Do You Need To Fully Charge Zenyetta Attack To Do Full Dmg



Overwatch Strategy Guide

Reinhardt is a true definition of a tank. He has a massive shield, rocket thrusters on his back, and a huge Rocket Hammer to hold back and decimate his enemies with. His massive shield can protect his whole team as they push forward absorbing an incredible amount of damage. His rocket thrusters on his back enables him to Charge forward quickly and pin anyone in his path to a wall, which will usually kill anything. Reinhardt's Rocket Hammer is an extremely powerful melee weapon that has the longest range of any other melee weapon in the game and can hit multiple targets at once. He can use his rocket hammer to launch a Fire Strike projectile that can strike through anything in its path. His ultimate Earthshatter hits the ground in front of him with his hammer and makes all his enemies fall down, take damage, and stuns them for a short period of time. Reinhardt's main weakness is his lack of vertical mobility and can be overwhelmed from enemies from high above and there isn't much he can do about that except throw Fire Strikes. Reinhardt's main role is to absorb damage and depends on his teammates to output most of the damage.

Name: Reinhardt Wilhelm
Difficulty: Medium
Role: Tank
Age: 61
Occupation: Adventurer
Base of Operation: Stuttgart, Germany
Release Date: 10-27-2015

Charged Attack: Tartaglia aims a single, super charged arrow with Hydro damage. Any enemies hit with a fully charged shot take Riptide damage, which deals AoE Hydro damage. A good use for the charged orbs is to do corner checking. Charge them and slowly move around the corner and release while still moving. If there is an enemy with low health it might result in a kill. Keep track of your ammo counter. Zenyatta can fire a full charged volley even when he has 1/20 shots left. Hi all, A quick post on Magmasaurs and what my tribe and I have discovered so far. Magmasaurs attacks are as follows: Right click (Hold down to charge): Mortar fire ball, damage is% based and can destroy all structures (Yet to test vs TEK). Turrets will shoot the fireball, however the ball will explode similarly to a cluster grenade, making the turrets shoot for quite a while after the.

Hitpoints: 500

Reinhardt

In This Guide:
Rocket Hammer
Barrier Field
Charge
Fire Strike
ULTIMATE: Earthshatter
Counters:
Strong Against
Weak Against
Neutral With
Members:
Allied Synergies

Main attacking weapon

Reinhardt's Rocket Hammer is an exemplary melee weapon, able to deal punishing damage in a wide arc with every swing.

Ammo: Melee (no reloading or pauses)
Damage: 75
Fire Rate: 1 swing per second
Headshot?: no
Default Hotkey: LM

NOTE: For comparison, all other basic melee attacks in Overwatch does 30 damage.

Reinhardt's Rocket Hammer is the second strongest melee weapon in the game, following Genji's Dragonblade ultimate, but for a main attacking weapon it's fairly close to Genji's as it does an incredible amount of damage. Reinhardt is the only hero in Overwatch where his main weapon is melee based. Each swing has a wide arc and the range is twice as far as most other melee weapons in the game. When Reinhardt swings his hammer it has an active hitbox associated with it, meaning that you can turn your character during a swing and it will change focus while turning. Each swing has the opportunity to hit multiple enemies at once and will also slightly knock them back as well. Getting up close to a Reinhardt is a very nasty situation for just about anyone and a lot of that is due to his powerful Rocket Hammer melee attacks.

Ability with cooldown

Reinhardt projects a broad, forward-facing energy barrier, which can absorb substantial damage before it is destroyed. Though Reinhardt can protect himself and his companions behind the barrier, he cannot attack while sustaining it.

Shield Health: 2000
Recharge Rate: 225 per second when not deployed
Cooldown: 5 seconds
Default Hotkey: RM

Reinhardt's Barrier Field is his staple defensive mechanism used to block an incredible amount of damage as it can block a whopping 2000 hitpoints of damage.

Barrier Field Mechanics:

  • When used it will switch your view to a 3rd person viewpoint, then back to 1st person once unused. This allows you to see your shield and align it properly on the battlefield.
  • While active it will greatly reduce Reinhardt's movement speed.
  • Reinhardt cannot do anything else while his shield is up, no other attacks are allowed and he will depend on his teammates to output damage.
  • Barrier Field Blocks 2000 points of damage.
  • Does not block shots from allies.
  • The shield will regenerate its hitpoints after 2 seconds of it being turned off at a rate of 225 hitpoints per second regardless if Reinhardt is taking damage or even dies.
  • If destroyed, the barrier will have a 5 second cooldown until it can be used again, although, it will start regenerating its hitpoints after 2 seconds of being destroyed.

The Barrier does NOT block the following:

  • Melee attacks. Reinhardt and his shield will both take full damage from a single melee attack.
  • Some channeled weapons, including: Winston's Tesla Cannon, but Symmetra's Photon Projector beam will be blocked.
  • Reinhardt's Fire Strike and Symmetra's Photon Orbs. Fire Strike and Photon Orbs can actually pass through and damage everything in its path, including Reinhardt, his barrier and anyone else behind Reinhardt.

The Barrier Field blocks everything else, but the less obvious ones include:

  • Symmetra's Sentry Turrets (turrets will still attack and damage Reinhardt's shield, but it will not slow Reinhardt down and it will not gain ultimate charge for Symmetra)
  • Symmetra's Projector Beam
  • Mei's Frost Stream
  • D.va's Self-Destruct
  • Junkrat's Rip-Tire (but tires can be steered through shields and then be detonated)
  • Reinhardt's Earthshatter
  • McCree's Deadeye
  • Roadhog's Chain Hook

Barrier Field Strategies

As Reinhardt you should be at the front lines most of the time soaking up damage with your Barrier Field, helping your team push forward. You should be using your Barrier Field most of the time, only dropping it when you need to use another ability quickly. Your goal is to keep your team alive and especially protect your support heroes as you will be relying on them to keep you alive as well.

On Attack you will want to be the one driving the Payload to its destination or pushing towards the objective while keeping your shield out most of the time to soak up damage. Once you successfully break through choke points is when you can be a bit more creative with Charging potential enemies down that are in the open. And keep throwing Fire Strikes once the cooldown is up for it every time.

On Defense it is similar to Attack except you will be more stationary with your Barrier Field as you will be trying to prevent the enemy from pushing toward your team.

Reinhardt's Barrier Field is great for blocking shots from hitting Torbjorn's turrets, enabling Torbjorn to dish out damage with his Rivet Gun instead of getting preoccupied repairing his turret. Barrier Field is also a great counter to Roadhog's Chain Hook, as he can protect his entire team from getting Chain Hooked into Roadhog.

Ability with cooldown

Reinhardt charges forth in a straight line, grabbing hold of enemies in his path. If he collides with a wall, foes he's carrying suffer extreme damage.

Cooldown: 10 seconds
Damage: Pin is 300 (additional enemies will take 50 damage if hit after Reinhardt grabs a victim)
Headshot?: no
Default Hotkey: Shift

Charge quickly dashes Reinhardt in the direction he is facing and will grab the first enemy in his path and then pin that enemy to the next thing he runs into dishing out 300 points of damage, which will kill all heroes in the game except other tanks. While charging, Reinhardt can slightly steer left or right enabling him to have some control over the charge direction by using your strafe keys. There is a max distance that Charge will go to, but it is generally so long that it is rare to see it with the collision heavy obstacles in Overwatch. Enemies will not take any pin damage if the Charge goes the max length before hitting a wall. Enemies that Reinhardt doesn't grab while charging, but still hits, will take a knock back with 50 points of damage. Charge can be used as a means of mobility and he can use it to get to the fight faster after dying. Charge can travel through enemy shields and barriers, so it works against other Reinhardt's who have their shield up, Winston's Barrier and Zarya's barriers. Although with Zarya's Barriers, it will not hurt the victim if the barrier does not wear off before ramming them into a wall.

