will call your name when it’s just better to hit the left-clicks.
  • Use right-click to melt shields. If there’s a Reinhardt in your team’s face, right-click until he backs off. You can kill his shield pretty fast by just using fan the hammer.
  • You can throw flashbang above Reinhardt’s shield which will stun him. The flashbang has to be pretty well placed, but it’s very possible with a little practice. If the flash hits, right click, roll through his shield that he’ll try and protect himself with, and right-click again.
  • Deadeye has many obvious applications, so I’ll just give you a way to consistently get more out of your deadeye–flank with it. Deadeye from the front works sometimes, but flanking with deadeye is normally the way to go if possible. Getting behind or on the side of their team makes it much harder to run out of in many cases. That being said, don’t be afraid to deadeye from the front just for 2 or even 1 kill. Deadeye charges fast, using it for 1 kill isn’t really that bad.


  • Mei was one of the weaker heroes, and still kind of is, but she’s gotten marginally better. If your Mei is good, she will do work.
  • Mei is not just a close range hero. In fact, I’d say that she’s actually strongest at mid-range. You need to abuse your rightclick, it is VERY good if you can aim. You can 1 shot headshot Tracers with it and this is a lot better than hoping a tracer has 0 blink and recalls. I have shut down VERY good tracer players before by headshotting them with right-click. It takes some practice, but the projectile moves fast enough to where you don’t have to do a ton of guess work. Running in to left-click normally isn’t the best play if you’re accurate, your icicles do a pretty ridiculous amount of damage for how fast you shoot them and how many you can shoot before reloading.
  • Obviously, use Mei’s left click too. Mei’s right click is primarily for poking and killing low HP heroes with headshots. During the thick of a fight, you need to try and get in there and freeze some people. After your freeze goes off, you should right click headshot them then quick melee. Sometimes you can get 2 right click headshots off if you’re quick. This will kill most heroes.
  • Use ice wall to split up the fight. One of the most practical examples of this is on Anubis last. You can wall off the bridge to the control point. They have nowhere to run unless they drop into the pit, in which case they aren’t pushing anytime soon. Use it to block off chokes once 1 or 2 heroes are through. This results in easy kills and dissuades the enemy team from pushing as they’ll be down a couple of heroes.
  • Another cool thing you can do with icewall is lift people up into spots they normally couldn’t get up to. For example, lifting a Bastion up to a spot that he normally never would be in helps him out a lot.
  • Blizzard is pretty self-explanatory–just throw it right into the middle of the fight. You know you’re doing well if Blizzard is charging fast. If you’re hitting a lot of right-clicks (AKA playing well) you will charge Blizzard very fast. It’s a pretty stong ultimate that either forces the other team off the point or gives your team an advantage. The AoE isn’t huge though, so place it well.
  • Cryo-Freeze is pretty easy to understand. Use it when you’re about do die. Use it after you throw Blizzard if you need to stay safe until they’re all frozen. Use it to contest the point and payload. Use it to bait people, if they’re chasing you, wait until the last second to pop cryo-freeze. This will hopefully put the person who was chasing you way out of position and make him an easy kill for your team. Finally, you can make it out of even the worst situations by cryo-freezing then walling yourself off.


  • Mercy is a solid support. She can keep everyone healed up very well–probably even better than Lucio because she doesn’t have to rely on a 12 second cooldown to do a considerable amount. The one thing that Mercy is weaker at than Lucio is staying alive. Lucio can passively heal and speed himself around (even amp heal himself which will heal him for 360 HP over 3 seconds). The only way Mercy can dodge flankers’ kill attempts is to guardian angel away, which doesn’t work all the time.
  • I have played a fair bit of Mercy, but everything I have and would like to say would take far too long for me to type. That being said, I’m just going to refer you guys to OneAmongstMany’s Mercy video which is very fantastic. Credit to him for making a great video. Covers everything you should know and more.


  • Pharah is very comparable to Junkrat in terms of damage out. Pharah’s rockets and Junkrat’s grenades both do 120 on a direct hit. The main difference being Junkrat has a considerably higher rate of fire, but Pharah has an extra 120 damage before reloading (putting her total damage capability up to 720.)
  • Those of you who have played Quake or TF2 will feel very at home with how the rockets “feel.” The rocket speed is very similar to that of the tf2 soldier’s so you’ll get right back to landing airshots with hardly any practice. You can’t really bounce or knock people around though, so the only time when you’ll really need to land airshots is on other Pharahs.
  • Landing direct hits is very important. The difference between 120 damage from a direct and ~70 from a splash hit is very big. You’re going to need at least 2 rockets (even if they’re both directs) to kill anyone that’s full HP. This means that if 2 of your rockets are just splash, you are barely doing more than one direct with 2 rockets. Get them directs.
  • Flying around is obviously really powerful but if the other team has a lot of hitscan (S:76, McCree, Widow etc.) it can be hard to stay up there for long or even at all. If you’re getting shot while just floating around…don’t float around. You can still use her jump jets to get on top of buildings that others can’t reach.
  • You can actually put in a lot of work against a Reinhardt. If you fly above him (has to be directly above him or very close), you can hit him and his shield can’t save him. He can aim his shield straight up, but that leaves him exposed to the other 5 heroes on your team that can kill him. If the other team has a Reinhardt, you should be pressuring at least the way he positions his shield.
  • Concussive blast is mostly useful in 3 ways. One, you have to get in or out of somewhere fast. You can blast yourself a good distance away/towards it and hope for the best. Second, you can knock people off. Lastly, if someone is moving really unpredictably or is just hard for you to hit, you can blast them with this and they’ll move in a very predictable straight line so that you can hopefully get some damage in.
  • In most cases, you’re going to be using Pharah’s fuel (holding space) to travel horizontally. It doesn’t give you hardly an vertical height, but it can move you a good distance horizontally. That being said, tap the fuel, don’t hold it down. If you hold it down, you’ll be wasting a lot of potential horizontal distance. Just tap it often enough to keep your height the same.
  • Barrage easily has the highest damage potential out of any ability or ultimate in the whole game. It’s not evenclose. At around 30 rockets per second that deal 40-60 damage for 3 seconds, the minimum damage you’ll get if all the rockets hit is 3600 with the maximum being 5400. Even with the minimum damage, you can burn through a whole Reinhardt shield and still have enough damage left to completely burn through and kill an entire sound barrier on any hero. And that’s the minimum. Basically this means that if you combo it with grav surge, the only way anyone is surviving is if they have a Zenyatta ult–and the only one who’s going to be surviving is Zenyatta. And that’s with the minimum damage output possible.
  • The example above assumes that all rockets hit, which is extremely unlikely (unless you have a grav surge to combo). In reality, Pharah’s ult takes a good deal of practice to aim with if you’re outside of close range. It does a lot of damage and doesn’t need to be comboed, but you need to kill people before they have a chance to kill you (very easy for them to do) meaning you have to be accurate. Your best bet overall is getting behind or on the side of the enemies almost point blank, then just obliterating them. Generally the closer you are, the better.


