How Much Dmg Does Zarya Do At 100

  1. How Much Dmg Does Zarya Do At 100 Years
  2. How Much Damage Does Zarya Do At 100
  3. How Much Dmg Does Zarya Do At 100 Miles
  4. How Much Dmg Does Zarya Do At 100 Feet
  5. How Much Damage Does Zarya Do At 100 Charge
Overwatch Strategy Guide

Zarya's cannon fires a 15-meter beam that deals 85 damage per second (of continuous ticks) at 0 Energy and 170 damage per second at 100 Energy. This consumes 20 ammo per second. Alt-fire will lob energy grenades that explode on contact, dealing 45 damage at 0 Energy and 90 damage at 100 Energy.

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.

  1. Jul 06, 2016  However, you will look to do as much damage as possible with your Particle Cannon weapon, instead of trying to keep your allies safe (though, as stated, Projected Barrier should be used nearly on cooldown). Aside from this, Zarya's Graviton Surge ultimate plays a very important role. It is a fairly easy to use ultimate that will frequently.
  2. Zarya's damage scales with Energy with a 1%:1 ratio. Once at 100 Energy, she deals double damage with her Particle Cannon. Her primary fire goes from 95 DPS to 190 and her alternate will deal anywhere from 45 to 90 damage. This is assuming you can keep the beam on the enemy 100% of the time.
  3. Zarya is a tank that melts in seconds, Symmetras beam kills in seconds and even more so with her orbs. I seem to come across a Sym and Zarya in the same group ever… Sorry but something needs to be done about their damage.
  4. Mercy’s Valkyrie Suit helps keep her close to teammates like a guardian angel. She provides much needed healing. Learn Mercy's stats at Overwatch Guide.
  5. Is there any way to see how much damage each weapon of each character does on all fire modes for Overwatch? Stack Exchange Network Stack Exchange network consists of 175 Q&A communities including Stack Overflow, the largest, most trusted online community for developers to learn, share their knowledge, and build their careers.

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

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.

Hi, I am looking for a reliable mod or list of mods on the Skyrim Nexus that inrease the Destruction spell damage in one way or another because, right now, the spells are far too weak on higher difficulties, and it kills the game for me. Whether or not it requires additional Magicka does not matter to me because I have no issues with Magicka at all on my Altmer. Feb 01, 2016  Hi Folks, Apologies for the noob question but does magicka increase spell damage? Ive got a ring of willpower with stamina on it (robust) and when I change it to another ring of willpower with magicka (arcane) my spell damage isnt showing an increase in my character stats; the only stat that is showing an increase is my magicka pool. You are a poor villager of Riverwood. Your family is sick and poor. You quest to College of Winterhold to learn the arcane arts to help your family and village. This is my first quiz, so please no negativity. You may use this quiz to know what school of magic is right for you. Very well detailed. Hope you skyrim fans out there enjoy. Please do ask! Thank you for your time. Does the bow do magic dmg or staimia dmg skyrim. Magic damage vs Physical damage based on level. Ask Question Asked 8 years, 2 months ago. Firebolt is 25 dmg vs base Fire which is 8/sec). Battleaxe, damage inflicted is 1102! I've maxed out my two-handed fully, with enchanted gauntlets and boots. I think magic is useless for offensive, in skyrim, that too in master level difficulty. Sneak Damage multiplier: Does it apply to magical damage too? Ask Question Asked 8 years. In oblivion, it did. It'll be interesting to see if it does in skyrim – l I Nov 16 '11 at 12:52. I am hoping it does. 268.35 - this is a shot from my normal bow. It includes a 15 damage fire enchant. This implies that my bow shot did 33 damage.

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).

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

Story
Winston is a super intelligent, genetically engineered ape that was raised on the moon at the Horizon Lunar Colony with a bunch of other genetically engineered apes by a human scientist known as Dr. Harold Winston. All the other apes went mad and killed Dr. Harold Winston and declared the colony as their own. Naming himself after his beloved human caretaker, Winston didn't like this and returned back to earth to join Overwatch.

Play style
Winston uses a Tesla Cannon as his main weapon which channels a short beam of deadly electricity that has an easy auto aim associated with it. He is a highly mobile tank equipped with rocket thrusters on his back that enables him to leap around quite frequently creating chaos amongst his enemies. Winston is able to protect his team from enemy fire with his huge Barrier Projector globes. His ultimate Primal Rage turns him into a raging beast that gives him an incredible amount of health and melee attack damage allowing him to break through tough defenses.

Weaknesses
Winston's weakness is his lack of long range fire as he requires to be right up close to his enemies to do any damage to them, but that's where his leap ability comes into play. Overall, Winston is a very well rounded tank that does a good job of helping to protect his team from damage and allowing them to push towards the objective much easier.