It is recommended that after you pin a tank against the wall to immediately start swinging your Rocket Hammer to finish the victim off before they can escape or fight back.

Be careful when using Charge, as you cannot cancel the ability and you may run into things you didn't have an intention to, such as a deadly pit or a heavily guarded area with your team left way behind. Sometimes it is only wise to Charge at a group of enemies only if you have your ultimate Earthshatter available to knock them all down after charging, to allow you to escape or your team to catch up with you afterwards.

Ability with cooldown

By whipping his Rocket Hammer forward, Reinhardt slings a flaming projectile which pierces and damages any enemies it touches.

Cooldown: 6 seconds
Cast Time: 0.25 second
Damage: 100 per hit (can strike through every hero in it's path)
Headshot?: no
Default Hotkey: E

Fire Strike has a unique characteristic where it can strike through every target in its path and deal a 100 damage to each target hit. The only other projectile in the game that works similar to that is Symmetra's Photon Orbs. Unlike Photon Orbs, Fire Strike travels much faster, but deals similar damage. Fire Strikes can travel through shields and barriers while doing damage to them as well. This makes Fire Strike a good counter to other Reinhardts and their shields, and also Winston's barriers.

Fire Strike is Reinhardt's only ranged weapon, but a powerful one at that. It has a relatively low cooldown of only 6 seconds and I recommend using it almost immediately every time the cooldown is up for it. Fire Strike is Reinahrdt's main way of charging up his ultimate, so keep Fire Strikes going constantly.

Fire Strike is Reinhardt's only means of dealing with enemies that are high up, as he has no other way of getting to higher areas and ledges, unless an allied Mei uses her Ice Wall to lift up Reinhardt to a high spot.

Other important uses for Fire Strike:

  • At Pharah while she is using her ultimate Barrage.
  • Destroying Junkrat's traps, mines, and his Rip-Tire ultimate.
  • Fire Strikes are easy hits on Roadhog because he is such a slow moving target with a large hitbox, and it's important to keep him and his Chain Hook away from your team.
  • While McCree is using his Deadeye ultimate, since he stands still and can't move much at all while using it.
  • When Reaper uses Shadow Step. If you see a Reaper using Shadow Step, it will give you enough time to charge up a Fire Strike and aim it right at his Shadow Step destination.
  • At Widowmaker. If you spotted their Widowmaker, a Fire Strike at her will force her to relocate or move out of the way, disabling her from combat for a short period of time.
  • At another Reinhardt. Reinhardt Vs Reinhardt battles often result in a lot of Fire Strikes at each other, and for good reason. Hitting another Reinhardt with a Fire Strike is a relatively easy hit and will help charge up your ultimate faster.
  • At Torbjorn's turret, and it will have a chance of hitting Torbjorn at the same time as well.
  • Bastion Sentries. They are stationary and easy targets for Fire Strike.
ULTIMATE

Ultimate Ability

Reinhardt forcefully slams his rocket hammer into the ground, knocking down and damaging all enemies in front of him.

Cast Time: 0.5 second
Damage: 50
Stun Time: 2.5 seconds
Headshot?: no
Default Hotkey: Q

Earthshatter hits enemies in a cone in front of Reinhardt, and deals 50 damage to each enemy hit and drops them to the ground stunning them for 2.5 seconds. The only thing known to stop this is shields and barriers. So avoid using this in front of another Reinhardt with his shield out, Winston's Barrier, or a particle shield from Zarya. Also Zenyatta's ultimate Transcendence will stop the flow of an Earthshatter behind him.

Even though Earthshatter is more of a ground ability, it can knock down enemies that are 2 meters above the ground.

Strategies for using Earthshatter:

  • Earthshatter should be saved when you really need it, as it can get you out of deadly situations and can hit multiple enemies at once.
  • After using Earthshatter on a bunch of enemies, you can then do a deadly combo on one of their most important heroes and finish them off with a Fire Strike followed by a Charge, this works especially well on high HP heroes such as other tanks.
  • Earthshatter is a great compliment to D.va's Self-Destruct as it locks enemies in place preventing them from running away from D.va's exploding mech.
  • Earthshatter is great when combined with Mei's Blizzard, as they won't have time to run out of the Blizzard and they will most likely freeze, giving your team enough time to contest an objective or to hold them away from the objective.
  • An Earthshatter can give McCree enough time to line up his Deadeye ultimate without worrying about taking too much damage.
  • Earthshatter can protect Pharah while she uses her ultimate Barrage.
  • Using an Earthshatter on Torbjorn's turret will stun it (preventing it from firing for a few seconds) and also deal damage to it.
  • Payloads do not block Earthshatter, so using this at the enemies all bunched up around the Payload is a good idea.


Reinhardt's Strength and Weaknesses Vs Other Heroes

Soldier 76: Reinhardt's massive shield is a problem for Soldier 76 as it blocks all of his attacks, including his Pulse Rifle and Helix Rockets. There isn't a whole lot Soldier 76 can do to Reinhardt, it's tough for Soldier 76 to get close to Reinhardt due to his Charge ability along with his powerful melee hammer and ultimate (Earthshatter). Soldier 76's lack of vertical mobility makes it harder for him to avoid Reinhardt's Charge and Earthshatter. Although Soldier 76's Sprint ability can enable him to run away from Reinhardt if he gets to close to him, further avoiding Reinhardt's deadly close range attacks.

Soldier 76's ultimate Tactical Visor is practically useless against Reinhardt due to his shield. Reinhardt can protect all his allies behind his shield against Tactical Visor's deadly aimbot. Plus Tactical Visor does not headshot enemies and is overall less useful on tanks as it's easy to hit them normally without Tactical Visor's aimbot due to their large hitboxes. Tactical Visor is generally best used against low HP heroes anyways.

As Reinhardt, keep pushing closer to Soldier 76 with your shield out while flinging Fire Strikes his direction, the closer you are to him the better.

Hanzo: Reinhardt's shield protects all his allies behind it from Hanzo's Storm Bow. The fact that Reinhardt can move closer to Hanzo while having his shield out makes Hanzo an easier target for Reinhardt's Charge ability. Hanzo's Sonic Arrow (ability for his team to see enemies behind walls in a small radius) is not really effective against Reinhardt due to his obvious position in the front lines of his team with his big shield out, well seen to his enemies anyways.

Although Hanzo's greatest advantage over Reinhardt is his ability to get to higher up ledges with his climb ability, as Reinhardt has no vertical mobility to chase after him. This protects Hanzo from most of Reinhardt's abilities, including his deadly close range melee attacks, Charge ability, and safe from his ultimate Earthshatter.

Fire Strike is Reinhardt's main means of dealing damage to Hanzo, especially when he is high up on a ledge.

If Hanzo launches a Dragonstrike, you will need to drop your shield and strafe out of the way to avoid it, as Dragonstrikes can go through shields.

Ana: Reinhardt counters Ana mostly due to his large shield, as it will block just about everything Ana can do (besides her ultimate Nano Boost). Reinhardt's shield can block Ana's Biotic Rifle, Sleep Darts and Biotic Grenades from hitting any of Reinhardt's team behind his shield, all of this can really put a damper on Ana's use during a match.

Normally you will be safe from Ana's Sleep Darts, but be careful when dropping it to launch a Fire Strike as that is Ana's ideal time to throw a Sleep Dart at you which can be devastating for your team as you will not be able to use your shield for a short while. Although for the full duration of Reinhardt's sleep it will regenerate 1/3 of his shield.