  • Reinhardt is the back bone of most front-line focused hero compositions. If the other team doesn’t have flankers, you can just push and push and push. Reinhardt is very good when your team isn’t being heavily pressured from the flanks. His job becomes a lot harder when the other team has one or two good Genjis or Tracers. If you’re being destroyed by flanks, DON’T pick Reinhardt. It probably won’t work. If the other team is neglecting to flank or has players that are bad flankers, running Reinhardt will be great.
  • If the other team does happen to have flankers or Pharahs that are pressuring you, you need to look at where the most damage is coming from. Sure, if you shield straight up you’ll be blocking the Pharah’s rockets. But oh no. What was that? Your Mercy just got sniped because she was relying on your now non-existent shield. The only team you should shield yourself from damage that isn’t frontal is when it has the potential to kill you. You need to keep your shield where it will block the most of their damage. This means that if two Tracers are on you and your team, then yes, try and shield you and your team from them if the front side of you isn’t going to be throwing a ton of damage your way.
  • Reinhardt’s ult is very good. It builds very slow if you aren’t doing damage. This means that the single most important thing you can do for your ult charge is to firestrike as soon as it comes back up. If firestrike is off cooldown and there’s a target, chuck it. You won’t build ult very fast without spamming firestrikes.
  • The other way to charge ult fast is to go for hammer swings and charges even if you don’t know if it will get you a kill. If your team doesn’t desperately need your shield and you can go hammer or charge someone without dieing, go do it. Get that ult charge.
  • Charge doesn’t have a lot of fancy things–you either hit and you do a lot of damage, or you miss and you don’t. Risk-reward. Other than that, it’s pretty easy to land a charge on an enemy Reinhardt that is shielding and is reasonably close to you, so you can go for that. Also use this to get out of spawn and closer to the fight faster. Cooldown is only 10 seconds so you’ll have it back up in plenty of time to use it in a fight.
  • Earthshatter sounds a lot less cooler than hammer down, so do yourself a favor and just realize that Reinhardt’s ultimate is not called earthshatter. It is called hammer down.
  • Some games you’ll be able to build it faster than others. It will depend largely on what heroes your team and theirs has. If you’re building it fast throughout that particular round, use it more liberally. If you’re building slowly, spam firestrike more and just try and find that perfect moment.
  • Just use it whenever it will hit a lot of people or important targets. Nothing too complicated. Keep in mind that it will be blocked by stuff like other Reinhardt’s barrier even if they didn’t have their shield up when you pressed Q. Hammer down spreads over time in a cone shape, meaning if the other Reinhardt has good reflexes, he can block it. Just be wary about using it when a Reinhardt is right in front of you.


  • Reaper is a pretty solid but straight forward hero–the thing that sets the good reapers apart from the bad ones is aim. That being said, this section won’t contain a ton of useful stuff but I’ll do my best.
  • Your biggest responsibility is making sure their tanks are always under pressure. Keep them low HP and kill them if you can. Reaper melts tanks due to his damage per pellet being so high and tanks having a huge hitbox. All the pellets will hit and they will take a ton of damage–you should never lose a fight to a tank assuming you’re full HP.
  • Shadowstep doesn’t have to always be used to get to a high place. It’s also very good to just get behind people without them seeing you. Take Lijiang point 1 for example. If you’re moving around to try and ult from behind, they will see you coming from the 2 entrances to the point. If you shadowstep past this area, it not only makes you unseen, but it’s a lot faster.
  • When an enemy hero dies, they will drop a little soul globe that heals you for 50.
  • Death Blossom does not go through shields. A Reinhardt that is good will completely shut down your chances of doing anything notable with death blossom. If the other team has a Reinhardt near where you want to ult, kill him or wait until he is too far away to save most or all of the targets you have.
  • Death Blossom does a ton of damage, but you normally need the element of surprise to do anything super great with it. Dropping down on a team or coming in when they’re in a fight and distracted with your allies is when stuff like 3 or 4 man death blossom kills happen.


  • Roadhog is a solid hero. He got a few buffs last patch that made him a lot more viable against squishy heroes that run around really fast.
  • One thing that you need to understand when you’re playing Roadhog is how much ult charge he feeds the other team. You have 600 HP, a big hitbox, and an ability that makes you stand still and have more health to have ult built off of. A Tracer can literally charge her entire pulse bomb from zero to 100 if there’s a Roadhog around who the Tracer is unloading on. The fact that Roadhog feeds so much ult is by far the worst thing about the hero, in my opinion.
  • Enough of his negatives though, let’s talk about his hook. Hooking any non-tank will pretty much spell their death if you get a good shot off. Obviously aim for the head after hooking someone. Hook has a very long range and can be used to do stuff like hook Pharahs out of the air pretty easily. As I mentioned in my earlier point, Roadhog isn’t a great choice against Tracer due to how much ult you feed her, but if you land a hook, it’s normally a dead Tracer. If you can somehow avoid feeding Tracer a ton of ult charge, Roadhog is a pretty good Tracer counter as long as you can aim your hook.
  • Using your heal in a sure-death situation is a bad idea. It just gives the other team more health to charge ult off of. The only time you shouldn’t use it is if you know for a fact you’re going to die. Otherwise, spam this ability–it’s what keeps you active.
  • Try and hook key targets. Hooking a Zenyatta that will potentially counter your next push with transcendence is a big kill. Supports > Everyone else when you’re going for hooks unless you can hook a Tracer. Hook also cancels some ultimates like Pharah’s and Reaper’s. Even if you die for it, cancelling their ult is probably worth it if it’s going to save your team. After hooking someone, you should left-click headshot and immediately follow up with a quick melee.
  • Roadhog is extremely close range focused. His right-click is often cited as being a medium range tool–it’s not. His right-click is just for situations outside of them being almost point blank.
  • Besides melting a Reinhardt shield (which is potentially a very good use of your ult if your team needs the shield down to use some ults and push), Roadhog ult is either feast or famine. Your best shot of making it work is pushing someone up against a wall where they can’t escape. It does a ton of damage close up, but it pushes people so far back so fast that your chances of killing someone with it are pretty low unless you can push them into something to stop them from being knocked back. It can also be used just to push people away, whether it be to secure the objective or off of a cliff.


