Overwatch Picking The Right Comp – How To Pick a Lineup | OverwatchDojo


Hey there! In this video, we are going to go in-depth about how to choose a proper lineup for a given map and side, to help you turn the odds in your favor. By the end of this video, you should be able to understand why one comp is better than the other in certain situations. Let?s roll. Hello guys and welcome to the dojo! While choosing a team composition may seem like a really basic thing, we see a lot of players struggle with it, even in low masters. By understanding the decisions behind choosing a team composition, you will be able to help yourself and your team to set up and to have better chances at doing your objective. A lot of you might argue that it is a waste of time to talk about team related stuff when you are playing in solo competitive. We believe that just by having a solid understanding regarding what would be good on the given part of the map, you can choose your heroes better and you are going to be able to do more.

If you are communicative, you can even help your team in creating a good comp and tactic for the map so you can get the objective more easily. Counter picking and being able to see the strengths and weaknesses of a comp is an important game-sense related skill. Alright, picking the right initial composition always happens blindly when you are in a solo environment. We recommend that you play what you are comfortable with, that should be your number one priority. Sometimes it is better to pick someone that you feel like playing rather than being forced to play someone that you dislike. 4 DPS for example can actually work pretty well in some maps, we are going to see why. So don?t be afraid to pick what you want. Thinking about what the best comp would be on the given map and side is a good thing to do in the beginning of your matches, as it gets you on track. Now let?s see how to make the best possible team composition choice when you are doing it blindly. Before we begin with the strategies about how to pick the best lineup, we are going to go through the usual lineups that you can see in the meta, describing their pros and cons and how your should play in them.

Basically there are three different lineups that you can run, and a lot of variations to these foundational types. First of all, there are the slow compositions, or so called ?deathball lineups?. These revolve around slow tanks like Reinhardt or Orisa who push in slowly and steadily to create space for their DPS to allow them to do their job. The biggest strengths of these lineups are survivability and flexibility, as you have access to a lot of shields and protective abilities. The biggest weakness is that they are usually really slow and have little to no high ground control, it is hard to react to enemy team movements with an uncoordinated team. Therefore slow compositions are ideal when there are no meaningful high grounds, and you need to be able to withstand punishment for a longer period of time. Utilizing the shields of the tanks, the backline can slowly push up to the enemy, or hold a choke. You need to play close to each other as anybody who lags behind can be an easy target for divers. When you are running a deathball comp in solo queue, pay attention to the hero picks of your teammates. If you have a Rein, you might be better off with Zarya rather than Winston, to provide more utility and ad-hoc shielding against burst damage.

Regarding DPS picks, McCree and Reaper can really shine in a slow comp, as the tanks usually allow them to set up to preferable positions and do damage freely. When picking supports, one of the healers need to be able to heal a lot, and Lucio is usually crucial to have more speed and be able to storm the positions of the enemies if needed. This lineup is the easiest to run with random people, as it has a lot of flexibility. You can easily go 3 tank death-comp for example, and have freedom of DPS choice. Dive comps are the second fundamental type that you can see. A pure dive comp?s objective is to use their mobility to separate enemies in order to eliminate them quickly. Dive compositions trade mobility and flexibility in positioning for raw damage and survivability. Tanks nearly always include Winston and Dva to be able to jump on the enemy and wither them down quick.

Flankers are the go-to DPS solutions here, who are quick enough to dive with the tanks, however a good Pharah or a sniper hero can thrive well in the chaos created by the initiators. Supports usually include Zenyatta for damage amplification and a main healer who is able to heal the diver tanks of flankers. In a solo queue environment, it is hard to run a proper dive comp, as it requires a lot of cooperation. If you are not decisive about the target priorities or mistime the engagement and go in separately, you can easily go down one by one. You can still run it, however it is a lot stronger if you are coordinating. There are some comps that can be called specialized lineups, because they are revolving around a single strength and try to surprise or overwhelm the enemy team abusing their one-trick. Double sniper with Zenyatta and Mercy gives a really high pick potential. They can get to high ground and do instant kills with the damage boost and Discord. The tanks can then clean up around the objective. The pirate ship lineup is the one run on Payload maps, where usually Orisa, Bastion and sometimes Torbjorn sets up on payload and pushes with raw damage.

, easily claiming the first part of the map. They are immobile however and a team with a little coordination can jump on the payload to kill them quickly. We won?t go over all cheesy lineups, but the last one needs to be mentioned. This is the builder comp, or ?cancer? as the players call it, running Symmetra, Torbjorn, Orisa usually with Mercy as the solo healer. Used for defense only, this comp gets stronger as time passes, and needs hard commitment from the attacking team if they want to break the defenders. Alright, you are now well educated in the usual team comps and when they are used mostly. It is also important to be able to judge the map and side to pick the best comp for the work. The things that you want to consider when deciding who to pick and what kind of lineup you want to run are: Chokes to hold or break High grounds to contest Open areas with wide line of sight or small corridors with close quarters Number of paths that can be used Chokes are usually the best for holding, and will need a strong push if you are attacking.

A dive comp for example is good at avoiding chokes on some maps, but would be subpar for defending it. High grounds can come in a variety of sizes and importance. If there is a high ground that can not be ignored (like the first point on Anubis), you need to figure out what to do against the defenders setting up there. Jumping them or getting picks with snipers can work, however it can only work if the whole team commits. Line of sights are very important, because some heroes are better in open areas and some thrive in close quarters. A deathball comp is usually better in tight spaces, as it is easier to stick together and push the enemies that way. Number of paths that can be used is important because it gives your team options and flexibility if you are the attacker, and makes it harder for the defenders to hold. Utilizing mobility and speed can make a real difference if there are multiple ways to attack from. So how would this affect you? Don?t pick a sniper if the map has short lines of sight, light the middle section of King?s row.

If you are already running Tracer and Winston in Volskaya attack, you might be better off with Dva than Roadhog. Think about the map and use the knowledge you have to make good hero decisions. Last but not least, let?s talk about the importance of synergies. You now know about the comps and the map specifics that can help in your decision. Now you also need to consider the inherent strength of the heroes participating in your team. There is emphasis on potential combos, because if multiple choices would be fitting, the one with the greater potential should be better. For example: having a Junkrat and a Tracer should tell you that Ana is not going to have a good ult target, Moira might be more fitting. You can also think about the hero?s kit in regards to the map section that you are playing on. For example: 2 cp maps can be taken really quickly if the attacking team is able to snowball, winning a fight and then claiming the second point with ults.

If you have no lock-down ultimates, you might have a hard time taking the second point. Picking Zarya can be a good decision in this example, giving access to strong shields and a potential early grav. The main takeaway is that you should always think what the best choices would be. By having educated knowledge about this topic, you will have better hero picks and you should be able to help your team make better lineup decisions if they are open to suggestions.

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