Since Ana snipes from a distance she generally will be safe from Reinhardt most of the time as Reinhardt does most of his damage in close range with his Rocket Hammer. Although unlike Widowmaker and her Grappling Hook, it will be difficult for Ana to reach higher ground where it will be safer from Reinhardt (since Reinhardt has poor vertical mobility) as Ana's mobility is on the weaker side. With this in mind, it can be easy to Charge at Ana if she is out in the open as she has virtually no way to escape it besides aiming a Sleep Dart at you while charging.

Ana can also potentially save one of her allies from getting pinned from a Charge by giving them a Nano Boost, which could help them survive the pin as it will reduce Charge's damage down to 150 instead of 300, which is enough to save most heroes. Ana could also Nano Boost one of her allies, which could allow that ally get around Reinhardt to flank you from behind your shield much easier.

Torbjorn: Reinhardt's massive shield allows his team to attack Torbjorn's turret while taking cover and move towards the turret while his shield absorbs all the damage. Furthermore, Reinhardt can use his Fire Strike at the turret dealing a lot of damage to it, with the possibility of also hitting Torbjorn behind it thanks to the projectile's ability to hit all objects in its path.

Reinhardt's Charge actually works against Torbjorn's Turret. A Charge will slam into and stop right where the turret is placed. It will totally destroy a level one turret and deal 175 damage to a level two turret, he can then easily take out a level two turret with one additional Rocket Hammer swing.

Reinhardt can attempt to Charge at Torbjorn, but it is a very risky maneuver, due to all the damage he would take from Torbjorn's turret, and then possibly dealing with Torbjorn's ultimate Molten Core, which is very deadly to Reinhardt.

Earthshatter will damage Torbjorn's turret while also stunning it for a few seconds.

Widowmaker: Reinhardt's shield provides excellent cover from Widowmaker's sniper shots and it can give her a much harder time to get clear shots in. This lets Reinhardt's team push forward quite easily against Widowmaker.

The drawback of dealing with a Widowmaker as Reinhardt is that he has virtually no chance at taking her out. Widowmaker has very good mobility with her Grappling Hook as she can use it to get to high ground and away from Reinhardt and all his abilities except Fire Strike. She has no reason to get close to Reinhardt as her role is to keep her distance and snipe her enemies from afar.

Fire Strikes can be used to throw her off track, but it's generally better used on something that you know it is going to hit so it can charge up your ultimate.

Pharah: Pharah will be a nuisance to deal with as she will be flying in the air most of time while avoiding all of Reinhardt's attacks, except Fire Strike. Since she has 200 HP, it will take at least two Fire Strikes to take her down from full health.

As long as Reinhardt keeps his shield out, Pharah will be forced to focus on only targets she is visible with and will usually avoid Reinhardt most of the time. But she can spam her rockets down at your shield, wearing it out quicker. Reinhardt will depend on his teammates to really deal with taking out Pharah.

Reinhardt is a good overall counter to Pharah's ultimate Barrage, as he can easily aim a Fire Strike at her while she is stationary and can shield her shots to protect his team from the Barrage.

McCree: McCree performs decently at tanks, and his abilities work well against Reinhardt. A few fan fire attacks at Reinhardt's massive shield will bring it's hitpoints down tremendously fast. In fact Reinhardt's shield is one of the few instances where using the fan fire at a longer range makes sense for McCree since it is so big of a hit area.

McCree can counter Reinhardt's Charge with either a Combat Roll to dodge it or a Flashbang to stop Reinhardt in his tracks followed by McCree's fan fire attack.

Be careful of getting too close to McCree as he can use his Flashbang and fan fire to deal a massive amount of damage to you. Reinhardt's shield will block Flashbangs, but McCree can actually throw his Flashbang above your shield to successfully stun Reinhardt. You can kind of counter this tactic by angling your shield up so he cannot Flashbang you, but McCree still might be able to Flashbang underneath your shield in this case. Only get close to him if you can Earthshatter him quick enough followed by melee attacks or a Charge at him.

McCree's Ultimate Deadeye is weak against Reinhardt due to every one of Reinhardt's abilities. McCree lines up his kill shots for Deadeye at a rate of 100 HP per second and moves very slow while revving up his shots. Since Reinhardt has a large amount of hitpoints and the fact that his shield can block it, protecting allies behind him, makes Deadeye very weak on Reinhardt. You can also Charge at McCree when he uses Deadeye as long as you spot him quick enough and he isn't too far away from you along with having enough health for it. A quick Fire Strike can also be used from a distance to deal some damage to McCree as he is revving up his Deadeye. Oh yeah, and Earthshatter will put an end to it as well.

Junkrat: Not many heroes have ways to deal with Reinhardt's massive shield, but Junkrat can shoot his grenades over his shield, potentially ricocheting off of a wall behind Reinhardt to deal a good amount of damage to him and his team. Keep in mind that Reinhardt's shield will block everything Junkrat has, including: mines, traps and frag grenades.

Thanks to Junkrat's mine jumps, he can get to higher ground and avoid most of Reinhardt's abilities, including: melee attacks, Charge, and his ultimate Earthshatter. Junkrat can also put a trap/mine down to stop a Charging Reinhardt coming after him.

Since Junkrat is usually able to take cover while lobbing grenades, he is virtually safe from Reinhardt's Fire Strikes. Although Fire Strikes can be useful for taking out Junkrat's traps and mines laying on the ground if you see them in the distance.

Junkrat's Rip-Tire is very deadly to Reinhardt as it can take him out at full health as it can do up to 600 damage. Reinhardt will need to rely on his teammates to shoot it down or fling a Fire Strike at it to take it out before it gets to him. Remember shields can block Rip-Tire damage, but unfortunately tires can also be steered right through shields and then be triggered.

Reaper: Both Reaper and Reinhardt excel at close range combat and it will be tough for both heroes to face each other. Reaper's shotguns are very deadly in close range so Reinhardt will need to react quickly with an Earthshatter or Charge. If Earthshatter is not available just use your shield if you can while your team dishes out damage to him. If you can't use your shield, just try to get some melee strikes in with your hammer or a Charge at him. Reaper can easily escape with Wraith Form but if you can land an Earthshatter or Charge at him it can be an easy victory for Reinhardt.

Be careful because Reaper can Shadow Step to a higher ground right around you to shoot down from high above, the only thing Reinhardt can do about that is launch Fire Strikes at him and hopefully rely on his teammates to take care of Reaper.

Zenyatta: Reinhardt can be a prime target for Zenyatta's Discord Orb (which will amplify all damage taken by +30%). This spells bad news for Reinhardt. Just keep your shield out and avoid taking damage directly as much as possible. This means refrain from using Charge as it will expose you to the enemy much more. Hopefully you will have a Mercy nearby to heal up any damage done to you and you should be okay. Zenyatta CANNOT launch his Discord Orb through shields, so keep your shield out to block incoming Orbs of Discord from targeting you or an ally behind your shield. Keeping your shield out to block shots will waste Orb of Discord's potential.

Reinhardt's ultimate Earthshatter will stun enemies for a period of time giving Reinhardt more time to prevent Discord Orb damage done to him or whoever has the orb around him.

Getting close to Zenyatta can be deadly to him as Reinhardt's melee attacks and Earthshatter will quickly decimate him as long as Zenyatta doesn't focus fire you down with Discord Orb and energy orbs, or Zenyatta can use his ultimate Transcendence to save him.

Be cautious using Earthshatter around a Zenyatta using his ultimate Transcendence as it will block the Earthshatter from hitting enemies behind Transcendence's hitbox.

Reinhardt can actually use a Charge against Zenyatta using Transcendence to push him and his healing effects away from his team. It is usually a good idea to use Charge for this particular reason often.