  • 76 is a very solid hero. If your aim is good, he is versatile enough to fit into almost any team to great effect.
  • 3 round burst is the name of the game for long ranges. It is 100% accurate if you burst fire it, meaning that you can do a lot of damage no matter how far away your target is. If they aren’t super far away though, just hold down left-click.
  • Headshotting is how you really start outputting a scary amount of damage. His damage is solid without headshots if you’re aiming well, but if you can headshot, people will melt.
  • 76 is one of the best Pharah counters. When she is floating around in the air, you can easily heavily damage or kill her. If the Pharah doesn’t start dropping fast enough or at all, this is pretty much a free kill.
  • 76’s helix rockets don’t have a big splash radius, and they don’t do a lot of splash damage. If it isn’t a direct hit, they aren’t going to do a lot. If it is a direct hit, these things are very scary. Where to aim them takes a bit of practice, but once you master it, this is a very good tool.
  • Don’t walk, sprint. Pretty obvious–the only time you shouldn’t be sprinting is when you’re shooting.
  • If you know you’re about to fight someone, sprint away and get behind a corner. This will give you time to get your heal station down, then fight them. Heal station gives you a pretty big advantage in a 1v1.
  • 76’s ult can potentially be very strong, but if you misuse it, it is pretty weak. The main time you want to use this is when the other team is heavily committed or has no cover at all available. Don’t use this whenever there’s a Reinhardt around. His shield will eat your ultimate and make it basically useless.
  • While 76’s ult is effectively aimbot, you still have to aim it some. If you’re trying to focus down 1 target like you should, an enemy can get in the way and start taking the fire instead. Just try and keep your crosshair as close to your target as possible.


  • Symmetra is a solid “support hero.” If she had a true archetype, she would be defense-support. Having a Symmetra on your team is always welcome and will help.
  • Keep. Your. Shields. Up. Obviously stick a shield on everyone at the start (just count each shield that you’ve put on until you’ve counted to 5). Beyond that though, your 5 other teammates should ALWAYS have shields. If they die and take teleporter it says, “Player name used your teleporter.” Instead, read this as “PLAYER NAME NEEDS YOUR SHIELDS.” 25 HP that regenerates is very good and often makes the difference between living or dieing when someone is trying to 1 shot you.
  • As far as your turrets go, there are 2 main ways to place them. You can place them spread out or a lot in 1 clump. I prefer (and think it’s better) to clump them up. They do 25 damage/sec which means that with all 6 in one spot, they will be doing 150 damage per second. If a Tracer uses her last blink charge to get into the room where your 6 sentries are, she will die in literally 1 second. That is a lot of damage. The only weakness of clumping them up is that they become very weak to heroes like Winston. I still think it’s worth the risk though, because putting 2 in spot just so they don’t get Winston’d makes them very weak anyways.
  • You should try to book it out of spawn to get as many sentries as you can up.
  • Generally you should place them around a doorway or around a corner. If you put them in a doorway, spread them out so that if the hero that walks in doesn’t have AoE, he will have a much harder time killing them. IE put them in sort of an arc shape around the doorway.
  • Symmetra actually does a lot of damage. I’ve had a few rounds where for over half of the round, I had gold damage and eliminations. If you just hide out and move behind/come from the side of their push, you can melt any non tanks unless they have an escape up.
  • Spam right clicks. Spam them. They go through shields so if there is a Reinhardt shielding, that’s where you should aim your orb spam. If there’s not a Reinhardt, just spam them where you think they’ll hit. Point is, it’s free damage and ult charge (if your tp is down.)
  • Teleporter spots are obviously map-specific, but as a general rule try to place it as close to the fight as you can while putting it as much out of the way as you can. Out of the way meaning in a high spot that has very little traffic by the enemy team or is a flank route that your team can take but theirs can’t until they get further up (these do exist.)


  • Torbjorn is not only super annoying, but also hands-down my least favorite hero to play against. He’s a pretty good hero for defending and if the other team doesn’t play their cards right the turret will cause problems.
  • Why do I hate torbjorn so much? He’s annoying for flankers. Genji is a flanker. Anyways, his turrets seriously destroy any flanking potential that the other team has. Stick it somewhere where it will cover the exit of a flank route, and they are forced to just not flank, or they’ll get behind you and be in a very awkward spot where they can’t come out in the open for kills because the turret is there.
  • More on why his turret is so good versus flankers? You might say that, “Oh, Genji has reflect. Genji counters Torbjorn!” Doesn’t really work like that. If Genji throws 2 3-shuriken bursts, hits with all of them, then uses to deflect with perfect accuracy, it barely dies and you’re left with <15 HP. This means that if the turret gets healed even ONCE, you just wasted deflect and all your HP to absolutely no effect! Even if you do kill it, Torbjorn will rebuild it and have it back to level 2 within 10 seconds–meaning you still can not flank. Alright, enough about the flankers.
  • Torbjorn is a pretty straight-forward hero overall but has some lesser-known characteristics. This means I’ll basically just fill this section with tips/cool stuff rather than playstyle because all you do is build a damn turret.
  • Torbjorn actually does a lot of damage. He can win a good handful of 1v1s pretty easily and has enough damage to finish off hurt people easily as well. This means that you don’t have to sit next to your turret all the time and shouldn’t if you can go do something like get behind the other team and kill their supports. Even if your turret dies, you can have it re-built and back to level 2 within less than 10 seconds. Ten. Seconds.
  • Torbjorns turrets are actually healed from healthpacks. I’m not sure if this is intended or has been patched out yet, but placing your turret on a health pack makes it a bit tankier as the healthpack heals it whenever it takes damage. Obviously this will eat up the healthpack so your team won’t have it–so if you only have Symmetra or Zenyatta for a support, don’t be so keen on doing this.
  • To elaborate on the healthpack thing, it will only really be tankier if the damage your turret is taking is burst damage. If it’s just being whittled down little by little, the healthpack will heal at its first available chance which might only be 5 or 10 HP.
  • You can make yourself very survivable if you have a lot of scrap stocked up. If you’re being aggressive like I mentioned earlier, you can dive pretty deep and just keep topping yourself off with armor after the other armor gets destroyed. Every armor pack gives 75, so even if you only have 100 scrap, that’s 150 extra HP that isarmor meaning that it will effectively be more than 150.
  • Use molten core when the other team is pushing. After you pop molten core, you turn into a monster. You have a ton of HP and you fire so fast that you can kill tanks with relative ease. After you pop molten core, you should be in the other team’s face.
  • You literally don’t have to do anything to get potg, so make sure that you have a hearthstone match opened up in the background. Playing torbjorn can be boring, but all that really matters is getting potg.


