Normally, Widow must charge her shot 33% of the way to kill a 200 health hero with a headshot. With Mercy's damage boost it still takes the same amount of time to reach 33% charge on her weapon, however, her weapon will no longer need charged to 33% to OHK a 200 health target. The sniper rifle has to charge up to 100% and does max 120 dmg as a bodyshot and 300dmg when you headshot someone. This just is a recent nerf but she is still viable and rewards headshotting alot. She can oneshot a bunch od overwatches heros with an headshot and every full charged shot takes 3 bullets. Weapons When adding an amp: Black means the weapon is not affected by the selected amp type, Green means the amp is used at full capacity and Red means the amp is too powerful for the weapon. The maxed column indicates the profession level where the learning period has ended.
Overwatch Strategy Guide
Widowmaker is the sniper of Overwatch. She is a defensive assassin who shows no emotion or remorse for what takes place on the battlefield. Widowmaker has all the necessary abilities that any sniper would need. In sniper mode, she can fire rapidly or do charged shots for more damage. When not in sniper mode, her weapon works good up close with rapid automatic fire. Widowmaker's Grappling Hook allows her to continuously move around the map seamlessly to different sniping spots, confusing her enemies in the process. Widowmaker is strong against slower moving targets but is weak against fast moving offensive heroes (such as Tracer and Reaper). Her Venom Mine can be used to deal damage to heroes that attempt to flank her or her allies, giving her an easier time to hold down sniping positions. Widowmaker's high damage output enables her to reach her ultimate Infra-Sight more often. Infra-Sight is a unique ultimate that enables Widowmaker and her whole team to see all enemies behind walls for 15 seconds, very powerful and I recommend using it almost immediately every time it's available.
Name: Amélie Lacroix
Difficulty: Medium
Role: Defense
Age: 33
Occupation: Assassin
Base of Operation: Annecy, France
Release Date: 10-27-2015
Difficulty: Medium
Role: Defense
Age: 33
Occupation: Assassin
Base of Operation: Annecy, France
Release Date: 10-27-2015
Base Hitpoints: 200
WidowmakerIn This Guide:Widow's Kiss (Assault) Widow's Kiss (Sniper) Grappling Hook Venom Mine ULTIMATE: Infra-Sight Counters: Strong Against Weak Against Neutral With Members: Allied Synergies Sniping Spots |
Main attacking weapon Widowmaker's rifle can be shot in fully-automatic mode allowing her to effectively shoot targets from close to medium range. Ammo: 30Damage: 13 Fire Rate: 10 rps Reload: 1.5 seconds Headshot?:YES Default Hotkey: LM |
Widowmaker's rifle in assault mode fires rapid shots and works good for close up targets, especially for fast moving heroes like Tracer, Reaper, and Genji. I don't recommend using this for long range fire, instead use sniper mode: Downloading adobe flash player for mac.
Main attacking weapon Widowmaker's versatile sniper rifle is ideal for scope-aimed shots at distant targets. Ammo: 30 (uses 3 per shot) NOTE: Sniper fully charges to 100% in 1 second.Damage: 12 - 120 Fire Rate: 1 rps Reload: 1.5 seconds Headshot?:YES (Sniper shots do x2.5 damage to headshots) Default Hotkey: RM / LM |
Sniper mode is what you will be using most of the time with Widowmaker. It's important to keep in mind that you will see your charge indicator on screen and you will deal more damage when it is fully charged and less damage when you fire more rapidly. I recommend waiting until it is fully charged to fire most of the time. The exception is when a target is low on HP and it should only take no more than a few rapid fire shots to finish the target off. Or if the target is about to go behind a wall to take cover, a quick rapid fire shot is very useful in this situation as well. All other instances, wait until it is fully charged to fire again and you will deal a lot more efficient damage.
When using sniper mode, Widowmaker is more vulnerable due to the fact that she cannot see everything in front of her like normal. Because of this, it is important to listen very carefully for footstep sounds around you and to be keen in knowing whether it is an enemy or not and to respond accordingly.
Prioritize your targets! By this I mean to focus on sniping heroes that are more important to kill first. Focus on killing support heroes first if you can, and then defensive heroes next, followed by offensive and tanks last.
Widowmaker's Best Sniping Spots & Venom Mine Placements - These videos show the best sniping spots and specific places where Venom Mines can be placed at across ALL of the maps.Click Here For a FREE SAMPLE (on Kings Row)
Ability with cooldown Widowmaker launches a grappling hook towards the location she's aiming at - when the hook connects with a scalable surface, she's quickly drawn towards it, allowing her to expand her view of the battlefield and evade or flank targets. Cooldown: 12 secondsDefault Hotkey: Shift |
Widowmaker's Grappling Hook is her main means of mobility that has many versatile uses.
Uses for Grappling Hook:
- To simply get to different sniping spots. There are many sniper spots in Overwatch and I plan on making an in-depth guide on where all these spots are later on!
- For fast movement. You can use a Grappling Hook in front of you to propel your character forward much faster. This is very useful for getting back to the fight after dying or getting to health packs faster.
- While Widowmaker is Grappling to a spot, you can press the jump button to cancel the grapple and she will start falling down. This doesn't reset the cooldown though.
- For escaping away from danger. Grappling Hook can be used to quickly move away from dangerous heroes that get close to her, especially from dangerous offensive heroes like Reaper, Tracer, and Genji.
Grappling Hook Super Jump
An interesting mechanic you can do with the Grappling Hook is right before reaching your destination with the Grappling Hook, Jump! By jumping right before you reach your destination Widowmaker will actually continue to be propelled forward from the same angle she was grappling from. This means that if you look almost straight up to grapple to something and then jump before reaching the platform while Grappling, Widowmaker will 'fly' into the air for a bit. This mechanic only works though if you jump while still grappling, not after you have reached your destination. For best results, jump right before reaching your destination. This maneuver could help you to reach different spots quicker after grappling.
An interesting mechanic you can do with the Grappling Hook is right before reaching your destination with the Grappling Hook, Jump! By jumping right before you reach your destination Widowmaker will actually continue to be propelled forward from the same angle she was grappling from. This means that if you look almost straight up to grapple to something and then jump before reaching the platform while Grappling, Widowmaker will 'fly' into the air for a bit. This mechanic only works though if you jump while still grappling, not after you have reached your destination. For best results, jump right before reaching your destination. This maneuver could help you to reach different spots quicker after grappling.
KEEP MOVING!