Symmetra: Symmetra's Photon Orbs will go right through Reinhardt's shield damaging it and then hitting anything behind the shield as well, including Reinhardt himself. This can charge Symmetra's ultimate up faster, quite easily. Even though Photon Orbs fly slowly in the air, it's still hard to dodge them as Reinhardt due to his slow mobility while his shield is out. However, Reinhardt's shield does block Symmetra's Projector beam.

Since Symmetra is usually back with her team taking cover while lobbing Photon Orbs or putting up Sentry Turrets, she is usually in the clear of Reinhardt's deadly melee attacks and Earthshatter. However if she does happen to get close to Reinhardt she will most likely take a good punishment from him as there is not much she can do about it.

It is possible to run into Symmetra's Sentry Turrets as Reinhardt, but it's rare. Reinhardt's shield does block Sentry Turret beams from hitting him and his wide melee arc swings can easily take them out.

Symmetra's Teleporter (ultimate) is not a job for Reinhardt to go hunt down, as that is a job for other heroes that have greater mobility such as Tracer, Genji, Reaper, or D.va.

Tracer: Tracer can be very deadly to Reinhardt, because he is a prime target for her Pulse Bomb. She can blink around your team unnoticed and then throw a Pulse Bomb on Reinhardt's back and potentially take him out, she can then Recall back to safety. However, Pulse Bombs do 400 damage so it may not be enough to take out a Reinhardt at full HP (of 500).

Fire Strikes and Charge is not very effective on Tracer due to her fast mobility. If you see a Tracer up close, use Earthshatter quickly to take her out if you can. Rocket Hammer swings can also easily knock her down and make her easy to deal with up close.

Tracer can actually Blink past a Charging Reinhardt, to prevent getting pinned by a Charge.

Winston: Winston can quickly leap up towards Reinhardt and has the ability to be very deadly up close. His short range Tesla Cannon can fire through Reinhardt's shield, potentially forcing Reinhardt to drop his shield to do melee attacks or an Earthshatter to save himself unless his team can provide enough fire power behind Reinhardt. Even worse is Winston can turn on his ultimate Primal Rage, which can knock Reinhardt and his shield away from your allies. If you can, Charge a Primal Rage Winston to disable him from attacking your team for a short period of time, then use Earthshatter if it's available followed by melee strikes, and then prey that you will still live through all that.

Winston can provide his team with Barrier Shields too, but it has no effect on Reinhardt as all his abilities can go through Winston's shield, including Fire Strikes and Charge. It's usually not wise to Charge at Winston from a distance because he can simply leap to avoid it (if he is quick enough), which can put you in a dangerous situation away from the rest of your team. It's usually only wise to Charge at Winston when he is close to you.

Roadhog: Even though Reinhardt can use his shield to block Roadhog's Chain Hook, Roadhog can still manage to Chain Hook you from any slight moment when you do lower your shield. If you can, use an Earthshatter after getting chained in followed by melee strikes at Roadhog. If Earthshatter is not available, then use a Charge at him or put your shield out to block incoming shots. Either way, Roadhog can be hard to take down after getting chained in, due to the close support of his allies, his powerful Scrap Gun, and his high HP. Also Roadhog can still Chain Hook you in while doing a Charge.

Roadhog's Scrap gun happens to be very deadly against Reinhardt's Shield, as it's the most powerful basic attack weapon (besides a Bastion Sentry) that can take Reinhardt's shield down the fastest. And this is especially the case when Roadhog uses his ultimate Whole Hog against Reinhardt's shield. Whole Hog will also knock back enemies he is firing at, this can make Charge difficult to do during this time or get close to him to execute melee strikes. Earthshatter can be used to put an end to Roadhog's Whole Hog though.

Roadhog's Take a Breather (self heal) can be canceled by Charging at him, or by using an Earthshatter.

Fire Strikes happen to be useful against Roadhog since he is a big target that also moves slow, thus making it easier to land Fire Strikes on him, which in turn can rev up your ultimate faster. You just need to watch out for Roadhog's Chain Hook when launching Fire Strikes as you will have to lower your shield temporarily. Consider only doing this from longer ranges.

Reinhardt: Vs another Reinhardt usually results in a big shield dueling Fire Strike battle between the two. Remember, Fire Strikes can go through another Reinhardt's shield and hit everything in its path behind it. Oftentimes the winner is the one who has a better supporting team and healer.

With 1 on 1 battles, the one who charges and pins the other one first usually comes out on top. When two Reinhardts Charge each other, they will both clash at each other and then drop, get stunned, and take damage.

An Earthshatter can also end the battle quickly as it can then lead to an easy Charge or Fire Strike to finish the opposing Reinhardt off.

Shields do not block melee attacks, and when attacking another Reinhardt's shield with a Rocket Hammer melee attack, it can hit both Reinhardt and his shield with one swing.

Genji: Genji has great mobility and is able to get high up and away from Reinhardt and most of his abilities, from there he can pick at Reinhardt with his shurikens. Reinhardt can block shurikens with with his shield most of the time, however Genji may be able to get all the way behind Reinhardt's team and harass him from behind, which can be annoying and Reinhardt will depend on his team to take out the wondering Genji as there is not much he can do about it except fling a Fire Strike at him, which can also be repelled by Genji's Deflect.

Up close battles are dangerous between both of the heroes, Genji's Swift Strikes can do an ample amount of damage (even through shields) and he can then use his ultimate Dragonblade up close which gives him very powerful melee strikes (that also works with attacking targets through shields). Reinhardt can counter that with an Earthshatter followed by a Charge or Fire Strike. If Earthshatter is not available, I recommend attempting to Charge him to either pin him or to escape from him if it misses.

Also keep in mind that Genji can use Deflect to block Reinhardt's deadly melee attacks.

Bastion: Reinhardt's Fire Strike is one of your strongest abilities against a Bastion Sentry. Even though Fire Strikes are slower moving projectiles, that's no problem against a stationary Bastion Sentry. Since Reinhardt can use a Fire Strike every 6 seconds, this will force Bastion to keep repairing or reposition elsewhere.

Besides Fire Strike, Reinhardt can attempt to Charge and pin a Bastion Sentry, but Bastion can still kill you while Reinhardt is charging. Charge really only works if it's a relatively short distance. Mei can also lift up Bastion in places where Reinhardt cannot reach thus making Charge useless in those situations. Reinhardt's Barrier Shield can help him and his allies get closer to Bastion, but Bastion can tear through Reinhardt's shield very fast in about 5 seconds regardless of range.

Bastion's ultimate Tank Form is a deadly ability, but Reinhardt can actually Charge and pin a Bastion using Tank Form and it will cancel out the ultimate.

D.va: Reinhardt has some strong counters against D.va, he can use his shield to block D.va's Self-Destruct, potentially protecting his whole team from it while they can still fight and not worry about taking cover. But it will put a dent into his shield as Self-Destruct does up to a 1000 damage and his shield has 2000 HP.

If D.va gets up close and starts firing her cannons, she can be an easy target to Charge/pin as long as her Boosters are still on a cooldown. If you can, just use Earthshatter to knock her down first then Charge at her, especially if you know her Boosters are available to her. Also Earthshatter works through D.va's Defense Matrix.

With D.va's Boosters so readily available, she can easily boost to high up ledges where Reinhardt cannot get up to and she can be safe from all of Reinhardt's abilities except Fire Strike. D.va's only use of Defense Matrix against Reinhardt is for Fire Strikes, but it would be kind of a waste as she can also just easily strafe to avoid them.