  • To start with, tracer is strong in the right hands, and weak otherwise. If you aren’t able to kill people, it’s because you can’t aim well enough, not because Tracer needs a buff or is weak. I know a stupidly high amount of people just want to hop in, main tracer, and think everything will be just dandy. If you have good aim, then sure. If you don’t–you will struggle a lot.
  • Accuracy, once again, is by far the most important thing for playing Tracer well. She has 40 shots which she unloads in one second. There is a lot of damage wrapped up in a short time period. This is both good and bad. This is good because, if you can aim well, you can do a ton of damage very quickly and without having to reload. Bad because if your aim falters for a split-second during your clip, you will lose a LOT of damage due to how fast your ammo is dumped and how long it takes you to correct your error in aiming.
  • Blink is pretty straight forward, but one of the cooler things you can do with it is fake people out. If you blink behind them then immeaditely back in front of them (blinking forward then blinking backwards will leave you where you started), they will normally turn around to find you not there and be very confused. Confused people are easy targets. They don’t shoot back and move very predictably. This is most useful against Reinhardts as they will probably both drop their shield and open themselves up to being heavily damaged by you. Be wary of using 2 blinks at once though, one blink isn’t enough to get you out of bad spots sometimes.
  • Just like everything else in this game, headshots make your weapon significantly better. You can kill people before they even have time to react if you land a lot of or mostly headshots in 1 clip.
  • Just pop recall whenever you’ve either taken a lot of damage in a very short period of time (that could lead to you dieing) or after you’ve blinked way too far in and you need to recall to get out. Cooldown is pretty long for a hero that plays as fast as Tracer–12 seconds. Try to avoid fighting dangerous fights whenever you don’t have recall.
  • Pulse bomb builds very fast as long as you’re playing well, so use it pretty liberally. Blinking behind Reinhardt’s, bombing Teleporters, bombing supports, etc. are all good applications. Being able to stick it takes a bit of practice but you’ll get there with time.


  • To start with, being good at sniping in other games doesn’t automatically make you a good or decent Widowmaker. I played sniper in tf2 for both steel and silver highlander teams, but I am pretty garbage at Widowmaker. I’ve tried putting in time, but I just can’t get good at her it seems. Overall, Widowmaker is definitely stronger than the tf2 sniper, but it doesn’t matter how much better the gun is if you can’t hit shots. Just some food for thought for you other sniper mains out there.
  • Grappling hook is pretty self-explanatory. Use it to get to spots where you want to snipe from. You can hold down space just as you’re about to reach the spot you grappled to to be launched into the air.
  • Venom mine is also pretty self-explanatory. Just put it in spots where the enemies will go. If the spot where you’re sniping from is easily flankable, just set up your mine around the corner of the flank entrance so you know when someone is coming and can avoid death. If you’re defending, I suggest pushing up to the enemy spawn or very close to it and setting one of these in a spot where it will get triggered. It’s basically free ult-charge as it will be off cooldown by the time you need it again.
  • One of my least favorite things about playing as and against Widow is how unimportant headshots are compared to other games. It is true that most good Widow players will mostly land headshots, and it’s also true that they will be more effective than people that land mostly bodyshots. Either way, Widowmaker can be adequately effective by never landing a headshot. 150 damage every 1 second is enough to be very effective.
  • Your ult charges fast. Use it often. As soon as your in a good spot to start sniping, pop it and go ham.
  • There isn’t a whole lot of fancy stuff to do with Widow. You aim and you’re either effective or you’re not. That’s about all there is to it.


  • Winston is a tank like Reinhardt in the sense that he stops your team from taking damage, just in a different way. As Winston, you should be harassing the other other players to the point where they can’t damage your team because they’re running.
  • Leap only has a 6 second cooldown. Don’t be afraid to use it whenever and wherever. It’s pretty easy to get over-aggressive sometimes and extend to a point where there are too many people damaging you and not enough of your team to help you. Just be wary of extending too far with leap and you’ll be fine.
  • Your favorite targets as Winston are Widow, Genji, and to a lesser degree, Tracer and all support heroes. If you see a Widow perched up sniping or a Genji that is too far from his team, just hop on them. They will have to run or you will kill them.
  • Your shield doesn’t have a lot of HP, only 600. This means its better used re-actively other than preemptively, basically the opposite of Reinhardt’s shield. Once again, the best way to “shield” your team from damage is to make sure their damage dealers aren’t close to the fight.
  • Your tesla gun goes through Reinhardts shield. It won’t do a ton due to Reinhardt having armor, but it will still do enough to make him back up after a few seconds. Pressure the Reinhardt.
  • During a push, you need to find SOMEONE to hop on and make sure that they are not part of the fight. This could be really anyone unless they have a ton of movement abilities (like Tracer.) Hop on them and drop a shield on them so that they can’t do anything but run away from you. You should have your ult during a push, so once you get low, just pop your ult and keep going at it. It will fully heal you.
  • Winston’s ult is best used for disruption. You won’t be getting a lot of kills with it unless you’re knocking people off (which, by the way, is a great use of his ult). This goes back to the whole concept of protecting your team by making their damage sources uncomfortable. With a 1000 HP monkey that can leap every second in your face, it’s pretty hard to play your hero and do damage, don’t you think?
  • The concept of shielding your team from damage by cutting off their damage sources pretty much sums up Winston. This means that, unlike Reinhardt, sitting on the payload the whole time just to try and keep your shield up is the wrong move. If there’s down-time or the jumps are too risky, then yeah, shield your team when damage is coming and just push the payload. Otherwise, you need to be where their damage dealers want to be.