Grappling Hook should be used often. Don't stick around and camp at one sniping spot for too long. If you see the enemy has spotted you and they start firing at you, that is the point where you should know to immediately find a new sniping spot and to use your Grappling Hook as soon as you can to get to a different spot. As Widowmaker, keep moving around constantly during the match, I guarantee this will keep you alive much longer and will make you a much better sniper overall. You want your enemy to keep guessing where you are at and to not know where you are at!
Grappling Hook should be used often. Don't stick around and camp at one sniping spot for too long. If you see the enemy has spotted you and they start firing at you, that is the point where you should know to immediately find a new sniping spot and to use your Grappling Hook as soon as you can to get to a different spot. As Widowmaker, keep moving around constantly during the match, I guarantee this will keep you alive much longer and will make you a much better sniper overall. You want your enemy to keep guessing where you are at and to not know where you are at!
NOTE: If you use a Grappling Hook and it doesn't connect to something, it will not initiate the cooldown, giving you the opportunity to try it again immediately. Grappling Hooks also have somewhat of an auto-aim associated with it, as it will try to connect to the tops of ledges even if you aimed a bit below it so your character will actually be able to get to the tops of ledges easier.
Ability with cooldown Widowmaker adheres a swiftly-arming venom mine to nearly any surface. When a target wanders within range of the mine's motion trigger, it explodes, delivering poison gas to any enemies in the vicinity. Damage: 75 (can inflict self-damage)Duration: 5 seconds Range: 3 meter radius (once triggered) Stackable: No Cooldown: 15 seconds Headshot?: no Default Hotkey: E |
Since Venom Mines can be thrown onto walls, floors, or ceilings, it can be difficult for Widowmaker's enemies to avoid it before it gets triggered. This makes Venom Mines extremely efficient at protecting her team from sneaky offensive heroes that try to close in on Widowmaker or her allies. With this in mind, try to place mines in hard to see spots and not just right out in the open. I've learned that ceilings are a great spot for mines since most people look at floors when running around and tend to not pay attention to ceilings as much.
Venom Mines can be placed at choke points leading up to objectives or important defenses such as Bastion Sentries or Widowmaker herself. It's important to remember the sound of a detonating Venom Mine, so that you will be alerted if an enemy is approaching you. Then you will know to exit sniper mode and be prepared to deal with the incoming enemy. This also means to immediately throw down another mine if you can.
Venom Mine mechanics:
- Once triggered, Venom Mines will effect all enemies within a 3 meter radius.
- You can only have one mine out at a time. If you throw one out, it will make any current ones disappear.
- You will see an arrow above your Venom Mine ability on the bottom right corner to let you know that you currently have a Venom Mine placed on the map somewhere.
- Venom Mines can be attacked and destroyed by enemies (but not allies).
- Venom Mines do no damage to Widowmaker or her allies.
ULTIMATE | Ultimate Ability Widowmaker's recon visor allows her to see the heat signatures of her targets through walls and objects for a moderate amount of time. This enhanced vision is shared with her allies. Default Hotkey: QDuration: 15.5 seconds |
Infra-Sight is an ability that all allies greatly appreciate, allowing them make better decisions on the battlefield. Having all allies being able to see all the enemies on the map helps with so many very important things.
Infra-Sight's benefits
- Let's you start firing your weapon when an enemy is behind a wall and is about to come within view.
- Allows you to make better decisions on where to go to counter your enemies.
- Can keep you out of danger as you will be able to see incoming enemies.
Infra-Sight Mechanics
- All enemies will be revealed on the map with you and your allies, even if the enemies are in their spawn rooms.
- Infra-Sight will persist even if Widowmaker dies.
- You will see a countdown timer meter on your screen during its duration. However your allies will not have a meter (only Widowmaker who casted it).
Being able to spot Symmetra's Teleporter more effectively
One very important benefit of Infra-Sight is you can spot where an enemy Symmerta puts down herTeleporter at more effectively. With this in mind, you should also study up on memorizing all of Symmetra's different skins, so you can get better at spotting her behind walls with Infra-Sight.
One very important benefit of Infra-Sight is you can spot where an enemy Symmerta puts down herTeleporter at more effectively. With this in mind, you should also study up on memorizing all of Symmetra's different skins, so you can get better at spotting her behind walls with Infra-Sight.
NOTE: Right when an enemy Symmetra puts her Teleporter down, your team will be alerted immediately. The alert is a sound announcement from the hero on your team that was the closest one to her at the time she put her teleporter down. The announcement will sound something like 'The enemy has a teleporter.', or 'The enemy has got a teleporter, we have to find it.' As soon as you hear this, quickly locate the enemy Symmetra on the map. With Infra-Sight you can see her no matter where she is. If you can't spot her quick enough then you should also be on the lookout for the ally that announced where Symmetra put down her teleporter, as that ally was the closest one to Symmetra at the time.
When to use Infra-Sight
With Widowmaker's large damage output, she can reach her ultimate often. Because of this, you really shouldn't wait to use this. I recommend using Infra-Sight simply when most of your team is engaged in combat. If you or most of your allies are dead and running back to the fight would be a poor time to use it since you and/or your allies cant take advantage of its use.
With Widowmaker's large damage output, she can reach her ultimate often. Because of this, you really shouldn't wait to use this. I recommend using Infra-Sight simply when most of your team is engaged in combat. If you or most of your allies are dead and running back to the fight would be a poor time to use it since you and/or your allies cant take advantage of its use.
Right before you turn it on, I recommend being fully ready to start firing your sniper rifle immediately after using it. This means to first make sure a Venom Mine is thrown out and that you have reloaded as well.
If you wait any longer to use it, you will be wasting future Infra-Sight ultimate charges. The faster you use it, the more it will be used during a match.
Mac os 9 sounds download. Infra-Sight works very well with certain allied heroes, especially for the following:
- Helping Junkrat bounce his grenades into rooms to hit enemies he can see behind the walls.
- Gives Roadhog the timing he needs to throw out a Chain Hook to grab enemies toward him before enemies come around corners.
- Zarya can time her explosive charges properly before enemies come within view of her.
- Let's Pharah start shooting rockets before enemies walk around corners.
- Reinhardt can start throwing a Fire Strike (or even a Charge) before an enemy can even see it coming.
- Soldier 76 can fire his Helix Rocket right before someone comes around a corner.
- Hanzo can fire Scatter Shots to attempt to hit enemies in rooms he couldn't see otherwise. NOTE: Hanzo also has Sonic Arrow which works similar to Infra-Sight.