Mei: Both Reinhardt and Mei are both deadly in close range combat, but who wins? Reinhardt has the upper hand here thanks to his powerful Rocket Hammer, which can knock down Mei resetting her freeze gun. Reinhardt's ultimate Earthshatter is also a powerful counter to Mei's Freeze gun, which will knock her down and reset the freeze effect. Mei's Freeze gun also cannot go through Reinhardt's shield. Not to mention Reinhardt can Charge Mei unless she can respond fast enough with an Ice Wall or Cryo-Freeze to block it.

Mei's Ice Wall allows her to boost upwards to higher areas where Reinhardt cannot get up to and shoot Icicles down at you, this is devastating to Reinhardt as he cannot do anything (besides Fire Strikes) against enemies that are high up where he cannot get to.

Keep in mind that Reinhardt's Fire Strikes can strike through just about anything, but it cannot go through Mei's Ice Wall or a Cryo-Freeze, as they will both block it.

Reinhardt can use his shield to block Mei's ultimate Blizzard drone (but not actual Blizzard) by simply facing his shield toward the hovering drone to prevent it from flying to far. Reinhardt's shield will NOT block the actual Blizzard in any way, however Reinhardt can Charge out of the area of effect before he gets frozen.

Zarya: Zarya is not much of a threat to Reinhardt. Both heroes generally keep their distance from each other, but Reinhardt can do serious damage to her up close as long as she is unable to use her Particle Barrier to protect her. Her poor mobility only makes it harder for her to escape Reinhardt's deadly melee attack and Charge ability. Reinhardt can still Charge Zarya while her Particle Barrier is up and Reinhardt's shield can block both of her attacks from her Particle Cannon (short range beam and explosive charges).

Full

Be careful using Fire Strikes around Zarya, because if she has her Particle Barrier up (or on an ally), she will block the Fire Strike damage and absorb the damage to increase the power of her Particle Cannon. A Fire Strike will still pass through Zarya's barrier, doing no damage to her and giving her +40 power for her Particle Cannon.

Unfortunately Reinhardt's shield will not have any effect on Zarya's ultimate Graviton Surge, but Reinhardt can actually escape out of it with a Charge.

Reinahardt's Earthshatter will NOT knock Zarya down when she has her Particle Barrier up, and she will absorb the damage as well (+13 to her Particle Cannon strength). The same thing will apply when her Projected Barrier is on an ally.

Mercy: It's generally not Reinhardt's job to kill another Mercy and vice versa. Mercy will make dealing with an enemy tank a lot more difficult with her incredible healing and damage buffing capabilities.

Fire Strikes can be used in her general direction to potentially hit her or her allies. If she uses a Resurrect, you then have an opportunity to time a Charge at one of the resurrecting heroes, or a Fire Strike. If there is a lot of enemies being resurrected, then an Earthshatter would be very useful once they get revived, followed by melee strikes.

Lucio: Lucio is not much of a direct threat to Reinhardt, but his healing and speed auras will give Reinhardt a tough time for sure. Reinhardt's shield does a good job of blocking Lucio's sonic projectiles and also his knockback (Soundwave). Lucio can still execute a Soundwave on Reinhardt if he moves into and past your shield first. Aiming Fire Strikes or Charges on Lucio or his allies will be a lot harder to do if Lucio has his speed aura on and even when it's not on, Lucio still has the fastest basic ground movement speed compared to any of the other heroes in Overwatch, thus aiming attacks at him can be quite difficult.

If you do manage to get close to Lucio, an Earthshatter can be quite useful on him, as long as you quickly take him out before he uses his ultimate Sound Barrier to protect him and his allies from dying.

When Lucio uses Sound Barrier, it's usually best to just keep your shield out to absorb damage until it's over, as it's pointless attacking them when they are nearly invulnerable for a short period of time, so it is best to focus on protecting your allies in the meantime with your shield.


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Overwatch Strategy Guide

One of the hottest topics I hear throughout the Overwatch community is which heroes are the hardest to master, and which heroes are the easiest to master. I was curious myself to see all the Overwatch heroes ranked from easiest to hardest, so I have decided to make this list here. This list also shows you which heroes are best for beginners (top of the list) and which ones are best for experts (bottom of list).

Keep in mind this list is my rough estimate. Overwatch is still a young game and this list is subject to change in the future once we start realizing the full potential of every hero. If you think a hero deserves to be higher or lower on the list then please comment down below. Check it out..

From Easiest to Hardest

23) Winston


Blizzard's difficulty rating: Medium

Winston is a great pick for new players or for players who want an easy experience with Overwatch. Winston requires very little precision with his abilities and his main attack weapon doesn't even need to be aimed at enemies.

Tesla Cannon: Winston's weapon is one of the easiest weapons to use in Overwatch as it requires virtually no aiming. It has a very small learning curve to it and any new players can pick the game up and easily start using his Tesla Cannon with no problems.

Jump Pack: Winston can leap high and far with his Jump Pack ability. Jump pack is easy to use but one must know the maps in order to know where to jump to. But then again, map knowledge is important with any hero.

Barrier Projector: Winston's shield globes are vital to block enemy damage and although it is overall very easy to use, knowing exactly where and when to use it can take a little bit of practice.

ULTIMATE Primal Rage: Winston's ultimate is probably the hardest aspect of him to master. Winston's leap goes on a much shorter cooldown during his ultimate and he must get into melee range to do any damage. Winston remains relatively safe during Primal Rage because he gets fully healed at 1000 HP during his ultimate.

22) Reaper


Blizzard's difficulty rating: Easy

Reaper is great for new players because his abilities don't require a lot of precision. It won't take long to get the hang of his abilities as one can pick him up and start playing right away.

Hellfire Shotguns: Reaper's shotguns are relatively easy to aim at enemies thanks to the large spread of his shotgun pellets. It is much harder than Winston however, as you will still need to do some aiming.

Wraith Form: This ability makes Reaper invulnerable for a few seconds and it can take awhile to get better at using this ability, but overall an easy ability to use and will help you get out of any nasty situation.

Shadow Step: Reaper's teleportation ability is relatively simple to use, it just takes a bit of knowledge and experience knowing where and when to use it at.

ULTIMATE Death Blossom: Reaper's ultimate is a simple 360 degree short range destruction ability that anyone can pick up on. It can be a bit risky to use, so one must be a little cautious about executing it.

21) Torbjorn


Blizzard's difficulty rating: Medium

Torbjorn players have it easy for them because their turrets do a lot of their DPS. Turrets still take knowledge in where to build them throughout the maps and some basic skill for using his Rivet Gun.

Rivet Gun: Torbjorn's weapon does require some precision in learning how to aim properly as he shoots out projectiles that has a travel time to its destination, although it's not terribly difficult to get used to.

Build Turret: A two year old can build a turret, but knowing where to build the turrets can take a little bit of knowledge. Once the turret is up it works for you and you only need to keep an eye on its hitpoints to repair it after it takes damage.

Armor Pack: Torbjorn can collect scrap from dead heroes and then throw out Armor Packs from it. Collecting scrap is probably the most difficult aspect of it and overall it is a very easy ability to do.

ULTIMATE Molten Core: Torbjorn's ultimate turns his turret to level 3 (as long as its currently level 2 at the time), and he also gets an increased amount of armor to go along with it, which is a relatively safe ultimate to use and is easy at the same time. Knowing when to activate it can take a little knowledge.



20) Bastion


Blizzard's difficulty rating: Easy

Bastion is really simple, you move around and shoot things and sit still and shoot things. The strategies are relatively easy to learn, he just takes a bit of aiming practice and knowledge on when and where to use his Sentry mode at and you will be okay with him.

Recon Mode: Bastion is sort of a transformer, transforming into various modes. His default mode is Rocon and he simply moves around while only being able to fire his gun. His gun is hit-scan, meaning there is no projectiles, bullets instantly hit the target you shoot at, which makes aiming more simpler, but still requires some practice.