  • Zarya’s role as a tank is to be an “off-tank.” This basically means that the standard conventions for what makes a tank don’t really apply to you. You can only shield your teammates once every 8 seconds for a 2 second shield of 200 damage. It’s not that amazing. The main reason you pick Zarya is because you want something that can stay in the fight, hit hard, and provide occasional damage protection. Also, to the people who try to call Zarya a “support tank”–please. Save me some effort here. Zarya is not a “support tank.”
  • If your energy isn’t high, it means one of two things. It could mean that your team is steam rolling so stupidly hard that you can’t keep a high energy number. The enemies die so quickly that they can’t fight back enough to charge you. This isn’t very much fun for the Zarya player, but it’s good for winning the game. The other situation is that you just…aren’t keeping them charged. This is a problem. If your team isn’t steamrolling and you don’t have energy, you need to switch up how you’re playing.
  • Most of your shields will come reactively with some slight prediction involved. Normally you can tell when someone is about to take damage. Use that to charge you up. If there is a Torbjorn turret hiding out somewhere, shield yourself, run at it, then kill it as it’s charging you up. There are a lot of ways to get energy if you aren’t steamrolling. It will come with time put into Zarya.
  • In my opinion, it’s a big mistake to use right-click often. The only times I ever use right click is to lob shots at things like turrets or snipers, squeeze in as much damage as I can right before the enemy gets around a corner, or when I’m at full energy and there’s a clump of enemies. Using left-click instead of right will do more single target damage, which is way more important than spreading damage between 2 people. Focus down people with left-click instead of going for slightly bigger damage with right-click. In the case of being full energy, damaging 2 people for 95 isn’t nearly as good as damaging one person for 150. The person that you’re focusing has a much better chance to die than the 2 you did 95 to. Using right-click outside of graviton surge is fine, just please don’t overuse it. It will slightly help your damage number overall, but greatly hurt your potential to actually kill people–something Zarya is very good at and one of her biggest strengths.
  • When you have people pulled into graviton surge, obviously use right click. If you don’t have any combo ults (Hanzo, Pharah, Tracer, etc.) you need to have a lot of energy or your whole team there to make it work. Be wary of stuff like sound barrier and Zenyatta ult coming out from the other team. If you don’t have combos like the heroes I mentioned earlier, you won’t get any kills out of your surge.
  • Try and duck in and out of the fight every once in a while. Since 200 of your 400 HP is made up of shields, if you take 200 damage, you effectively took none if you sit out of the fight for a second.


  • Zenyatta has been nerfed quite a bit but he’s still solid for most games. Just know that you will probably need a second healer if you’re running a Zenyatta. He doesn’t heal a lot so your team will likely be HP starved if you’re just running a Zenyatta.
  • To supplement the lack of healing he does compared to other supports, he does very good damage. This means that if you aren’t doing damage as Zenyatta, you are likely better off picking another support. The only thing you’d have going for you at the point is orb of discord which isn’t to be scoffed at, but probably won’t make up for your lack of aim.
  • Discord is great and allows you to 1v1 a lot of heroes that you really wouldn’t expect to be able to 1v1. Are you favored to win them? No, not at all. Can you? Yes, you can. Headshots with discord do 135 apiece which is pretty hefty considering your rate of fire. You shoot 3 per second which means that you can actually 1v1 some offensive classes (like Tracer even) if they get to close. 1 headshot and a kick will end Tracer, for example. It’s not easy and it requires them to be close, but with good aim, you CAN defend yourself. You’re still pretty hopeless against heroes like 76 from a long range as he is hitscan and you aren’t.
  • Don’t burden yourself too with keeping harmony on someone. If they left your LoS, they did it willingly. They know where you are and they know where the health packs are, just focus on keeping yourself alive.
  • Discord whoever is being shot at and is the most important to kill/has the most HP. Pretty self-explanatory. Just make sure that you constantly have a discord orb out whenever you can throw one. Always put it on the hero that’s trying to kill you before you start fighting back, 50% extra damage isn’t insignificant at all.
  • Transcendence should build at a medium speed as long as you’re pulling your weight in damage. Just use it to counter-act the other team’s push or ultimates. Keep in mind that it makes you invincible.

Miscellaneous Advice

  • One thing that I wish more people had a concept of is when to use your ultimate. You win by either completing the objective, or stopping the objective from being completed. This means that if it doesn’t help your situation in regards to the objective, IT DOESN’T MATTER. Your Reaper ult way back at the other team’s spawn that killed 4 people? Yeah, that really doesn’t matter outside of looking cool and probably getting potg. It bought your team 10 seconds and that’s it. What if they push after that 10 second respawn time? Your ult is down and you don’t have it to contribute to stopping their push. I say this not to say that you should never use your ultimate unless they’re about to win the objective over, but to say that you NEED to some SOMETHING to use during their push. That is why I am normally very conservative with my ult usage, especially on defense. I know that the 5 others on my team are most likely just going to spam their’s out to get kills–that’s fine. I have mine. Just make sure you have something for sure during their push, consider doing what I do and just saving my until a very important moment.
  • This is a more specific one, but I feel like I need to put this here again. I have a feeling like a lot of people will be complaining about how OP tracer is. Yes, she is very strong, but she’s not impossible to beat. As I mentioned in the Mei section, Mei right click destroys Tracer if you get a headshot. When you’re countering Tracer with Mei, you don’t try and use left-click. She will just blink away or recall 90% of the time. You use right and finish her instantly with an icicle to the head.
  • This is a more obvious one, but you need to play with your team. It’s a lot harder when playing with randoms, I know. A good portion of people in the closed beta were willing to use their mic and call stuff so hopefully things will be similar during the open beta.
  • I know that everyone has their “special hero” in mind that they really want to give a try which is fine. Just keep in mind that, chances are, you probably won’t stick with that hero or even like them quite as much as you thought you would. In my case, I was very committed to Hanzo since I saw the game get announced at Blizzcon 2014. I played him a lot for the first 2 weeks when I was lucky enough to get in the open beta–in fact, I played almost exclusively Hanzo for quite a while. I wasn’t expecting Genji to not only be my best hero, but also my favorite hero to play. Keep an open mind.