- Zenyatta can fire a charged orb shot before his enemies see it coming.
Widowmaker's Strength and Weaknesses Vs Other Heroes
Zenyatta: Zenyatta's slow movement and poor mobility makes sniping him fairly easy for Widowmaker. Zenyatta should also be a prime target since he is a very squishy hero that also heals his allies.
Widowmaker shouldn't be a prime target for Zenyatta's Discord Orb, since she is not in the front line pushing forward and instead stays back relatively hidden from her enemies. Widowmaker can use her Grappling Hook to quickly get behind a wall to remove the Discord Orb, but this will disable her for a short period of time as well, which can be bad for snipers.
Zenyatta generally does not come into contact with Widowmaker's Venom Mines since they are usually a distance from each other.
When Zenyatta uses his ultimate Transcendence, try to locate and snipe enemies that are away from him at that given time. If there are no other options, just shoot anyways to get ultimate charge.
Ana: Both Widowmaker and Ana are snipers, but Widowmaker simply does a lot more damage, which can out DPS Ana's Biotic Rifle by 40%, this does not include the fact that Widowmaker can do headshots that do x2.5 the damage also, while Ana does no headshots. Widowmaker's Infra-Sight only makes it much easier for her to snipe Ana to death when Ana pops in view.
Ana's Sleep Darts are usually ineffective against Widowmaker, the two heroes are usually too far away from each other and any good Widowmaker player will strafe side to side to make her a harder target for enemies to hit her, especially from Sleep Darts. Do not stay stationary or Ana will have a much easier chance throwing a Sleep Dart on you. Even with the strafing, there is a slim chance of Ana hitting Widowmaker with a Sleep Dart, if so, disabling Widowmaker's sniping from combat for a short while is very bad for your team. Also, if Widowmaker gets hit by a Sleep Dart while using Infra-Sight, the Infra-Sight ability will continue while Widowmaker is sleeping. Ana must make tough decisions whether or not to throw a Sleep Dart at Widowmaker during combat.
Ana's Biotic Grenade tends to be easier to hit Widowmaker than Sleep Darts and it could do some extra damage to you while also disabling any healing on you at the time as well.
Since Ana keeps her distance from enemies by staying in the backlines, she is generally safe from Widowmaker's Venom Mines.
Ana can use her ultimate Nano Boost on one of her allies (especially a flanker such as Tracer, Reaper, Genji or D.va), which can let them have the extra power and protection they need to quickly get to Widowmaker to take her out. Widowmaker's only defense against that is hope to grapple away from it.
Pharah: Pharah is easy to snipe since she is mostly flying around in the air slowly with her Jump Jets. You just need to watch out for her rockets and you will most likely need to reposition yourself continuously with your Grappling Hook. Dodging Pharah's ultimate Barrage should be easy for Widowmaker since she can easily grapple away from it, but you will most likely not be targeted from it anyway.
There is a slight chance that Pharah could flank Widowmaker due to her superior mobility, so keep your eyes and ears glued to the game to make sure you don't get flanked by a Pharah. Your teammates should also warn you if a Pharah took a sneaky route to get around for flanking purposes.
Venom Mines are virtually useless against Pharah since she is usually flying in the air most of the time.
Hanzo: Sniper Vs Sniper? This is an interesting matchup and I believe that Widowmaker has the advantage here simply because her sniper abilities are simply more superior in long range snipe battles. However, the closer Hanzo gets to Widowmaker the easier it will be for him to take her out. Since Widowmaker is usually way in the back from her team and away from Hanzo, she doesn't need to worry too much about a Hanzo shooting her down (even though it can happen). There are numerous places in Overwatch that Widowmaker can use her Grappling Hook to get up to that Hanzo cannot climb to, thus giving her more of a safe advantage over Hanzo in those situations.
On the bright side for Hanzo, he doesn't usually need to worry about Widowmaker's Venom Mines, since her mines are mostly used for dealing with offensive heroes that try to get close to her team. Hanzo's ultimate Dragonstrike happens to be somewhat useful on Widowmakers, since it can force you to leave your current sniping spot to find another one, temporarily disabling you from combat for a short period of time, which can be huge.
McCree: Even though McCree's revolver does instant bullet shots (his bullets have no travel time), it does have fall-off distance damage. This means he will most likely do much less damage to Widowmakers that are sniping from a distance.
McCree becomes more deadly when paired up with heroes such as Reinhardt and his shield, as they can push toward Widowmaker while blocking her shots. If McCree actually manages to get right up close to Widowmaker it could be an easy kill for McCree with his Flashbang and fan fire attack. But Widowmaker can always grapple away to save herself as McCree has very poor mobility and won't be able to keep up.
If a McCree uses his ultimate Deadeye, it's usually Widowmaker's job to quickly headshot him as he will just stand there and be an easy snipe target for her. NOTE: Enemy McCrees will yell 'It's High Noon' when he uses Deadeye, while ally McCrees will say 'Step Right Up'.
Mercy: Mercy is relatively easy prey for Widowmaker. Even though Mercy is good at taking cover most of the time, when the opportunity strikes, she is easy to snipe since she moves around quite frequently to her allies and sometimes even floats around in the air with her Guardian Angel ability. Sniping Mercy should be one of your first targets to snipe as Widowmaker, as taking her out dramatically helps out with delaying her Resurrect ultimate and halts her insane healing ability.
Widowmaker's Infra-Sight ultimate works really well against Mercy. Since Mercy hides around walls most of the time, Widowmaker and her team can predict when she comes within view much easier with Infra-Sight.
Venom Mines are virtually useless against Mercy since she is usually in the back lines with her team most of the time.
Junkrat: Widowmaker is virtually safe from Junkrat's traps, mines and Total Mayhem death bombs since she is always way in the back sniping from a distance. Although Junkrat can take cover while lobbing grenades, he is usually out of reach to aim his Frag Launcher at Widowmaker, and if Junkrat peeks in view, it's GG for Widowmaker. Widowmaker's Infra-Sight only makes it easier for her to see when a Junkrat pops into view for her to shoot down.
Since Widowmaker is usually far away from Junkrat and can get up high with her Grappling Hook, she is usually safe from Junkrat's Rip-Tire. Although, Junkrat usually doesn't need to worry about coming in contact with Widowmaker's Venom Mines (although it can happen) since they are mostly used to keep offensive enemies from pushing toward Widowmaker's team.