Sentry Mode: Bastion's powerful defensive mode, Sentry is just as easy and nearly the same as Recon except you will be stationary and simply aiming at enemies with a powerful gatling gun that is also hit-scan requiring only a bit of practice. What's more difficult is learning where and when to use Sentry mode at, which shouldn't take a long time to learn.

Self-Repair: Low on health? Simply repair the damage up. Very easy ability, not much to it.

ULTIMATE Tank: Bastion's ultimate turns him into a tank which fires explosive cannon balls that do AOE splash damage, not too difficult to get a hang of.

19) Reinhardt


Blizzard's difficulty rating: Medium

Reinhardt requires virtually no aiming, except when firing Fire Strikes. He spends a lot of time with his shield out protecting his team and his abilities are not too difficult to master, but knowing how to protect his team while staying alive does have a slight learning curve to it.

Rocket Hammer: Reinhardt's weapon is a big hammer that he can use in melee range, it has a wide ark and anyone can pick him up and start using his main weapon very easily.

Barrier Field: Reinhardt has a massive shield to block enemies shots and projectiles. Using it is really easy, but knowing how to position yourself on the battlefield with it will take a bit of experience.

Charge: This is where beginners mess up on usually. Charge is one of the most difficult aspects of Reinhardt's arsenal to master. You can easily get yourself in nasty situations with this ability and it will take some time to master it properly.

Fire Strike: Reinhardt's only long range weapon is a powerful projectile that hits through all targets in its path. Aiming it is not too hard and only takes a bit of practice to get the hang of. The main issue I see with new players is simply not using the ability as often as they should.

ULTIMATE Earthshatter: Reinhardt's ultimate slams his hammer on the ground causes everyone in front of him to drop down and get stunned for a short period of time. Very simple to use and only takes a bit of knowledge in knowing when to use it.

18) Mercy


Blizzard's difficulty rating: Easy

A lot of people think Mercy would be the easiest, think again! Although her abilities are easy to use and she requires virtually no aiming when buffing her teammates, she does require a lot of knowledge in knowing which allies to buff before others and how to stay out of trouble. The amount of knowledge with her is so much that it just so happens that myMercy guide is the biggest one I have made yet.

Caduceus Staff: Like I said above, the skill of actually buffing teammates is easy, she just needs some knowledge in knowing which ally toheal ordamage boost before others along with knowing who issafer to follow than others. She also requires a bit of multitasking, as you have to keep in mind where your allies are at and what is going on.

Caduceus Blaster: Mercy's attack weapon gets very little use because she spends more time buffing teammates, but her blaster gun fires projectiles that does have a slight learning curve to it.

Guardian Angel: This ability allows Mercy to fly to nearby allies to buff them in need and is easy to use but does require some practice to get the hang of more effectively. She also uses this ability to escape out of deadly situations and as such is probably more difficult than what most new players think.

ULTIMATE Resurrect: Mercy's ultimate brings back all dead allies around her. Using it is simple, but knowing when to use it will take a bit of knowledge.

17) Soldier 76


Blizzard's difficulty rating: Easy

If you have played Call of Duty before, then you should be able to jump right into Soldier 76 with no problem. His abilities only take a moderate amount of precision and shouldn't take too long to master.

Sprint: Soldier 76 can quickly run forward (but without firing), allowing him to quickly position himself in a different spot. Knowing where and when to sprint does take some knowledge. Map knowledge plays a big role in knowing where to sprint to.

Heavy Pulse Rifle: Hit-scan weapon that has a moderate learning curve in how to aim. His gun also has a recoil to it, so knowing how to do pulse shots from longer distances takes some practice.

Helix Rockets: I feel that Helix Rockets are one of the most difficult aspects of Soldier 76 to master as knowing who to use these against along with aiming them all requires some practice and knowledge.

Biotic Field: Simple ability that heals you and your teammates around you, not to difficult to get the hang of.

ULTIMATE Tactical Visor: Soldier 76's ultimate is a self aiming bot that only requires a very small amount of aiming, and knowing when to use it will take some practice.

16) Symmetra


Blizzard's difficulty rating: Medium

Symmetra doesn't require too much skill with her abilities, but you do need to have good knowledge on how and where to use most of her abilities.

Photon Projector: Like Winston's Tesla Cannon, Symmetra also has a short range self aiming channeled weapon. The weapon is easy to use with no precise aiming required. Her alternate fire shoots slow moving projectiles that will pierce everything in its path and that will take some practice to get better at.

Sentry Turret: Placing her turrets on the battlefield is easy, its just knowing where to put them is the difficult part and this will take knowledge.

Photon Shield: This gives an ally a +25 HP shield that lasts until the ally dies. This is probably the easiest ability in the game to use.

ULTIMATE Teleporter: Just like her Sentry Turret, Teleporters are relatively easy to put down, its knowing where to put them down is the part that will take knowledge.

15) Roadhog


Blizzard's difficulty rating: Medium

As a tank, Roadhog has important responsibilities of absorbing damage and pulling enemies out of their formation with his Chain Hook ability. He mostly requires some decent aiming for the most part.

Scrap Gun: Roadhog's Scrap Gun fires out very fast moving projectile pellets that takes an average amount of aiming and the learning curve isn't too steep.

Chain Hook: Chain Hook (pulls in enemies with his Chain and Hook) is Roadhog's most difficult ability. Aiming the Chain/Hook at enemies takes a lot of skill and you will need a lot of practice for that most likely. There is a lot of other important things you need to learn about Chain Hook and how to get better at using it.

Take a Breather: This ability fills up half of Roadhog's health (+300 HP), and it is a very easy ability to use, not much to it.

ULTIMATE Whole Hog: Roadhog's ultimate is probably the second hardest thing to master after his Chain Hook. When he uses Whole Hog, he becomes very vulnerable, so knowing when to use it will take some knowledge. Once activated, it takes only a little bit of skill to maintain good control of it.

14) Widowmaker


Blizzard's difficulty rating: Medium

Widowmaker is an average difficulty hero specializing in sniping enemies from a distance. The hardest aspect of her is aiming while in sniper mode.

Widow's Kiss (Assault): Her rifle in assault mode is for close up enemies and uses hit-scan that is not terribly difficult to get the hang of.

Widow's Kiss (Sniper): Sniper mode is the main aspect you will need to get the hang of in order to be really good with Widowmaker, and aiming with her while in sniper mode will take a bunch of practice in order to get better at. Not only that but understanding how to be aware of your surroundings while in sniper mode is another skill you will need to develop. Knowingthe best sniping spots will take some time to master properly.

Grappling Hook: Luckily Blizzard made it so using the Grappling Hook is very easy as it auto adjusts to where you are shooting it at, but you still need to learn the maps in order to know where to grapple to and when.

Venom Mine: Venom Mines are traps that Widowmaker can throw onto the ground and you will need to learn how to use them to protect yourself while in sniper mode along with knowing where to put them, so there is a learning curve to these mines.

ULTIMATE Infra-Sight: This is one of the easiest ultimates to use in Overwatch. Very simple ability that allows you and your teammates to see all the enemies on the map (even behind walls). There is only a few things to know about it, but overall very easy to use.

13) Pharah


Blizzard's difficulty rating: Easy

If you have played games like Quake before, then you will already have some good experience in shooting a rocket launcher. However, Pharah is a bit more involved in just shooting a rocket launcher, in that she also has Jet Packs that you will need to learn how to use properly as well.