Notes n Stuff

  • First and definitely foremost, thank you to SpriteGuy and the Oversheet for not only providing me the good handful of data I needed to write this, but also for being an awesome and cool guy to play with. Do us all a favor and cut the Torbjorn flair though.
  • Excluding this last section, this post is a pretty large 10,088 words.
  • Mostly I just hope this helps someone enjoy the game more. Cheers guys and if you see Lite out there say Hello!

Overwatch “On Fire” System Explained By: Medikaso


Ok so the fire bar can hold infinite fire but only displays a max of 350 fire. You need 250 fire to become on fire. Fire will degrade at 5 fire per second

Here are the rates:

  • Payload escort = 10 fire per second
  • Payload checkpoint = 55 fire
  • Capture point capturing = 180 fire in total
  • Capture point checkpoint = 55
  • Control point capturing = 100 total
  • Control point checkpoint = 10
  • All heroes gain fire based on % damage done in relation to their max health for an elimination (50% of enemy max health dealt = 50 fire)
  • Bastion healing = 1 fire per 5 hp healed
  • D. Va using defense matrix = 1 fire per 25 damage blocked
  • Hanzo recon assist = 40 fire per assist
  • Lucio healing = 1 fire per 5 hp healed
  • Mei blocking with wall = 1 fire per 25 damage blocked
  • Mei healing in ice block = 1 fire per 5 hp healed
  • Mercy healing = 1 fire per 5 hp healed
  • Mercy resurrecting = 50 fire per resurrect
  • Mercy damage boost = 1 fire per assist (but if she damages for 99% then gets the final 1% killing blow she will gain 100 fire)
  • Reaper healing = 1 fire per 5 hp healed
  • Reinhardt blocking with shield = 1 fire per 25 damage blocked
  • Roadhog healing = 1 fire per 5 hp healed
  • Soldier: 76 healing = 1 fire per 5 hp healed
  • Symmetra shields = 25 fire per shield
  • Symmetra teleporter = 25 fire per teleport
  • Torbjorn using armor pack = 25 fire per armor pack picked up by allies
  • Torbjorn healing turret = 1 fire per 5 turret hp healed
  • Widowmaker recon assist = 40 fire per assist
  • Winston blocking with shield = 1 fire per 25 damage blocked
  • Zarya blocking with shield = 1 fire per 25 damage blocked
  • Zenyatta healing = 1 fire per 5 hp healed
  • Zenyatta discord orb = 1 fire per assist
  • Destorying D. Va’s mech = 100 fire
  • Destroying Junkrat’s concussion mine = 1 fire
  • Destroying Junkrat’s steel trap = 1 fire
  • Destroying Junkrat’s RIP-tire = 50 fire
  • Destroying Symmetra’s sentry turret = 25 fire
  • Destroying Symmetra’s teleporter = 100 fire
  • Destroying Torbjorn’s turret = Lvl 1 is 50 fire / Lvl 2 is 75 fire / Lvl 3 (Ult) is 100 fire
  • Destroying Widowmaker’s venom mine = 25 fire

Edit: Since a lot of people have been asking, being “on fire” does nothing gameplay wise. For example it does not give you any more damage or ult charge. The only thing it does is show to other players that you are on fire. This can be used to spot the MVPs of the other team and see who seems to be doing well. E.g. if a Widow is on fire for most of the match it may be a good idea to change to Winston to shut her down and alleviate some pressure from your team.

Overwatch Symmetra Hanamura Map Guide By: Barbaric_Bash


Symmetra is my favorite hero right now in Overwatch. She holds the highest win rate and the lowest play rate, so I decided to help make a map guide to get people more familiar with how she should be played. Hanamura is one of Symmetra’s strongest maps, as she can easily manipulate where enemies can and cannot go with simple map knowledge.

Everything you need to know for Hanamura is provided in the the Imgur albums. Shows you two different options for turret and teleporter placement as well as the general strategy.

Things to note

  • Symmetra can only have 6 turrets up at a time.
  • The turrets circled “blue” are the turrets that baits and gives the enemy a false sense of security.
  • Don’t be afraid of tanks, Symmetra’s left click can shred them while your turrets slow them down.
  • It’s not worth it to surround your teleporter with turrets
  • It’s not worth playing Symmetra most of the time if you are stuck defending the second, final point because you cannot make use of her teleporter.


As Symmetra, pick a common isolated location and defend it to eliminate choices of attack from the offense and have you teammates defend other routes the attack might take.

Strategy A

Be careful with the turret placement, as there are gaps that could leave the turrets noticeable from outside the house

Strategy B

It’s fine if the enemy spots the 2 turrets mounted on the side of the stairs, as it will bait them into the other 4 turrets. I decided to place the turrets closer to the point because, in order to get to the point, the attack has to get through that area. The path behind it has multiple routes so you are better off just placing the turrets where they paths intersect.


Hardly Ever gets destroyed here unless the enemy are constantly scouting the area. As long as your teleporter stays up, it is almost impossible for the attack to take control of the first point.

Risky Teleporter

Practically right on the point, and hard to spot because it is behind the point. The problem is that enemies can hear it pretty easily.

Overwatch Hero Counters Guide By: Unbiased_Bob


Not all heroes are included. I can finish the guide if everyone wants. Currently it is the main heroes I hear complaints about. Some heroes don’t have hard counters, just more of annoyances. But if you see a hero you don’t like, that isn’t on here, I can add them if needed.

Hey guys, after reading a lot of discussions and throwing a lot of time into maps, I have found some interesting swaps that are good enough they almost always shutdown the problem of the enemy team. I will do my best to make this guide easy to read at a glance, but also in depth if you want to see my reasoning for everything.

Critizism is good, it just needs to be followed with a really good reason. I don’t put most weak against because they go back and forth. I only put the hardest counters and the most annoying match-ups.

In order of Most Requested:


Countered by: Genji

Weak against: Mei, Junkrat, Hanzo, Tracer, Zenyatta, Zarya, D.Va and Reaper.

(Bastion can be annoying because it requires a change in playstyle and often a hero switch. I find the best switch in a pinch is Genji, you can jump in front of allies and reflect to do a ton of damage. Often times killing him.