Bastion: Due to a Bastion Sentry's stationary nature, you can easily aim sniper shots at him from very long ranges and it will be harder for a Bastion Sentry to do a lot of damage to you due to his decreased accuracy at long ranges. Sniper shots at Bastion Sentries are very effective and it will force him to spend more time healing and finding different spots to setup a Sentry defense.
It is possible to flank Bastion from behind as Widowmaker, if you can be sneaky and grapple behind him without him noticing you, it could be an easy kill for you then. However, this rarely happens and you are usually better off just keeping your distance from him and sniping from afar anyways.
Infra-Sight can be slightly effective against Bastion Sentries as it will reveal his camping spot to your whole team, making Bastion more vulnerable overall.
It is possible to throw a Venom Mine right next to a Bastion Sentry, but you will have to get somewhat close to him, which can prove to be a difficult challenge.
Widowmaker is generally in the clear of Bastions Tank ultimate since she is usually far in the back taking cover while her team will soak up the tank damage.
Mei: Widowmaker rarely makes close contact with her enemies since she is normally in the back sniping, because of this she never needs to worry about getting frozen by Mei's freeze gun. If Widowmaker does happen to get close to Mei, she can easily use her Grappling Hook to escape to a safer spot.
Mei can throw up an Ice Wall right in front of Widowmaker to block her shots temporarily. This could force Widowmaker to relocate temporarily disabling her from combat for a brief period of time.
Widowmaker is less effected by Blizzard since she is usually by herself sniping, away from the heart of the battle.
Zarya: Zarya is virtually harmless against Widowmaker. Her Particle Cannon usually doesn't reach far enough to damage Widowmaker, even with her explosive charges, which Widowmaker can usually strafe to avoid or grapple to a different sniping spot.
Widowmaker is also usually safe from Zarya's ultimate Graviton Surge since she is usually away from the heart of the battle and off sniping by herself. If you do get stuck in a Graviton Surge, you can simply escape out of it by grappling.
Remember, when Zarya uses her Particle Barrier, either on herself or her allies, don't shoot at it or it will absorb your shots and also make Zarya's weapon more powerful.
Tracer: Fast moving targets are very annoying for Widowmaker, thus Tracers are very hard to hit for her, in all ranges. Widowmaker is also a prime target for Tracer and Widowmaker will need to watch her back from getting flanked by her. Use Venom Mines in clever spots leading up to your sniping spot to hold back enemies such as Tracer. Although, Tracer can Blink past a Venom Mine unharmed. Keep grappling around to different sniping spots to confuse Tracer on your whereabouts.
If you hear Tracer use her ultimate Pulse Bomb, immediately grapple away from your current spot, you may be able to escape it as long as she didn't stick the bomb on you. NOTE: Enemy Tracer's will yell 'Times Out' when she throws out a Pulse Bomb, while an ally well say 'Right on Target'.
Reaper: Reaper's sneaky mobility allows him to get around the map and kill Widowmaker unnoticed. Reaper can Shadow Step (teleport) behind Widowmaker and then flank her. Reaper can use his Wraith Form to save himself from Venom Mines or other deadly situations.
Dealing with Reapers can be difficult. My best tip is to keep your eyes and ears peeled on the game for incoming Reapers. Memorize the sounds that Shadow Step uses and you will do much better against him. Reaper's Shadow Step has a slight delay once he teleports in, this gives Widowmaker a widow of opportunity to headshot him once he starts moving again. Memorize the sounds of Reaper's footsteps, this can alert you to exit sniper mode and grapple away from him. Put down Venom Mines around you and if Reaper runs over it he may take some damage before he turns on Wraith Form, this will give you enough time to grapple to a new destination to save yourself.
Genji: Genji is a great counter to Widowmaker. His parkour abilities (climb walls and double jump in the air) enables him to sneak around the map and flank Widowmaker unnoticed. Up close, Genji's deadly Swift Strike/Shuriken combo is very deadly to Widowmaker and if she attempts to shoot him, Genji can use Deflect to ricochet the bullets right back to damage her.
From long distance, be careful when firing at Genji, because he can Deflect your sniper shots right back at you, which can be an easy kill for Genji. When sniping at Genji while he is approaching you, keep strafing to decrease the chance deflected bullets will hit you. Pay close attention and do not fire at Genji when he has Deflect initiated. If you come in close contact with Genji, quickly throw a Venom Mine his direction and grapple away to a safe spot. By doing so, you will be protected from his deadly combos or ultimate Dragonblade.
Genji CANNOT Swift Strike past a Venom Mine to avoid it, as it will still trigger on him.
Infra-Sight is very useful for tracking down if a Genji is getting closer to flank you. If you see him approaching, quickly start grappling and working your way to somewhere safer.
Winston: Winston's Barrier shields are powerful against Widowmaker for blocking all her shots temporarily protecting Winston and his team. Winston can use his Jump Pack to leap right to Widowmaker and deal damage with his close range Tesla Cannon or turn on his ultimate Primal Rage to knock her around. Winston's high HP means it will take a lot of good shots to take him down.
To counter Winston's close up leap, simply throw a Venom Mine at him and then grapple away before he does any further damage.
Lucio: Since Lucio is a strong support hero with incredible healing abilities, he should be a prime target for Widowmaker. Lucio's fast movement ability makes it somewhat harder to snipe him as he is skating around, especially when he has his speed aura on. However, when Lucio uses his heal aura he will be a much easier target for Widowmaker to snipe.
Since Widowmaker is usually much further than Lucio, she doesn't need to worry too much about his Sonic projectiles as she can simply strafe to avoid it, or grapple to a different sniping spot.
If you are on a Payload map and Lucio is on Attack, he will most likely stay behind the payload. A good strategy is when you have a clear open chance, go stick a Venom Mine on the Payload. Lucio will have a good chance of hitting it, which can make taking him out much easier then. Infra-Sight can help you to see how well guarded the Payload is. And if you can, sticking the Venom Mine underneath the payload is a very good tactic (can be difficult to do though).
Roadhog: Roadhog is not much of a threat to Widowmaker, but his high HP and powerful self healing ability makes taking him down quite difficult. Luckily Widowmaker is usually out of range of Roadhog's Chain Hook. Although, if Roadhog actually manages to Chain Hook Widowmaker toward him, she will need to quickly grapple away from him to avoid further damage. And if you can, throw a Venom Mine before grappling away to do some extra damage.
Roadhog's Scrap Gun doesn't have the best range, even with his ultimate Whole Hog, so Widowmaker usually doesn't take too much damage from him overall.
