Hello, everybody! Disciple here with Overwatch Curios! With such a wide variety of heroes to choose from in Overwatch, it’s only natural that some heroes have a bigger learning curve and skill cap as compared to others. Throw in team synergy and timing skills needed to maximize performance on some heroes and you’ll end up with a pretty decent divide between simple, moderate, and difficult heroes to play and master. Today, let’s take a look at our list for the top 5 hardest heroes to play in overwatch which is based on strategy, mechanics, decision making, the necessity for teammates who work with you, and so on. Let’s get started! Zarya is a unique and often underrated tank because of her aggressive play style and difficulty in mastering.
At first, her basic mechanics seem simple enough: Run in, put shields on people, and shoot the enemy with your laser gun. But this is absolutely not the case as you’ve got to be mindful of all sorts of things right from the start of an engagement. While most players first instinct on Zarya is to use her shields preemptively, it’s the worst way to use them. They have a long cooldown and need to be used at the right moments because they actually make Zarya’s weapon stronger. So reactively shielding a target and herself when they are about to take damage or when they are already taking damage will maximize Zarya’s output. But you have to still time it right to make sure the target doesn’t die to the damage they receive before and after your shield, which makes it a tricky ability to use considering they take so long to recharge. Failing to do this one mechanic properly will literally make the Zarya a liability to the team instead of an asset because not only are your friends not shielded from damage, but your enemies aren’t taking any real damage from you, either.
Now, assuming you’ve mastered the art of the shield, you have to consider her primary and alternate fire modes. Close range laser for consistent damage, or medium to long range single arcing explosive charge for a skill shot. Both of these fire modes have increasing damage that rely solely on a little charge number above your crosshair that increases with damage done to those shields we talked about a minute ago, and that’s the challenge; Not only do you have to consider where you and your allies are as a shield slinging tank, but you have to continuously output damage that relies on those shield to maximize Zarya’s potential, all while not getting yourself killed in the process. MAstering these skills is the key to unlocking the potential team-wiping power of her Ultimate. Graviton surge does 0 damage so it needs a follow up to make sure all those trapped enemies are taken care of. If your weapon’s charge is high because of good shield play, you can mow down the team in seconds, otherwise you’ll have to rely on teammates to pick up the slack, and while combos are great using Zarya’s ultimate, being able to single-handedly take down the enemy team all by yourself is when you’ll know you’ve got your Zarya skills locked down! Tracer is a very interesting hero and can do an absolutely truck ton of damage while being arguably the most annoying hero in Overwatch to deal with.
Unlike Zarya, there isn’t really a whole lot of combos, or abilities relying on other abilities. The reason why Tracer is hard to play at a high level is because of two other factors: Positioning and timing. Both of which are two factors that many of us have trouble grasping in many situations. While making a mistake with these is usually not as big of a deal with other heroes, Tracers is kind of a glass cannon, and any damage to her can be catastrophic because of her low health pool and lack of self healing. Her dual pistols do a huge amount of damage if you can empty both of them on a target accurately. Usually enough to take down lesser-health targets and put a nice dent in tanks and buildables like turrets and teleporters. So, there’s an accuracy piece to it as well. If you can’t aim, chances are you won’t be able to max out tracers damage output. Next, you have to consider where you are at all times, where you were 3 seconds ago, and where you’re going to go after you blink.
If you’re confused that’s okay, because it’s a bit to think about. Basically, you have three Blinks and a recall that can be used before cooldowns start. The recall takes you back 3 seconds and puts you in the state that you were in at that point in time. So, health, ammo, etc are all reset as well as debuffs like Zen orbs. Miscalculate the 3 second window and you could be back in the middle of a team fight, or in a position you can’t get out of. Pull it off correctly and you can go from 20 health and 0 ammo to full health and ammo in the blink of an eye ready to double your damage. Next, using blink properly can not only get you across the map super fast, but can also help you dodge fatal shots and confuse your enemies. Using blink just before being struck by a hanzo arrow, or blinking out of a Mei Blizzard can save your life without having to use that precious recall that you may need for a more serious situation.
So, the idea in mastering Tracer is a combination of positioning, timing, knowing where you can and can’t engage as well as being able to aim well enough to actually do damage, and making sure you have a way out, which can be extremely tricky to master. This list would not be complete without Genji! Watching others play genji at a high level makes him look easy, but there are so many moving parts to mastering genji that it can easily make a player frustrated and make your head spin. Avoidance is Genji’s number one, sort of like Tracer, but his avoidance options are often tied directly into his damage potential, so you can’t really have one without the other.
The way it works is pretty straight forward: when engaging, your job is to do damage at medium and close range while avoiding damage by using your double jump, dash, and wall climbing abilities. Genji does a pretty decent amount of damage with his primary and alt shots, but to really get the most out of them, you need to be constantly hitting your target, which means while you are jumping and dashing around making accuracy difficult.
Next comes the defensive part. After you’ve engaged from the flank and surprise your enemy, he’s going to retaliate and try to either get away from you or take you down. You’ve only got two ways to defend yourself at this point, Genji’s deflect ability which can also be used as a damage dealing tool if mastered, and the mobility options we mentioned before. If these abilities are on cooldown or otherwise can’t be used, genji is a sitting duck waiting to be taken out. The best Genji players seems like they never touch the ground, yet still do insane amounts of damage and their targets barely hit them, if even at all. Those players have mastered not only doing and avoiding damage, but doing so while literally moving all the time and never stopping. This is a very difficult set of things to master because the pace of Overtwatch is already ridiculously fast, then you want players to jump around like a madman and throw shurikens while deflecting shots back at their shooters with even more speed. Genji’s ultimate is terrifying, but only if he can manage to get to the targets and kill them fast enough to avoid being eliminated.