Mei can wall so your team can get around his choke point. Junk can hit from behind walls. Hanzo’s ult answers that pesky Reinhardt + Bastion combo. Tracer can charge a bomb and usually flank, zenyatta can charge around 300 damage with his right click from behind a wall, discord never hurts. Zarya can help people survive with shields as well as lobbing from out of range. D.Va can charge her ult with e, and move in close killing him during reloads. Reaper can sneak in and 2-3 shot bastion while juking back and forth.)


Countered by: Zarya and Soldier 76.

Weak against: Junkrat, Reinhardt, Zenyatta, Mei, and D.Va

(Zarya can fully charge her power off of torbjorns turret, it doesn’t know to stop shooting. That means not only can she destroy it and the torb, but she could leave it up and just keep charging, 2-3 shotting every member of the torbs team. Soldier 76 can drop healing and fire his rockets and shoot at the turret, usually downing, ending off at full health. He is also a good pick because you can swap to him, sprint in quickly, deal with it and if you die switch back to who you were before.

Torb is weak against a whole lot of people in the right situations. One that bothers me is when people recommend pharah. Even with dead on aiming, the torb turret will likely do 150 damage to you if you couldnt peak around a corner. If it is in a place you can peak around a corner. It’s good but widow and hanzo would be better.)


Countered by: Bastion

Weak Against: Winston, Reaper, Mei, Hanzo, and JunkRat.

(Bastion can drop his shield in less than 5 seconds. Often times without even reloading.

Winston can kill him without him even dropping his shield, winstons ult also disrupts his ability to block his team. Reaper is a good tank killing, at the range reinhardt can melee reaper will do around 200 per shot. Junk can set traps on the ground and disrupt the blocking as well as doing consistent damage to the shield in a safe spot. Mei and hanzos ults are great for groups clumping around reinhardt.)


Countered by: Pharah

Weak Against: Lucio, Zenyatta, and Zarya (Widow and Tracer are also good picks thanks yeramora)

(Not sure why Mei is brought up a lot, she is annoying, but i don’t think she needs counters. Either way, Pharah can jump out of range of her ult or slow, and be very difficult to hit with Mei right click. She can jump over Mei wall and consistently hit Mei without worry.

Lucio and zenyatta can outheal a frozen tank from death and both of their ults counter meis ult in a sense. Everyone can still be one shot which is why they are not hard counters to mei. Zarya can shield someone who is frozen so they don’t get one shot, also her shield removes all frost so a slowed hero will instantly become fast.)


Countered by: Winston, Tracer and Reaper.

Weak against: Reinhardt, D.Va, Bastion, Junkrat, and pharah.

(Sym is mentioned because on PC she has one of (if not) the highest win ratio and I feel a lot of groups don’t know how to deal with her. Winston is the hardest counter, jump in, spin around kill all of her sentries in one go. As long as you have armor, her left click doesn’t do that much damage, so you can usually kill her in a 1v1 at melee range. Tracer and Reaper are for the same reason, they can jump past her sentries in a room to outrange them and destroy them, and they both can kill her at close range without an issue. Also they are great for scouting for teleporters.

Pharah and junk can accidentally deal with sentries. D.Va has enough armor the senties don’t do a lot, and she can jump into the room and deal with all senties in a couple seconds. Not to mention she 2 shots teleporters at melee range. )

Widow or Hanzo

Countered by: Winston and Reinhardt

(I put these together to save space and time. Winston can jump on them from afar, widow will usually jump away, so you leave and jump back on her when your cd is up. Hanzo has no escape, if you jump on him, 80% chance you got a kill. It just depends on how aware his team is and if he gets a couple lucky shots.

Reinhardt makes widow have a tough time, she is wasting long charged shots for just a fraction of his shield. Rein isn’t much of a counter to hanzo, but if he misses his ult, Rein gives your team a long time of safety. )

Roadhog and D.VA

Countered by: Zenyatta, Hanzo, Reaper and Reinhardt.

(Zenyatta can keep long enough range to not be threatened by either. And a discord plus autos does a huge amount of damage and their size makes easy targets. D.Va usually goes down in 2-3 seconds while Zenyatta.

Hanzo with his hitboxes where their are, he hits these two on accident. They have very little defense to him and they pretty much are just free charge for his ult. In which they are big bodies often hit by his ult. And reinhardt counters both of their ults, while also blocking any hooks.

Reaper Same reason as why he counters reinhardt, close range 2-3 shot while easy avoidance of their damage.)


Countered By: JunkRat and Widow

Weak against: Torb, Roadhog, Hanzo, McCree and Zarya.

(Her low health makes her a prime target for Widow as one full charged shot and a second shot right after kills her. Not to mention her trap does a chunk of her health. Headshots one shot her of course.

JunkRat can place traps in flank areas and get kills on tracers pretty easily. Also his bombs bouncing around can kill a tracer on accident if she is too busy shooting other targets.

Torb’s turret auto aims so her dodging isn’t too much of a threat, torb can give armor to his team which reduced her damage, and torbs shotgun only takes 2 close shots to deal with her.

Roadhog can almost outheal her, and his shotgun is an easy kill. Hanzo e under her is a free kill. Zarya can save people form tracer ult with an e. And she charges up well against her. A couple right clicks or if tracer gets too close a couple seconds of a left click.

Overwatch Mercy and Lucio Comparison Guide By: Techno_Kitty


Mercy and Lucio are currently the two staple supports of Overwatch, each sporting their own unique mechanics and playstyles that can help almost any team composition. Despite having both healers is ideal in nearly every competitive team composition, most quickmatch teams tend to only have one support player who must choose between either playing Mercy and Lucio. While it is important that you choose the character you both enjoy and play well with, there are certain situations in which one character is the better choice. I have put many hours into both characters, and this guide will outline the certain situations where one character serves a team better than the other.

General Comparisons

Simply put, Mercy is better at single-target healing, while Lucio is superior at healing multiple members of your team at the same time. Mercy is able to heal 50 hitpoints per second on a single target at any given time. Lucio normally heals 12.5 hitpoints per second with his healing aura, but can increase this to 40 hitpoints per second for 3 seconds when he uses Amp It Up, which is on a 12 second cooldown. Mercy has no limitations on her healing output, and can keep teammates from dying during fights a lot better than Lucio. Lucio can almost match Mercy’s healing by using Amp It Up, but its long cooldown means that there is a lot of downtime for when he can best help his teammates survive incoming damage. While a good Mercy could keep all of her teammates relatively healthy by constantly swapping between healing targets, Lucio is naturally better at keeping his entire team topped off on health and providing instant support once the teammate comes into range.