Symmetra: Most of the time Symmetra is putting up Sentry Turrets and Teleporters and is usually out of view of Widowmaker. The only times when Symmetra may pop into view is when she lobs her slow moving Photon Orbs. This is when Widowmaker has the opportunity to take a sniping shot at her. This especially becomes easier with Infra-Sight, since it takes Symmetra a good amount of time to charge up the shots and then pop into view to fire them, giving Widowmaker a chance to line up a good shot at her.
Other than that, not much else happens between the two. Widowmaker rarely encounters Symmetra's Sentry Turrets or Teleporters since she is too busy sniping and grappling away from all that. And Symmetra will rarely run into a Venom Mine, unless Symmetra is on attack and Widowmaker puts a Venom Mine in a room where Symmetra may put up her turrets later.
Like I said above on the Infra-Sight section, Widowmaker can counter Symmetra's Teleporter by detecting her with Infra-Sight right when she places her Teleporter down, read more about that above at the Infra-Sight section.
D.va: D.va can do a strong combo against Widowmaker. She can use her Boosters to boost toward Widowmaker while using Defense Matrix (blocks incoming shots) at the same time. This allows D.va to get right up close to Widowmaker unharmed. Up close, D.va's Fusion Cannons are very powerful. This can be deadly. To counter this, you will simply need to relocate via grappling to a new spot. Before you grapple away, quickly throw a Venom Mine on her to deal some extra damage.
D.va is a relatively large target that moves slow when she is firing, so sniping her at long ranges is very easy. D.va's ultimate Self-Destruct is not too effective against Widowmaker since she can just grapple away from it and easily take cover. When D.va gets ejected from her mech she can be a tough target to snipe due to her small hitbox, but definitely try to take her out before she calls down another mech.
Reinhardt: Reinhardt's massive shield can pose a threat to Widowmaker, blocking her sniping shots while Reinhardt and his team can push forward. This can be annoying and can force Widowmaker to relocate to a different spot to try and get open potential sniping shots in.
When facing a Reinhardt, stay elevated! By keeping high up by grappling to high ledges you will avoid most of Reinhardt's attacks, including his melee Rocket Hammer swings, Charge ability, and his ultimate Earthshatter. You will just need to watch out for Fire Strikes, which he can aim in any direction. You will simply need to strafe around to avoid that.
Soldier 76: The further away from you are from Soldier 76, the better. At long ranges, Soldier 76's Pulse Rifle has fall-off distance damage with less accuracy, so he will do much less damage to to you from a distance. Being further away also means you will be safer from Soldier 76's Helix Rockets, giving you enough time to strafe to avoid it.
Soldier 76's ultimate Tactical Visor is still very deadly to Widowmaker even from long range, as his shots will always connect to a target, and Widowmaker should be one of his prime targets during Tactical Visor. When you hear Soldier 76 use Tactical Visor, you are better off hiding from it until it is over. NOTE: When enemy Soldier 76s initiate Tactical Visor, they will yell 'I got you in my sights', while allies won't say anything.
Widowmaker: Vs another Widowmaker it usually comes down to who spots who first and who has the better sniping aim. An enemy Widowmaker should also be one of the first targets you should look for before sniping.
Be cautious when the other Widowmaker uses Infra-Sight, as she will know exactly where you are at when popping in view. In this situation consider sniping other enemies and stay out of sight from her for the time being.
Torbjorn: Torbjorn's turrets are very powerful at all ranges and can take out Widowmaker if she is not cautious enough. However, Widowmaker can do some decent sniping damage to Torbjorb's turrets, as one fully charged sniper shot can kill a level one turret, or two fully charged sniper shots to destroy a level two turret.
Widowmaker can have a difficult time actually killing Torbjorns that stay around walls or corners repairing his turret. Widowmaker's Infra-Sight can help her to predict when a Torbjorn peeks within view while he repairs or build turrets, but overall she will depend on other offensive allies to really deal with Torbjorn. Infra-Sight also does not work on revealing turrets.
Torbjorn rarely needs to worry about Widowmaker's Venom Mines, since its mostly used closer to her on offensive heroes. Turrets can attack and destroy Venom Mines as well.
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by Gangsir
Hey there Overwatchers.
I’ve been working on a comprehensive Ashe guide for a while now, and I’ve finally finished it.
If you’re already a small-time Ashe player, or completely new to the hero and want to pick her up, then read on!
Ashe is OW’s 29th hero, and exists under the Damage category. She has the standard DPS 200 health, is unable to heal herself, and has moderate mobility.
She’s a gun-focused hero, and requires high mechanical skill to get the most value out of her.
Weapon
Ashe’s gun, the Viper, is a rifle that deals 40 damage while unscoped, and 85 while scoped. It has 12 shots before you need to reload, and a unique trait is that unlike all other guns in OW, Ashe’s gun reloads by each bullet instead of by magazine. Thus, the more shots are used, the longer the reload will be, all the way up to 4.25 seconds reloading from empty.
Both scoped and unscoped can headshot, for double damage. (Unscoped headshots for 80, scoped for 170)
However, The Viper experiences standard hitscan falloff to 50% of normal damage beginning at 20 meters for unscoped shots, and 30m for scoped shots. This means that she can be out ranged by projectile heroes and Widowmaker.
Damage thresholds and Damage/s
Unscoped, The Viper deals 160 damage per second as all bodyshots. Scoped in, it deals 119 damage per second as all bodyshots.
For headshots, DPS values are 320 and 238 for unscoped and scoped, respectively. This is lower in many cases than rapid firing heroes, so Ashe’s main value is in her Damage thresholds. These are key breakpoints of damage that result in a kill.
Getting headshot by Ashe’s scoped mode puts a standard 200 hp hero down to 30 health. While not a one-shot like a widow headshot, this low amount of health puts someone in great risk of dying. People at 30 health can be killed by another bodyshot from the ashe, a melee from any hero in the game, a genji swift strike, a shot from a McCree, a headshot from Mercy’s pistol, (lul) etc.
Inversely, any hero that has taken any of these forms of damage will die instantly to an ashe headshot. Additionally, of course, any hero with sub-170 max health will also be one-shot.
For tanks with 400 health, it takes 2 scoped headshots and an unscoped headshot, or another scoped bodyshot. (This means an ashe can 3 shot any 400 health tank, provided they can aim)
For tanks with 500 health, they can be killed with 3 scoped headshots. (After the PTR armor nerf)
Tanks with 600 health take 4 scoped headshots to kill.
