![]() Her turrets are effective at slowing down mobile targets and disrupting the enemy team, while her teleporter is useful for providing mobility to traditionally immobile heroes in addition to allowing unorthodox strategies exclusive to her kit. ![]() While Symmetra has the potential to output tremendous amount of damage when fully charged, she is often picked for her utility role instead. She is often considered a Damage/Support Hybrid. ![]() She's far less self-sufficient than other Damage heroes, relying on team coordination and communication to operate at her strongest. She substitutes the burst damage of her fellow Damage heroes in exchange for incapacitating key targets with Hack for her allies to swarm. Sombra deals less damage and requires good tracking. She is effective at contesting an objective, rendering many opponents' ultimate abilities useless and can excel at setting up enemies for easy pickings by her team's damage dealers. Does not stack with itself but will refresh the duration.ĭue to her self-sustain and utility abilities, as well as her relatively low damage output, Mei is often considered a Damage/Tank hybrid, focusing less on damaging incoming enemies and more on guarding choke points.Zarya is a unique tank because of her regenerating hitpoints, which allows her to work effectively by herself as a proxy-positioned (offside) harassment, not requiring constant healing and only needing line of sight to her team to be able to provide barriers when needed. She is most effective when used in and around cover, taking limited bursts of damage at a time and relying on her shield to regenerate between exposures. Because of the lack of defense she offers to the team, especially in comparison to Reinhardt or Winston's barriers, she is often picked as a secondary tank, mostly to provide some additional close-range, sustained damage. However, her ability to project barriers onto one ally at a time can help her and her teammate survive large bursts of damage while dramatically improving her firepower. ![]() Zarya has a smaller health pool than the other tanks, no armor, and is incapable of protecting multiple members of her team. This makes Wrecking Ball an extremely aggressive Tank. Instead, Wrecking Ball's role is to disrupt the enemy team with Piledriver, or to simply deny space with Grappling Claw or Minefield. Unlike other Tanks, he is not meant for long engagements, with his only protection ability, Adaptive Shield, having a long cooldown and a relatively short duration. Wrecking Ball offers very little protection to the team, making him weak when defending. While he excels at staying alive, his lack of ability to actively protect his teammates tends to cast Roadhog as a secondary tank, preferably while his team is attacking an objective rather than defending. This leaves the door open for his teammates to pick off distracted enemies and for Roadhog himself to single out enemies with his Chain Hook. While Roadhog lacks a barrier to absorb enemy attacks, his Take a Breather ability reduces incoming damage by 50% while healing back half of his health, allowing him to survive soaking up large amounts of damage. The amount of armor and/or shields remains the same.
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