Name: Winston
Difficulty: Medium
Role: Tank
Age: 29
Occupation: Scientist, Adventurer
Base of Operation: Horizon Lunar Colony (formerly)
Release Date: 10-27-2015

Base Hitpoints: 500 (100 of it is armor)

Winston

In This Guide:
Tesla Cannon
Jump Pack
Barrier Projector
ULTIMATE: Primal Rage
Counters:
Strong Against
Weak Against
Neutral With
Members:
Allied Synergies

Main attacking weapon

Winston's weapon fires a short-range electric barrage for as long as he holds down the trigger.

Ammo: 100
Fire Rate: 20 rps (channeled weapon)
Damage: 60-65 DPS
Reload Time: 1.5 seconds
Headshot?: no
Default Hotkey: LM

Winston's Tesla Cannon will require less precise aiming than most other guns in Overwatch. This allows new players to the FPS scene to jump right in and not have to worry about aim precision. The Tesla Cannon does require some aiming, as you will only need to aim in the general direction of the enemy and it should connect. The Tesla Cannon can strike through and hit enemies behind shields and barriers, such as Reinhardt's shield, and another Winston Barrier, but it will not go through Zarya's Barriers.

The Tesla Cannon has the capability to hit more than one target at a time as the lightning from it can branch off to multiple enemies at once. Each branched lightning will deal the same full amount of damage, so you can potentially do double or triple the damage compared to only attacking one target. This is useful for crowd control and makes leaping towards multiple enemies at once a higher consideration.

Use melee strikes
Melee strikes can be more efficient in time sensitive situations. If enemies get down to only a slither of health left, just use a melee strike on them to finish them off quicker. Melee strikes do 30 instant damage, where as it will take almost a second of channeling with your Tesla Cannon to match that. This also means when you are about to reload, just use a melee strike first, you will do more damage in the long run.

The Tesla Cannon does have a short range and in order to use it effectively you will need to leap around often to get close to your enemies to deal damage to them.

Ability with cooldown

Assisted by his energy pack, Winston lunges through the air, dealing significant damage and staggering nearby enemies when he lands.

Cooldown: 6 seconds (This changes to 2 seconds when Primal Rage is on)
Damage: up to 50 (AOE at landing with fall-off distance damage)
Default Hotkey: Shift

Leap allows Winston to be very mobile, more so than most other tanks (except D.va and her Boosters). After landing from a Leap, Winston will deal up to 50 damage to all enemies in the vicinity, depending on how far away from you they are when you land. You can control the height and direction you jump by looking in the direction you want to jump to. For example, if you look straight up and then Leap, Winston will leap straight up in the air. It will take a bit of practice to get used to the mechanics of leaping.

Leaping is most commonly used for:

  • Chasing after enemies. Sometimes you have to think of Leap as your extension to your short range Tesla weapon, as you will be leaping quite frequently to get in range to deal damage to your enemies.
  • To get right up and close to strong defenses such as Bastion Sentries and Widowmakers to take them out with your Tesla Cannon.
  • For basic mobility to get up to higher platforms and ledges.
  • To get to health packs faster by leaping towards them.
  • To get back to the fight faster after dying.
  • To help push your team forward in combination with your Barrier Projector.

Ability with cooldown

Winston's barrier projector extends a bubble-shaped field that absorbs damage until it's destroyed. Allies protected by the barrier can return fire from within it.

Cooldown: 13 seconds
Duration: 6 seconds
Barrier Strength: 600 HP
Default Hotkey: E

As a tank, Barrier Projector fits Winston's role quite well. When used, Winston will drop a Barrier Projector that is a dome like shield right at the center of Winston's character that blocks enemy fire but still allowing your allies to fire through it. If you are leaping through the air and press the barrier hotkey, it will drop from exactly where you activated the ability (not where you will land).

As soon as you place the Barrier down, the cooldown for the next one starts immediately. Because of this, you will want to use this as often as possible.

Common uses for Barrier Projector:

  • To protect choke points. Shielding choke points is a vital strategy for enabling your team to push forward if you are on Attack, or to keep the enemy from pushing forward if you are on Defense.
  • To Leap safely towards your enemy. A strong combo is to leap towards a bunch of enemies and then throw up a Barrier Projector. This will protect you from outside fire while allowing you to dish out damage with your Tesla Cannon to only a few enemies at once. This is especially useful for dealing against Torbjorn's turret or other strong defenses such as Widowmakers and Hanzos.
  • For use on top of a Payload. In case you didn't know, you can put a Barrier Projector on top of a Payload and it will turn into a mobile barrier that travels with the payload. This is very powerful.