Because Ashe’s headshot damage sits so close to the 200 hp mark, if Ashe’s damage is boosted in any form (Mercy boost, or discorded target, or nanoed, etc) then her scoped headshots will one-shot 200hp heroes, because it becomes 221 with 30%, and a whopping 255 with 50%.
Thus, 400 HP tanks can be 2 shot, and so on.
Abilities
Ashe’s first ability, Coach Gun, is her Mobility and “get off my ass” ability. It propels her away from the direction it’s shot, and if it hits anyone they’ll be sent away as well. Ashe is always knocked away regardless of the pellets hitting anyone/thing. It has a 10 second cooldown.
It deals up to 90 damage when shot at someone point blank, but in practice deals paltry damage.
Ableton connection kit download grey. Coach gun can also be aimed downward to launch Ashe upward, this is her main tool for getting to high ground, or escaping ground-locked heroes like Tracer.
Coach gun should primarily be used for mobility, and self defense. When used for self-defense, try to hit your attacker with it, in order to maximize the distance created between you. This can allow for free headshots as targets get knocked into the air.
And of course, since it is a boop, you can indeed use it to boop people off cliffs. Be careful however that you don’t get yourself killed using this ability by knocking yourself off a cliff.
Ashe’s second ability, Dynamite, throws a grenade that flies through the air in a long arc. It’s fuse only begins once the projectile touches the ground. However, the grenade can be shot by Ashe to instantly detonate it.
The explosion radius is large, and will deal a burst of damage in the realm of 75-30 damage depending on distance from the grenade, and 100 afterburn damage, for up to 175 damage total. https://apnew799.weebly.com/mac-cleaner-for-free.html.
The grenade does damage Ashe, for up to 87 damage.
Due to the high damage of this ability it’s valuable for building ult, as well as gaining elims on people not being healed. Healers can counteract the burn, however they cannot remove it early. Only abilities that purge other debuffs like Zarya bubbles, invincibility abilities, etc will purge the burn. Taking a healthpack will also extinguish you.
The burn effect also affects structures like turrets and barriers, damaging them over time.
This ability has great damage thresholds:
- Grenade detonation + scoped headshot = 200hp kill
- Grenade detonation and afterburn + (Un)Scoped bodyshot = 200hp kill
- Grenade detonation and afterburn + Scoped headshot = 250hp kill
From my testing, damage boosts seem to boost the initial burst of the blast, but not the afterburn. Feel free to correct me on this if your testing says otherwise.
Ultimate
Ashe’s ultimate, BOB, summons her faithful butler to enter the fray. Upon summoning, BOB falls out of thin air in front of Ashe, and begins running in a straight line where Ashe is looking. He’ll continue running for great distance (looks like 70m, Wiki says 65m, dunno) or until he contacts a wall or enemy. If he hits an enemy, he’ll deal 120 damage to them (by the way, this makes them killable with a scoped bodyshot) and fling them into the air, and stop charging.
After stopping, he switches to turret mode, where he proceeds to gun down anyone he can see, dealing about 122 damage per second, with perfect aim, totaling up to about 1100 damage overall if he’s allowed to shoot the whole time he’s down. (10 seconds)
While he’s in play, he contests any objectives he’s on, (including capturing) and can also be healed and boosted by supports.
After expiring via death or time, he’ll jump away again into thin air.
Counterplay includes:
- Crowd controlling BOB. He’s effectively a player, and so can be slept, stunned, hacked (he stops shooting/charging), frozen, etc.
- Killing him. He has 1200 health, which can be burned down easily by high headshot damage heroes, since his head doesn’t move. Do note that damaging BOB doesn’t yield ult charge, nor does healing him.
- Knocking him back into a useless spot. He can be booped or charged into a useless sightline, greatly reducing his impact.
BOB requires 2000 charge to obtain. It’s very fast to charge if dynamite is used on large groups, or if the ashe player has a high headshot percentage. Charge towards her next ult can still be obtained by Ashe while BOB is in play.
Ashe possesses a few hero options that can be seen by selecting her on the controls screen of options, and you should definitely look through them if you’re picking up Ashe.
- Relative scoped sensitivity
This is the same option all other heroes with a scope have, play around with this to find a good number you like. I personally use 45, apparently 51.66 is 1:1 relative. It depends on what you’re used to.
- Recoil compensation
So many people get what this option does wrong. Ashe doesn’t possess recoil. The only true recoil any hero in the game has is McCree’s fan the hammer, and Whole Hog. (Both of which actually move your crosshair up over time) Everything else just visually moves your crosshair up, but the crosshair will always return to center before you can fire again. This is true for Widow, Ashe, McCree, basically any hero that has this option. Thus, you never have to factor in recoil, like you might have to for other FPS games.
So what does this option do, then? If you happen to come from another FPS with recoil mechanics where a gun “kicks up” after shooting (and shooting again with shoot higher than the last time, even if you don’t move your mouse), then you will have a natural habit to sharply pull down on your mouse while firing to counteract this recoil. However, since OW doesn’t have recoil, compensating like this will make your crosshair end up too low.
So, this option was added for those people. If the option is enabled and you compensate for recoil, your crosshair will stay still when you fire, instead of ending up below. If it’s off, then your pull-down will make your crosshair end up too low.
If you don’t compensate for recoil manually, then this option does nothing for you either way. The only reason you’d want to have it a certain way is if you have the kicking-down reflex.
Thus, enable it if you have the reflex to compensate manually, and if OW’s your first FPS, then turn it off to make it easier to flick downward. (Flicking downward while enabled requires enough motion to overcome the “kick-down threshold”.) I personally have it on, as I have this reflex.
- Toggle scope
Completely up to your preference, this option makes it so you either have to hold right click to scope, or just tap it on and off.
Personally I keep it on toggle, so the weight of pressing down on my right click doesn’t weigh my mouse down and slow down my aim. If you’ve already been aiming with that weight on widow or ana, then keep it off.
As a little tip, if you have toggle scope on, you can exit scope and start reloading in one action by just pressing reload. Inversely, if you interrupt reload with a right click, you’ll stop reloading and scope in with one action.
- Always be reloading when you aren’t actively trying to kill someone. Get into the habit of tapping reload, since you can always interrupt your reload early.
- Reload can be interrupted with left/right click, melee, ult, or emoting.
- Actively try to get headshots. They’re harder for enemy healers to keep up with than repeated bodyshots.
- Change positions often. It’s harder to dive you if people don’t know where you are, and the same goes for avoiding your shots.
