Strategies and Tactics#
Tactics answer the question of how to play this fight. This page breaks things down by role and by situation, without covering hero-specific combos.
Universal Tactical Principles#
- Take the position first, deal damage second: better positioning beats two extra shots
- Focus one target: six players attacking six targets equals zero damage
- Don’t fight while down a member: retreat when you lose a player and regroup once respawns are up
- Don’t chase past the objective: objective ownership decides the match, not the kill count
- Spend abilities at key moments: save crowd control for enemy engagements and shields for enemy bursts
- Don’t hoard ultimates: trading for an enemy core in a key spot is always worth it
- Read the enemy’s ultimate status: once their engagement abilities are spent, that’s your entry signal
- Keep communicating: quick commands are enough to convey positions and ability status
Match Phase Strategy#
| Phase |
What to Do |
| Opening |
Claim favorable terrain, probe the enemy comp, don’t charge in blind |
| Midgame |
Trade ultimate for ultimate and fight for objective progress |
| Overtime |
Group up and enter together; prefer a hard trade over splitting up |
Playing Vanguard#
Core Duties#
- Stand at the very front of the team, but not beyond healing range
- Use your body to seal off the enemy’s most effective attack routes
- Create space for the team to advance instead of going for kills yourself
Advanced Tips#
- Advance with cover: don’t beeline for the objective; use walls and corners to break the enemy’s firing lines
- Judge engage and retreat: at half health you should already be thinking about pulling back, not waiting for a heal to save you
- Trade judgments: if trading your life for an enemy healer wins the objective, it’s worth it
- Protect the backline: when enemy divers keep succeeding, one step back to peel is worth more than pushing on
Playing Duelist#
Core Duties#
- Output steadily from a safe position
- Look for chances to kill the enemy healers and backline
- Use burst to interrupt the enemy’s key abilities
Advanced Tips#
- Entry timing: wait for the team fight to start and the enemy’s attention to lock onto the frontline before going in
- Repositioning habit: never spend more than two volleys at the same sniper spot
- Target selection: prioritize the enemy healer, then whoever is channeling an ultimate
- Retreat standard: if your skills are spent and you have no escape tool, stop chasing
Playing Strategist#
Core Duties#
- Keep the whole team’s health topped up
- Use control and buffs to steer team fights
- Protect yourself, because a dead Strategist heals for zero
Advanced Tips#
- Positioning: stand where you can see both your teammates and the enemy’s dive routes
- Healing order: heal whoever is taking pressure first, rather than rotating through the roster evenly
- Countering divers: when dived, use mobility to create distance and hold your crowd control until they close in
- Ultimate timing: cast group healing or buff ultimates right as the enemy commits their engagement
Team Composition Strategy#
| Comp |
Makeup |
Use Case |
| Balanced |
2 Vanguard + 2 Duelist + 2 Strategist |
Most matches |
| Frontline-heavy |
3 Vanguard + 2 Duelist + 1 Strategist |
Forcing a push or holding the point |
| Damage-heavy |
1 Vanguard + 4 Duelist + 1 Strategist |
When enemy healing is weak |
| Double healer |
2 Vanguard + 1 Duelist + 3 Strategist |
Against strong enemy divers |
Attacking Strategy#
- Push along two routes to force the enemy to split their fire
- Have Vanguards lead the main route while assassins stage on the flank for the dive
- Bait out enemy ultimates before truly contesting the point
- Once the objective progress passes half, protecting the progress matters more than clearing players
Defending Strategy#
- Hold the enemy’s narrowest attack corridor; never stand in open ground
- Focus healing on the Vanguards holding the corridor
- Don’t chase when the enemy loses players; holding the position matters more
- In overtime, give up the perimeter if necessary to keep the objective
Map Control#
The core of map control is “making the enemy take the long way.” Holding high ground, choke points, and the cover around the objective forces the enemy to attack from unfavorable angles.
| Element |
Value |
| High ground |
Vision advantage; can suppress corridors |
| Choke points |
Restricts enemy formations; crowd control is most efficient there |
| Health packs |
Decide who can stay near the objective longer |
| Flank routes |
The divers’ entry paths, and the openings defenders must seal |
Counter Play#
| Enemy Approach |
How to Counter |
| Hard frontline push |
Split frontline from backline with walls; kill the healer first |
| Divers hitting the backline |
Strategist swaps to a self-sufficient hero; Vanguard falls back to peel |
| Ranged suppression |
Flank around behind and force them to reposition |
| Chained ultimate engagements |
Spread out so one ultimate can’t hit multiple players |
| Turtling the objective |
Use AoE damage and forced displacement to squeeze them off the point |
Solo Queue and Premades#
In solo queue, filling roles and adapting matter most; don’t expect teammates to fit your plan. In a premade group you can:
- Agree on Team-Up hero pairings in advance
- Divide roles clearly: who opens fights, who cleans up
- Swap heroes together to answer enemy comp changes
FAQ#
| Question |
Answer |
| How much do I need to memorize |
Nothing by rote; “take positions, focus targets, retreat when down a player” covers most of it |
| What if five teammates refuse to swap |
Fill the most critical role yourself; it works better than complaining |
| Is there a guaranteed winning strategy |
No, a tactic’s value lies in fitting the current comp and map |
| When should I give up an objective |
When you’ve lost more than half the team and enemy ultimates are still up, fall back to the next line |