Traps, snares, and being killed are all things Genji has to avoid while using dragonblade and dashing all over the place. The ultimate doesn’t give him any defensive abilities like increased health or armor, so he’s just as likely to be taken out by high-damage abilities as he is when not ulting, so avoidance is still just as important. Surprising a group of enemies by coming in from the flank or dropping from above with Dragonblade is the best way to avoid that damage and get the most out of the ultimate. He’s extremely hard to pick up, play, and master, but arguably the most satisfying to play once he is. Ana Amari is an odd hero for sure. She’s classified as a healer support, but she’s also one of the most potentially deadly heroes in the roster. By herself, the support sniper can heal from low-full, 3-shot most heroes, render a single enemy unconscious for a whopping 6 seconds, and do so from extreme ranges.
With a team, she can one-shot heal groups from low-full, constantly heal with her rifles decent sized magazine and quick reload time, and enhance a heroes capabilities with her ultimate which can easily end in a team wipe and make some serious plays. The primary reasons she is difficult to play are the fact that she’s very complicated with all of these different abilities and you have to essentially play two roles to effectively master her at a higher level.
Your first and primary role is a healer, of course. And she does a great job of it. Shoot your friends, throw a biotic grenade into your entire team, keep everyone alive, charge your ult for a sick play. Sounds easy enough, until you consider that each friendly team mate is jumping around, shooting at something different, entering and exiting your line of sight, all the while spamming the “I NEED HEALING” button constantly. So, there’s a bit of pressure there to make sure you’re heals are on point. Unlike Mercy or Lucio, you actually have to hit your allies with the darts for them to heal, and unlike zen, it’s not healing over time with one shot, so you have to constantly hit them.
Being situationally aware is absolutely necessary at all times with Ana, as losing track of allies and the team at any point could mean people dying. The second role you have to play is secondary damage dealer. Now, you can definitely play Ana purely defensively and focus on nothing but healing, but you’d be cutting out a huge portion of her potential. Her darts do a significant amount of damage, as her sleep dart is arguably her most invaluable ability. Stopping McCree’s Deadeye or a raging Winston in mid ultimate is not only life-saving, but extremely satisfying. Landing that dart on a blinking tracer or dashing genji will usually end in a kill for you.
Also, damaging enemies, just like healing allies, will charge your ultimate which is always a good thing. Speaking of her ultimate, using that at the right time on the right hero is crucial. Using it to enhance a ultimate push from Reinhardt or Genji, for example, can end a team fight extremely quickly. Mastering Ana is quite difficult because it forces the player to not only have good aim, timing, and awareness, but to do so with two roles in mind, both support and damage dealer. Overwatch’s latest edition to the roster is a powerhouse of potential that few really take the time to understand and master. Sombra is the game’s first Stealth hero and she’s classified as an offensive hero. But her role isn’t really to do a ton of damage by herself like a solider or reaper.
Instead, she’s responsible for supporting the team with hacked health packs, hacked enemies, and backline picks that help the push or defense. Her main thing is her hacking. Sombra is able to hack various things to turn the fight in her team’s favor. Hacked health packs will not heal the enemy and recharge twice as fast, hacked turrets won’t fire at you, and hacked enemies are shut down for the duration except for their primary fire. The difficulty with hacking a bunch of stuff is that you have to keep in mind what is hacked and for how long, as well as getting the hack off in the first place. Any damage taken will stop the hack dead, so it’s best to sneak up on the target and get the hack in before they know what’s going on. That’s where the stealth element comes in. So many times, we see players trying to use the stealth as a getaway mechanic, which is the complete opposite of its intended use.
Strealthing takes a second to kick in and an damage you take instantly brings you out of stealth. It’s better to use stealth to get INTO a fight and use your abilities instead of escaping. Her escape mechanism is actually her translator which only has a limited duration. So it has to be timed and placed just right. Translocate too early and you won’t do enough damage and hacking to matter. Too late and you are vulnerable to just about everything at that point.
Her weapon does a decent amount of damage, but the spread is massive at medium to long range, so you have to get in close. She can see low-health enemies through walls so it’s much better to wait for the right time to pick a low-health or defenseless target rather than engaging a full-health enemy at close range. Her ultimate is purely based around timing. She EMP hacks everyone in a small radius and it is practically useless unless timed with a team push or another ultimate. All-in-all, Sombra can be an extremely useful and team-enhancing hero but she absolutely must be on point with timing, aim, positioning, hack use, ult use, AND support hacks, else she falls behind. It’s a lot to take on all at once making her underrated and often misjudged as a low-tier hero, and by far the hardest hero to play in Overwatch.
Mastering any of these heroes is difficult, yet extremely rewarding and I encourage you to keep at them and make it to that high level of play! As always, guys, thanks for watching, and if you enjoyed the video dont forget to like and subscribe! Do you think we got it wrong? Did we miss a hero that is really difficult to play? Let us know down in the comments, and I’ll see you next time!.
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