- Try to keep your ammo above 5 in case you suddenly need to defend yourself. It’s very hard to fight if you aren’t decently reloaded, so manage it like a resource.
- Ashe isn’t a flanker, but she can flank. Doing this can be very effective in the mid-stage of a teamfight when the enemy can’t devote too many resources to dislodging you. Only try it a few times though, if they’re too woke for it to work, stop trying it.
How you position depends on your team and the enemies’ positioning.
Generally, the rule is stick to high ground (preferably highground that cannot be reached without vertical mobility, to protect from a good amount of heroes) as long as you can, and if you get bullied off, stick behind your team’s shields.
You should be back line, but not so far back that your damage falloff comes into effect. Long range supports should be behind you, and you should be between them and midline DPS. In an extremely general sense, the “order” of your team from back to front should be:
Ana/zen – Ashe – <Short range healer> – <Short range DPS> – Offtank – Main tank.
If you’re playing double sniper DPS with Ashe, you want to position at a different angle than your other sniper, so you cover more ground. Playing split like that also makes it hard to kill both of you with a single dive, or shield both of your damages.
Ashe, while a simple hero, does possess a few techniques and optimizations that can be done.
Speed-kill Combo
Because of the way Ashe’s scope works, there’s a delay where you aren’t able to shoot after unscoping. Thus, to quickly deal fatal damage, you should fire a single unscoped shot (40 dmg) then immediately scope and headshot (170), for a total of 210 damage. This will, of course, kill any 200 hp hero. If the first unscoped shot is a headshot, this will be a total of 250 damage, perfectly enough to kill 250hp heroes like Reaper. (Making it very easy to kill him if you catch him shadowstepping, as you can do this combo before he can move)
Easy Dynamite Detonation
Ashe throws the game her dynamite in such a way that as soon as you’re able to shoot, the dynamite will have crossed your crosshair. This means that if you press <dynamite key> and start holding left click without moving your crosshair, you’ll always detonate the dynamite as soon as possible.
If thrown straight forward, this means that the dynamite will explode about 8-10m away from you. This is useful for igniting flankers trying to fight you.
In this section I’ll talk about enemy matchups against Ashe, assuming average (gold-plat) and equal skill. Things change at different ranks, but I’m trying to make this section as “majority friendly” as possible.
- D.va
D.va is somewhat of a hassle if you don’t respect her. She’s a dive tank, and thus is typically run to dislodge you from your position to limit the effect you exert on her team, same as she’d do for a Widow.
Be on the look out for her, and if she dives you, wait for her boosters to end (very important), then coachgun her away, and back up while scoped-headshotting her. Since her head hitbox is in the front of her model and she can’t turn away to avoid headshots (because she has to track you) you can very easily repeatedly headshot her. She has issue closing distance without her boosters, and if applied correctly the coachgun shot will render her too far away to do any meaningful damage.
If your healers have picked you up, she loses and gets demeched, or runs away. If you’re alone, then you need to make sure you headshot her repeatedly. https://treepink738.weebly.com/pdf2id-v30-free-download-for-mac.html. You can only 1v1 her if you deal enough damage to demech her before she gets her boosters back. If she gets them back and you aren’t being healed you’re dead.
Upon demeching her, try to dink her as she pops out of mech. Otherwise, be careful as she’s tricky to hit and can pistol you down. If she’s doing the cancerous ADAD spam, keep your crosshair still and wait for her to walk into it, or just dynamite her and call it a day.
- Winston
In the same vein as D.va, with one exception, you want to try to coachgun him during his leap. If you’re on high ground this will reject his leap giving you time to flee or shoot him to death. Falling short of his jump can also land him in the center of your team to be melted too.
If fighting him on equal ground, aim for headshots (scoped if you’re low on ammo, if you’re full just spam unscoped. Your whole magazine landed as bodyshots will leave him with 20 health, even better if you manage to headshot him a few times) while backing up, and hope someone bails you out. Winston actually counters you better than D.va.
- Rein
You’re entirely out of his range if you aren’t being silly, so just headshot him when he puts his shield down, or help burn down his shield.
You can also really easily throw dynamite over his shield and detonate it to set him and his squad on fire.
If somehow he gets close to you, shotgun him/yourself away.
Try to send BOB in when he doesn’t have charge so he can’t just displace it somewhere useless.
- Zarya
Again, you’re out of her range, so just dink her from afar. She’s fairly easy to headshot because of her obvious head hitbox that isn’t hidden by her shoulders like rein’s is.
Look to throw dynamite at her when she’s used her self-bubble, as it forces her to take the damage.
Since you’re a high damage hero, do your best to not shoot her bubbles.
If she gets close to you, shotgun yourself to high ground, or just away and run.
- Roadhog
Stay out of his hook range. His hook range is 20m, which gives you about 10m of leeway before you start falling off, so stay inside that and farm him. Look to headshot him when he goes for a hook or ults, since his mobility is limited and his head doesn’t move much.
Try to send BOB when he doesn’t have hook so he can’t displace it somewhere useless.
- Orisa
This can be tricky, as her shield is curved and can be difficult to burn down. Either try to take an off angle and shoot around it, throw dynamite over it, or help your team kill it.
She’s able to contest you from far away due to her projectiles, so don’t get dinked from afar slowly to death.
Try to send BOB when she doesn’t have halt/fortify….you get it.
If she’s ever without a shield, use that time to dink her enormous head.
- Wrecking Ball
Ashe, like widow, struggles greatly with WB. If he dives you, you either need to get peeled for by your team, or accept your death. You can’t run from him effectively, and can’t kill him in realistic time.
He’s also able to greatly displace BOB far away.
I would advise switching if he’s all over you.
- Ashe
Exactly like a Widow Vs Widow duel, completely up to the individual skill and positioning sense of the Ashes. Git gud.
Generally whoever lands the first headshot or lands a successful dynamite will win.
- Bastion
Generally kinda useless against Bastion. He’s tricky to headshot, and tends to be shielded and pocketed so much that running Ashe into him is silly.
He’s also immune to BOB knockup and can burn him down really fast.
I’d advise switching if you encounter a Bastion.
- Doomfist
(inb4 playing Doomfist in 2019 LUL)
Since you lack a form of CC, you’re going to struggle to fight him if he surprises you. The trick is to shoot him before he can get within ability distance. Keep an eye on where he is and lay down suppressing fire.
If he ults you, shotgun yourself horizontally out of it.