Rocket Launcher: A Rocket Launcher does require developed skill in order to get better at. One must know how to predict enemy movements and fire in the direction where the enemy will be at slightly in the future. One must know how to take advantage of the splash damage by hitting rockets on floors and walls to deal damage to your enemies.

Jump Jet: This is Pharah's ability that allows her to fly up in the air real quick. The ability will feel clunky at first, but overtime with enough use, it will start feeling more natural to use, and it will take some time to get used to.

Do you need to fully charge zenyatta attack to do full dmg free

Concussive Blast: This ability knocks back enemies, but there is more to it than just that. If you watch some high level play of Pharah, you will discover so many more uses for this ability that will blow your mind. With so many different uses, this ability does have a learning curve to it to become pro with it.

ULTIMATE Barrage: Pharah's ultimate makes her very vulnerable while casting and you need to learn when to use it and how to protect yourself while using it.

12) Lucio


Blizzard's difficulty rating: Hard

What is so hard with Lucio? Lucio's support abilities are more difficult than what most players may think. Knowing when to constantly switch between healing and speed is not easy, and there is a steep learning curve to it. Not only this but Lucio can skate on walls for many purposes, such as to take a shortcut around a map, and possibly many many more that hasn't even been discovered yet.

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Wall Ride: Wall riding is a passive skill for Lucio that hasn't been fully tapped into yet. There are multiple uses for wall riding and it may takes years before we discover all the uses for it.

Sonic Projectiles: Lucio's weapon fires out projectiles that travel kind of slowly to its destination and will take some practice to consistently get better at aiming with.

Soundwave: This ability knocks enemies away from him and has a moderate skill level associated with it.

Crossfade: This ability switches between Lucio's healing and speed aura. This is probably the most difficult aspect of Lucio to master. Knowing exactly when to switch between the two is not easy and will take some time to get used to.

Amp It Up: This ability increases the effectiveness of Crossfade and goes hand in hand with it, as such it is another aspect that will take some skill to use at the right times.

ULTIMATE Sound Barrier: Lucio's ultimate provides a +500 HP shield for him and all allies around him for a short duration. Knowing the right times to use this ability is very important.

11) Zenyatta


Blizzard's difficulty rating: Hard

I felt that Zenyatta has the steepest learning curve out of all the support heroes and this is mostly due to the difficulty in aiming Zenyatta's energy orbs and knowing which ally or enemy to receive the Harmony Orb or Discord Orb before others.

Energy Orb: Zenyatta's basic attack weapon fires fast flying projectiles that has a steep learning curve to them. I can only imagine years down the road where we start watching really good players with Zenyatta that can aim really well with him, only then when we really start unlocking the full potential of Zenyatta.

Orb of Harmony: Knowing which ally to put the Harmony Orb onto before other allies will take some knowledge. Constantly being aware of your surroundings of who needs healed will take some experience.

Orb of Discord: Keeping up with putting the Discord Orb on which enemy would benefit your team the most is not an easy task all the time and using this ability will most likely take some experience.

ULTIMATE Transcendence: There is a lot more to this ability than just healing your teammates. One must learn how to communicate pushes with this ability to your team in order to be successful with Transcendence.

10) Sombra


Blizzard's difficulty rating: Hard

Sombra is essentially a support offensive hero that has great spy skills. As Sombra you will need to learn how to be very stealthy, sneaking around the enemy to flank and hack them. To become a master with Sombra you should have a good understanding of all the heroes in the game and which targets are more important to hack along with knowing the maps so you can find safer paths to sneak up to the enemy from.

Opportunist: This is Sombra's passive ability that allows her to see all enemies behind walls that have less than 50% health. The passive combines great with Sombra's other abilities. To make the best use out of Opportunist, you will need to be a master of every ability Sombra has access to.

Machine Pistol: Sombra's only means of dealing damage is her Machine Pistol. This weapon has a large clip size that does hitscan damage, but with extreme falloff damage. The pistol itself is not very difficult to get used to and does not require extreme precision to master.

Hack: Hack is Sombra's signature ability. Hack prevents enemies from using their abilities for a short period of time. To master Sombra, you will need to have a good understanding of which enemies are more important to hack before others and at the right times as well.

Thermoptic Camo: This ability allows Sombra to go invisible (but not invulnerable). This is one of Sombra's stealth abilities she has access to. To make best use of this ability, one needs to have a good understanding of the maps and know how to follow up with her other abilities to finish her spy/flank goals.

Translocator: This is the other stealth ability Sombra has access to, allowing her to instantly teleport to where she places her Translocator at. This ability can effectively keep Sombra alive by allowing her to escape deadly situations and to teleport to higher up ledges. This ability will take a lot of practice and map knowledge to get better at.

ULTIMATE: EMP: Sombra's ultimate (EMP) works very much like her single target Hack ability but in a wide radius around her, preventing all enemies from using their abilities for a short period of time. Knowing when to use this is important and will take some time to get used to.

Do You Need To Fully Charge Zenyatta Attack To Do Full Dmg Free

9) D.va


Blizzard's difficulty rating: Medium

D.va is somewhat difficult because her abilities gives her many different opportunities to choose from and one must make better decisions if you want to be better with her.

Fusion Cannons: D.va's mech is equipped with a rapid firing gun that is actually one of the easiest aspects of her to master. This is because her gun is very easy to aim due to the large hit radius with no reloading.

Boosters: This is where the decision making comes in. With the ability to boost every 5 seconds one must make better choices with where to boost to. A lot of this is map knowledge and some of this is basic offensive/defensive skill.

Defense Matrix: This ability blocks incoming enemy fire and projectiles. Knowing when to use this will take some experience.

ULTIMATE Self-Destruct: This ability explodes D.va's mech and kills anyone within the explosion's line of sight. There is a lot more to this ability than just pressing your ultimate hotkey and hoping for the best. D.va can launch her self-destructing mech by using her boosters first. There is so many strategies for launching the exploding mech that have yet to be discovered yet.

D.va in Human Form: In human form D.va is still quite powerful with her blaster gun. Her blaster shoots projectiles that will take some aiming practice to get better at.

8) McCree


Blizzard's difficulty rating: Medium

McCree's abilities all work synergistically together and he has tremendous damage potential but to unleash it one must have great execution skills with all of his abilities.

Peacekeeper: McCree's revolver requires precision in aiming and will take a lot of practice, especially if you are inexperienced with FPS games in general.

Fan Fire: McCree's alternate fire quickly unloads his revolver dishing out a lot of damage quickly. This ability works synergistically with McCree's other abilities and it will take a lot of practice to become more fluent with.

Combat Roll: This ability quickly somersaults McCree while reloading his revolver. This ability supports McCree's other abilities and it will take a lot of practice to get used to using this for reloading and fan fire attacks along with many other uses that players will need to learn.

Flashbang: Flashbangs will stun enemies near McCree and one must learn how to be quick with using this ability along with learning how to follow up with using your other abilities to complete the entire process successfully.

ULTIMATE Deadeye: Deadeye slows McCree down tremendously while he lines up deadly shots against his enemies. Deadeye is very risky to use as McCree is very vulnerable while he is lining up shots. One must learn when and where to use this ability and this can take some time.

7) Zarya


Blizzard's difficulty rating: Hard

What makes Zarya a difficult hero to play is knowing how to properly use her barriers.

Particle Cannon: Zarya's weapon can either shoot out a short range beam that is relatively easy to get the hang of, but her alternate fire (explosive charged shots) will take a bit more experience to get better at.

Particle Barrier: Zarya can put a barrier on herself that will absorb damage and transfer the power over to her Particle Cannon. It is only active for a very short time (a few seconds) and you must be very good at knowing exactly when to use this ability.

