🎯 Overwatch
A 5v5 hero shooter where aim matters, but abilities, positioning, and ultimate economy decide fights — win more by taking space together and trading cooldowns intelligently.
🧭 Why It Clicks
Overwatch rewards teamwork as much as mechanics. Each fight is a puzzle: manage cooldowns, create angles, and convert picks into space.
Roles are sharply defined:
- Tank makes room.
- Damage turns pressure into picks.
- Support keeps the push alive while enabling playmaking.
The result is a tempo game: touch point early, build ult, force resources, and snowball.
🔍 Core Systems & Fight Flow
Roles at a glance
- Tank: space-maker and pace-setter — you decide where fights happen and when to commit or kite.
- Damage: angle creators and finishers — secure first picks, pressure backlines, and convert won cooldown trades.
- Support: sustain + utility — anticipate focus, rotate LOS, and enable dives or peels with CDs.
The 4-step fight loop
- Scout: locate enemy tank path, off-angles, and key cooldowns (e.g. Suzu, Lamp, Immortality).
- Trade CDs: poke to force resources; track when they’re down.
- Commit: dive or push cart when enemy lacks peel or Lamp; layer only one major CD at a time.
- Convert: stagger exits, secure high ground, and deny recontests with zoning ults.
Ultimate economy
- Plan win-cons: Nano-Blade, Grav-Dragon, Kitsune Rush pushes, etc.
- Counter-ult tracking: beat Sound Barrier/Trans with staggers or split fights; bait Suzu/Lamp before major ults.
Maps and timing
- Control: value first cap; swap early if comp is mismatched.
- Hybrid/Escort: high grounds and corners are your best friends; fight before choke turns.
- Flash timings: push during cart corner turns or when respawn advantage favours you.
🧩 Picking Your Starting Heroes
Tank (space and tempo)
- Reinhardt: straightforward brawl; corner swings, Firestrike for ult charge, Shatter on cooldown gaps.
- Orisa: anti-dive anchor; Fortify to duel and Javelin to cancel engages.
- Winston: dive enabler; jump → zap split targets → bubble isolate. Track enemy Lamp/Suzu.
Damage (angles and picks)
- Soldier: reliable hitscan; off-angle beams, Visor to clear chokes.
- Tracer: backline harass and pack management; recall greed loses fights — blink discipline first.
- Reaper: brawl cleaner; TP flanks, Wraith for commit/escape.
Support (sustain and utility)
- Kiriko: Suzu saves fights; Swift Step mobility, Kunai pokes for picks.
- Ana: anti-nade flips tank duels; Sleep on dives; Nano for power spikes.
- Lucio: rotations and speed control; Beats to counter Blade/Overclock.
Tip: pick one hero per role to learn fundamentals, then branch out for map/composition counters.
🚀 Climb Plan (First 10 Hours)
Settings and sens
- Enable high FOV, reduce motion blur, use a static crosshair.
- Find an eDPI you can track with (e.g. 3–6k).
- Aim routine: 5 minutes flicks (bots) + 5 minutes tracking per session.
Match flow checklist
- Before doors open: state plan (brawl left, dive backline, hold high ground).
- First fight: conserve CDs; identify enemy tempo tools (speed, Suzu, Lamp).
- Midgame: swap if your comp can’t touch their win-con (e.g. go hitscan vs Pharah/Mercy).
- Last fight: track ults; layer only one defensive ult and one engage ult.
Communication mini-pack
- Call one focus target and one CD down (“Lamp down — go”, “No Suzu 6”).
- Ping flankers and mark your own CDs (“No Sleep 8”, “Beat next Blade”).
🔧 Role Fundamentals (Do These Every Game)
Tank
- Hold corners; only cross chokes with cover or speed/Immortality.
- Count enemy burst windows; back up after forcing key CDs so your supports can heal.
- After a pick, walk space fast — deny recontest angles.
Damage
- Take an off-angle 30–60° from your tank; don’t mirror your team’s sightline.
- Reload discipline; cancel to secure kills. Track supports’ LOS and play within it until commit.
- Ult usage: convert guaranteed kills or zoning at cart turns — not random pop-offs.
Support
- Rotate cover-to-cover; minimise dry peeks.
- Pre-heal tanks before entry; save one emergency CD for dives.
- Damage when safe to build tempo — nade/discord/anthems can win fights on their own.
🗺️ Composition Cheat Sheet
- Brawl (Rein/Reaper/Lucio/Ana or Kiriko): win in close chokes; speed in, anti-nade or Suzu timing decides.
- Dive (Winston/Tracer/Genji/Kiriko/Lucio or Ana): target split backlines; bubble/Suzu isolate, finish fast, reset if no pick in 5 seconds.
- Poke (Sigma/Orisa + Soldier/Hanzo/Ana/Baptiste): win long sightlines; hold high ground, break shields/CDs, punish forced pushes.
🧰 Counter Tips (High Impact)
- Genji/Tracer dive: save one peel CD (Sleep, Suzu, or Boop). Mark Recall timings; punish after.
- Pharah/Mercy: swap to hitscan or D.Va; pressure Mercy first or force her break beam.
- Bastion bunker: force cooldowns, take an off-angle burst during Sentry form, or dive supports to break sustain.
- Roadhog picks: play cover, bait hook with off-tank pressure, Suzu/Sleep the hook target.
🎯 3 Mini-Goals to Rank Up
- One reliable hero per role, with a second for counters on your main map type.
- Call and punish one named cooldown every fight (e.g. “Lamp down”) to trigger commits.
- Win cart corners and high grounds — secure them after every pick, then deny re-entry with ult zoning.
📊 Quick Takeaways
- Cooldown trades and space control matter more than raw aim.
- Ult plans win rounds; counter-ulting and timing are the difference at equal skill.
- Take off-angles, stabilise with cover, and push on picks — simple habits, big SR gains.
IBBOB score: 8.9
(Rises with duo synergy and consistent comms.)