- Genji
Same as Doomfist (or Genji vs Widow) in that you optimally don’t want him to get close to you. Shoot him down from afar, and be careful not to get deflect headshotted.
If he does get close to you via dash, shoot him with unscoped shots until he deflects, then intentionally coachgun his deflect so you fly super far away. (You’re hit with your own knockback pellets) Use this distance created to shoot him dead. If you fail that and he re-closes the distance (and you still aren’t being peeled for) you’re kinda dead.
Similar to Widow, if he’s ulting and you don’t headshot him dead then you’re dead. No CC to stop him.
Widow Headshot Dmg Free
- Hanzo
Extremely dangerous to fight. Ashe has a large head hitbox (larger than Widow’s), and you can’t one-shot him, so the already disadvantaged Widow vs Hanzo duel is multiplied for you. Avoid peeking him and only contest him if you have a shield.
- Widow
Same as Hanzo, avoid fighting unless she isn’t paying attention to you or you’re shielded. She out ranges and out-damage-thresholds you, so don’t risk it.
- Junkrat
If you’re outside of about 15m and on high ground, he can do pretty much jack squat to you. Easy headshots if he peeks you.
Unfortunately your damage isn’t enough to outright one-shot his tire, but a shot will probably kill it if it’s taken any random damage.
- Mei
Stay out of her freeze range, and be careful not to get icicled from afar. Apart from that, easy dinks.
Try to use dynamite on her when she iceblocks, then detonate it when she pops out. This forces her to take the damage and can finish her if she walls herself off.
- McCree
Your falloff range is longer than his, so at proper range you should win. He does have the advantage of significant dodging while shooting (since he doesn’t slow down while scoped like you do, and has no scope), but you have higher damage thresholds.
If he’s ADADing, keep your crosshair still and let him walk into it.
If he gets close enough to flashbang you, you’re kinda dead.
- Pharah
In my opinion, ashe is the best hitscan to take down a pharah. Free word download for mac. While she’s unable to one-shot her like widow, Ashe is less susceptible to the “hide until you get close and then pop out of nowhere” pharah strategy that works on widow.
If a pharah does this to you, you should be able to burn her down with rapid unscoped shots, unless she’s super accurate with her rockets.
If she’s just hanging around in the air, you can shoot her down like a McCree would. If you wanna be stylish you can coachgun yourself into the air so it’s a less elevated shot, if that’s easier for you.
- Reaper
I’m looking forward to this reaper buff. Gonna make a lot of people try to play him…and get shown why Reaper is still really bad.
Essentially, he has no real way of closing distance to you, provided you aren’t blind and deaf. If he’s trying to get to you just stay on high ground. If he teleports up to you, dink him. If he’s fighting someone else, dink him.
If he’s ulting, dink him.
Just dink his massive 4head that can’t close distance on anybody.
Use dynamite on him after he’s wraithed, so he has to take the damage.
- Soldier
You have the same range, but he still holds the advantage unless you can quickly burst him down with headshots, because of his heal station and higher ability to evade while shooting.
Avoid fighting him unless your aim is really good, or he doesn’t have his heal.
You can try landing a dynamite on him while he’s healing, this can reduce his healing/s and make it slightly easier.
- Sombra
Kinda a skill matchup, as you don’t really have a long range escape like widow, or CC.
I’ve found that dynamiting her makes her scared and usually forces her to teleport away. You can also be stylish and coachgun her into the air and headshot her as she falls, since she can’t dodge without translocating.
If you get hacked you’re dead unless you have great aim.
- Symmetra
You out range her as long as you avoid her orbs, so just play at range and dink her. Destroy her turrets with dynamite or your shots.
Try to use BOB when she doesn’t have her ult as it negates a lot of his value.
If she teleporter bombs you (sending 3 turrets through the tele near you) then shotgun yourself away, or dynamite the teleporter.
- Torbjorn
Really easy to dink, just be careful of his long range primary fire. Destroy his turret from afar, you can 3 shot it if you’re inside your falloff range.
Don’t get snuck up on and shotgunned.
- Tracer
This is an aim test. If you’re of low accuracy she counters you, if you’re good you counter her, since you can one-tap her with a headshot. Two bodyshots also work, of course.
Avoid staying scoped in for long periods as it gives her an opportunity to blitz you down, and seek to headshot her if she isn’t engaged on you. Placing your crosshair and firing when she crosses it is very effective.
If she’s used recall and you dynamite her, she’s very likely to die. At the very least, she must hard-disengage in order to get a healthpack or healed.
You can also evade her by just staying in areas that she can’t reach. Shotgun yourself up to sniper perches and she won’t be able to get to you, since she can’t vertically blink.
- Ana
You actually counter Ana really really well.
Not only can she be dinked easily if she hardscopes in your sights, but you can kill her really easily with dynamite if you see her use her nade.
Upon seeing her throw her nade, shoot her once (body or headshot, whatever) and dynamite her. Boom, she’s automatically dead unless she gets a healthpack or gets healed by her second healer. (If she even has one)
She also has great trouble healing teams that get mass-dynamited, since her healing is really single target.
Only thing is to be careful not to send BOB until she’s used her sleep, since getting slept makes him useless for half his duration.
- Brigitte
She can do nothing to you from afar, so just blast her with headshots. If she’s shielding from you, throw dynamite above her shield to wear down her health. As soon as she goes to swing on someone resume blasting her.
You can instantly remove any rally armor from any non-shield-health enemy by headshotting them once.
- Lucio
No specific tips, just shoot him. Try to land dynamites on him because it forces him to stay on healing so he doesn’t burn to death.
If he ults, try to shoot him during the predictable arc he follows. If you’re really good you can probably headshot him out of his ult.
- Mercy
Same as Lucio, just shoot her. Land dynamites on her to prevent her regen.
Do note that coachgun doesn’t work for knocking her back while she’s rezzing, for whatever reason. Don’t bother, just headshot her. If you’re really close while she’s rezzing you can also spam her down with unscoped shots.
Widow Headshot Dmg Download
- Moira
Stay out of her range, and avoid her long range damage balls. If she fades put pressure on her, and try to zone her out from healing her tanks.
She can’t crouch while in ult, so potential for easier headshots.
- Zenyatta
Same interaction as with Widow and him, don’t get orb-volleyed from across the map. Keep moving, and keep an eye on him. He’s also a super high value dynamite target since he can’t heal himself easily.
Widow Headshot Dmg Full
I recommend shooting at him when your flanker does. The combined damage will kill him.