Projected Barrier: These act similar to a Particle Barrier, except these can only be put on allies. This is probably the most difficult ability that Zarya can do as one must be very keen at knowing when to give one of these Projected Barriers to an ally for maximum effectiveness. This will take a lot of knowledge and skill to get better at.

ULTIMATE Graviton Surge: This ability launches a gravity bomb that forcefully pulls in nearby enemies and clumps them up together, making them very susceptible to AOE damage. This ability is best used with other allied ultimates and abilities, so practicing team communication is the key to maximizing the potential of this ability.

6) Ana


Blizzard's difficulty rating: Hard

As a long range support sniper, Ana caters to players who both want to play a highly precise aiming hero along with managing the support and healing of allies. I believe she is the hardest support hero to master properly.

Biotic Rifle: Ana's Rifle serves multiple uses, to heal allies and to damage enemies. Players will need to practice her aiming to be able to connect more shots if you want to get the most use out of Ana. Players will also have to choose targets more carefully as all heroes in the game (both allies and enemies) will become a target for Ana.

Sleep Dart: Sleep Darts are another high precision aiming weapon of Ana's arsenal that serves many uses for Ana. Sleep Darts can be very powerful, but if you keep missing targets you will be wasting a lot of Ana's potential, and at first it can be difficult to consistently land Sleep Darts on your enemies. This will take a lot of practice and experience to get better at.

Biotic Grenade: These grenades do damage to enemies while also prevent healing on enemies and doubles the healing of allies for those struck in the vicinity of the blast radius. Ana can also use these to heal herself as well. This ability has the potential to shut down the healing effects of the entire enemy team. With so many versatile uses it will take some time, knowledge and practice to get better at Biotic Grenade's use in combat.

ULTIMATE Nano Boost: Ana's ultimate turns one of her allies into a killing machine for a short period of time giving them increased damage output and damage reduction. The difficulty in using this ability is knowing which ally to give this to and when. You can easily waste this ultimate if you are not careful with it. Use it wisely and it can be devastating to the enemy. Mastering this ability is not as easy as one would think.

5) Tracer

Do You Need To Fully Charge Zenyetta Attack To Do Full Dmg


Blizzard's difficulty rating: Medium

Tracer is a fast moving hero which also means you need to be fast at thinking if you want to play her effectively. Tracer also requires a lot of precise aiming that you will need to get used to.

Pulse Pistols: Tracer's weapon has a moderate skill level associated with it, as aiming and reloading properly does take some skill.

Blink: This ability allows Tracer to Blink in the direction she is moving to much faster. Using this ability has a high skill ceiling to it and will take a long time to master properly.

Recall: This ability puts Tracer in the state she was a few seconds ago including health, ammo, and position on the map. Learning when to use this at key times is vital to mastering Tracer. This ability also works synergistically with her ultimate..

ULTIMATE Pulse Bomb: Tracer lobs out a very strong short range bomb that instantly kills most heroes in the game. This ability combos well with her other abilities (Blink and Recall). Using this ability is not easy and it can take awhile to consistently pull off successful Pulse Bomb attempts.

4) Mei


Blizzard's difficulty rating: Hard

So you want to be an expert at ice attacks eh? Well you have a lot to learn!

Frost Stream: This is a very unique weapon that freezes enemies up close. Using this ability properly is not always easy and can take some time to get used to.

Icicle Projectiles: Aiming her alternate fire (icicles) can be difficult and will take aiming practice to increase your hit rate with her.

Cryo-Freeze: This ability locks Mei into an Ice block that heals her HP up while making her invulnerable. This is one of her easier abilities to use, but it still takes quick reactions to execute this at the right times to save yourself and to also block shots from hitting your allies.

Ice Wall: This is probably Mei's most difficult ability she has access to. Ice Walls have many purposes and uses on the battlefield. It will take a lot of knowledge and experience to become a master at using Mei's Ice Wall ability.

ULTIMATE Blizzard: Blizzard is simple to use but there are many strategies and other allied abilities that this ability combos well with. Learning these strategies along with team communication is the key to unlocking the full potential of this ability.

Dmg

3) Junkrat


Blizzard's difficulty rating: Medium

Junkrat's gameplay is overall very fast paced and he requires a lot of precision in just about everything he can do.

Frag Launcher: Junkrat's Frag Launcher will take some time to get used to properly. One must know how to bounce grenades off of walls to reach specific spots and how to spam the grenades over tall walls and objects.

Concussion Mine & Steel Trap: Becoming fluent with mine jumps while at the same time lobbing grenades will take some skill. Mine jumps in general have many uses and it can take some time to master it. Learning where to place the Trap/Mine combo will take some knowledge.

ULTIMATE Rip-Tire: Junkrat's ultimate Rip-Tire takes a little bit of skill. Knowing how to keep it alive better along with being able to kill more enemies with it will take some practice.

2) Hanzo


Blizzard's difficulty rating: Hard

Now we move on to some of the most difficult heroes to master in Overwatch. Hanzo is high on the list of heroes to master because his arrows take a lot of skill to be a pro at. I can't wait to watch high level Hanzo play years down the road after people having grinded him for many many hours.

Storm Bow: Aiming with Hanzo is one of the most difficult aspects of Overwatch to master consistently as he requires an insane amount of precision with his bow/arrows.

Sonic Arrow: This arrow reveals enemies behind walls in a short radius. The ability is one of Hanzo's easier abilities to use, but one must learn to keep up with using it constantly along with knowing the right spots to use it at.

Scatter Arrow: Scatter Arrows bounce around potentially hitting enemies in the process. The ability requires a lot of skill and it will take a lot of practice to master landing hits with this deadly ability.

ULTIMATE Dragonstrike: Hanzo's ultimate unleashes a mystical dragon (or wolf depending on what skin your using) that goes through the entire map damaging anything in its path. The ability only has a moderate skill level associated with it for the most part. Hanzo usually remains safe while casting it but properly aiming it so it has the potential to clear enemies out of a certain spot along with shooting it through walls to get some surprise kills is not easy.

1) Genji


Blizzard's difficulty rating: Hard

Every single aspect of Genji requires an insane amount of precision and I feel like he just blows every other hero away at being the hardest Overwatch hero to master. One of my thoughts with Genji is: how good can a Genji player actually get? In his current state, Genji might be the most powerful hero in the game, but nobody really knows for sure right now because no one has completely unlocked his full potential yet. To fully unlock Genji's full potential it will require a lot of practice and grinding, possibly years to become very fluent with him.

Genji's mobility in general will take some time to get used to as he can climb walls and double jump. There aremany shortcuts Genji can do and learning them is essential to mastering him.

Shuriken: Genji's shurikens are probably the hardest weapon to aim with in Overwatch, even more difficult than Hanzo's Storm Bow. The shurikens have amazing damage potential as they do no fall off distance damage, but it will take a lot of practice to consistently land shurikens on your targets.

Deflect: This ability blocks incoming shots and projectiles and ricochets them back to the enemy. Using this at the right times along with properly aiming them back at the enemy is not easy and will take some time to get the hang of.

Swift Strike: Another ability that takes insane skill to master. Swift Strikes have many uses and combos well with other abilities. Properly executing them is not easy.

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ULTIMATE Dragonblade: Dragonblade is one of the few ultimates in the game that actually requires skill to control it from start to finish. While Dragonblade is active, Genji's Swift Strike becomes immediately available again (even if it was on a cooldown). Using Dragonblade is risky because Genji is still very vulnerable while using it. This is one of the most difficult ultimates to properly use and it will takes some time to get down better.

Conclusion:
Well that is my list of the easiest and hardest Overwatch heroes to master. If you feel like a specific hero deserves to be higher or lower on the list then please comment down below.


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Easiest and Hardest Overwatch Heroes to Master
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