Lucio makes up for his lower heal rate by being able to attack enemies while still healing his teammates. Mercy must switch to her pistol to attack an enemy, and cannot heal until she switches back to her staff. If your teammates are having a hard time helping you kill enemy flankers and overall keep you alive, then you should pick Lucio over Mercy. Lucio’s damage isn’t particularly game changing unless you’re amazing at aiming the soundwaves, but he is great at taking out stationary targets like Torbjorn or Bastion.

Map Comparisons

Lucio is exclusively the better pick on every KOTH map(Ilios, Nepal and Lijiang Tower). KOTH maps provide many more opportunities for Lucio to get kills by knocking people into pits, and their wide-open design allows Lucio to always stay in line of sight of his entire team to maximize his healing output. Mercy is a lot more vulnerable to being flanked and killed in KOTH maps as well, so Lucio is superior in that he can defend himself a lot better than Mercy.

On Payload and/or Attack/Defend maps, Lucio is SLIGHTLY better than Mercy on the offensive team. Due to the offensive team needing to bunch up on a payload or control point, Lucio is once again capable of maximizing healing output since most of his team will remain in his field of vision during objective pushes. Lucio’s Sound Barrier also enables your team to push against Bastions and Torbjorns as long as your team can coordinate a push while they are shielded. Mercy has a slight advantage over Lucio on defense teams of Attack/Defend maps. Due to the way these maps are designed, it is a lot more difficult for the enemy to flank and kill her, meaning she can safely heal and damage boost her teammates. However, some maps place the defender’s spawn very far from the first few objectives, meaning you should swap to Lucio if you need to quickly get you and your teammates back to the faraway objective.

Sound Barrier VS Resurrect

Both Lucio’s Sound Barrier and Mercy’s Resurrect are both trying to achieve the same goal: to save their team from the enemy’s attacks, specifically when the enemy uses their ultimate abilities. Lucio can negate the enemy’s ability to kill your teammates, while Mercy can reverse your teammates deaths after the enemy has already killed them. Both of these ultimates have the same goal in saving your teammates, but work better under certain conditions. These comparisons are the most important in deciding which healer is best for the situation at hand. You should identify the best players on the enemy team and pick the healer that can best deal with their ultimates.

Sound Barrier takes much longer to charge than Resurrect, and has a noticeable delay in between casting the ability and shielding your teammates. Sound Barrier is best used to counter enemy ultimates that also have a delay before they become effective. The characters that have ultimates that Lucio counters best are Bastion, Genji, Junkrat, Mei, Soldier 76, and Zarya. (Note: Lucio is particularly good against Mei’s Blizzard since you can speed boost yourself and others out of the slowing zone.) Sound Barrier can also enable your team to push an enemy defense, namely Torbjorn turrets and Bastions, provided your team can actually utilize the 500 health shield effectively. It is especially good at enabling a friendly Genji’s capability to charge into the enemy team with his Dragonblade.

Resurrect can be charged a lot faster than Sound Barrier, but is limited by the fact that your teammates must die close together to maximize its effectiveness. Mercy is best at countering ultimates that do not have a delay and can very quickly wipe your team. The characters that have ultimates that Mercy counters are Hanzo, McCree, Pharah, Reaper, and Tracer. If Zarya’s ultimate is followed up with an ultimate from the above characters, then Mercy is better at dealing with it than Lucio. Keep in mind that positioning yourself for a mass revive will put you at risk of dying, and you won’t be able to use Revive at all if you die during or before a team wipe.

Overtime(and the last few meters of Payload maps)

When Overtime sends everyone and their grandmother flying onto the objective, Mercy’s revive can single-handedly become the difference between winning and losing. This is the easiest time for Mercy to pull off a giant revive since most of your teammates will be clumped around the objective. If you use your Revive or don’t have it for when overtime hits, Lucio becomes the better healer to swap to during this situation. You can speedboost yourself and your teammates to the objective to stop overtime from ending, and you are incredibly better at stalling the objective than Mercy due to your defensive capabilities. This also applies for when you are defending during the last few meters of the Payload maps, as the chaos that ensues is very similar to what happens during Overtime. (Note: If someone dies on the cart/objective and you Revive them, they will instantly block the cart/objective while they are invulnerable during the Revive!)

Utility Comparisons

On top of being healers, both Mercy and Lucio provide extra utility to assist their teammates with. Simply put, Mercy provides offensive utility by damage boosting teammates, while Lucio provides defensive utility by speed boosting teammates out of danger or knocking close-range enemies away from your team. Mercy’s Damage Boost synergizes extremely well with characters whose ultimates do not outright kill their targets, namely Soldier 76, Torbjorn himself(he gains a LOT of attackspeed and armor when using his Molten Core), Mei, Roadhog, Zarya and Winston. Lucio’s speedboost can help teammates run out of enemy ultimates(Mei’s Blizzard!) or help teammates playing McCree and/or Reaper maneuver during their ultimates. Lucio can also knock close-range enemies away from his teammates and weaken their ability to do damage, such as D.Va, Reinhardt, Roadhog, Reaper, Winston, Symmetra or a Genji using his Dragonblade.


No matter the situation, you should always pick the hero your are more comfortable with. If you are vastly better at playing one character over the other, then that character will almost always be the better healer for you to pick. However, with competitive matchmaking around the corner, it wouldn’t hurt to learn how to play both characters and know when one is better than the other. Again, having BOTH healers on your team is ideal in most team compositions, but if you find yourself having to heal alone, you should try to analyze the situation and figure out which character offers the best support for your team.

Thanks for reading my post! I hope my comparisons have helped you identify the differences between Lucio and Mercy and when it is best to choose one or the other.

(Note: I left Zenyatta out of these comparisons because I am TERRIBLE at playing him. All I can say is that if you have a Zenyatta on your team, Mercy is very good at enabling him to survive and deal damage, making her an ideal pick for your team. Zenyatta’s ultimate can provide the same style of protection as Lucio’s sound barrier while being an instant cast, but isn’t as effective against large amounts of instant damage like McCree’s ultimate.)