Winston's Barrier does NOT block the following:

  • Melee attacks.
  • Some channeled weapons, including: Winston's Tesla Cannon, Symmetra's Photon Projector beam.
  • 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 Winston, his barrier and anyone else behind Winston.

Enemy Barriers:
When dealing with other enemy Barrier Projectors, it's generally better to not focus fire on the barrier to attempt to destroy it but rather refocus your attention on finding enemies that are out in the open and fire at them instead. You will be wasting your time and fire power on Barrier Projectors, as they will automatically dissipate after 6 seconds anyway. Only fire at Barrier Projectors if it's your last resort (unless you are a Bastion Sentry, as a Sentry can kill it in 1.5 seconds).

ULTIMATE

Ultimate Ability

Winston embraces his animal nature, significantly boosting his health and making him very difficult to kill, strengthening his melee attack, and allowing him to use his Jump Pack ability more frequently. While raging, Winston can only make melee and Jump Pack attacks.

Hitpoint Change: 1000 (100 of it is armor) - Winston gets fully healed at use.
Duration: 10 seconds
Damage: 40 per melee strike (Strikes do AOE damage with knockbacks)
Headshot?: no
Default Hotkey: Q

NOTE: Movement speed increases as well.

Primal Rage turns Winston into a raging beast with powerful melee knockback strikes with his fists. At use he gets fully healed along with an increase of hitpoints to 1000. His Leap ability instantly becomes available again (even if it was on a cooldown) and also goes on a much shorter cooldown of only 2 seconds (from 8 sec), this allows Winston to be extremely mobile during this time. The drawback of Primal Rage is that he is unable to put down Barrier Projectors for the duration of the ultimate. He is also unable to use his Tesla Cannon, but his melee strikes with his fists make up for that.

Although melee strikes will do AOE damage, they only do 40 damage in an area, which is not a whole lot of damage. The AOE knockback is really what the ability is all about. With powerful knockbacks, you can keep enemies off of objectives and bat them away from you and your team, even potentially knocking them into a deadly pit. Combined with only a 2 second cooldown for your Jump Pack, you can create a lot of confusion amongst your enemies and do some serious harassing at the same time.

Since Primal Rage heals you fully to 1000 HP, it's important to use this as a life saver when you are about to die and need to refill your health up immediately.

Primal Rage can also save you if you get knocked into a pit. When falling into a pit you can sometimes save yourself by Leaping back to safety, but sometimes Leap may still be on a cooldown. By activating Primal Rage you can use your Leap immediately again to leap back to safety.



Winston's Strength and Weaknesses Vs Other Heroes

Symmetra: Winston is the best counter to Symmetra's Sentry Turrets. All Winston has to do is walk in the room filled with Sentry Turrets and hold down the trigger for his Telsa Cannon, it will automatically aim and kill each one quickly.

Symmetra on the other hand can fire her Photon Orbs and her Photon Projector inside of Winston's Barrier Projector, making your barriers completely useless against her.

Winston has the capability to leap right up close to Symmetra, throw down a barrier and then take her out quite easily as she has no escape mechanisms at her disposal. Winston is also decent at hunting down Symmetra's Teleporter ultimate thanks to his frequent Jump Pack leaps.

Hanzo: Winston's Barrier Projector does a good job of protecting his team from Hanzo's Storm Bow shots. Leaping at Hanzo is very effective since he can't do much in close range, except fire a Scatter Arrow shot at you or attempt to escape by climbing a wall. Up close and Winston's Tesla Cannon, Barrier, and Primal Rage are very deadly to Hanzo and his relatively weak hitpoints.

If there is a lot of allies inside of Winston's Barrier, Hanzo can fire a Dragonstrike at it to force you and your allies to scatter out of the barrier.

Genji: Genji's Deflect ability has no use against Winston and his Tesla Cannon. Winston's Barrier further protects him and his allies from Genji's shurikens.

If Genji happens to get close and use a Swift Strike (which does 50 damage), it simply won't be enough to put a dent in Winston's large 500 00 hitpoint pool. Plus Winston's Tesla Cannon will automatically keep aiming at Genji while he does his Swift Strikes. If Genji tries to run away, Winston can simply leap after him to take him out.

The only thing to really watch out for is Genji's ultimate Dragonblade, as it will deal more DPS than you can do back to him and your barriers will have no use against it. Consider leaping away from him to avoid his Dragonblade damage.

Widowmaker: Winston's Barrier shields are powerful against Widowmaker for blocking all her shots temporarily protecting him 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. However, if Widowmaker survives any immediate damage she can counter that by grappling away from him. Winston's high HP means it will take a lot of good shots from Widowmaker in order to take him down.

Mercy: Winston happens to be decent at flanking enemies with his Leap/Barrier combo and it works especially well against Mercy. Mercy is also a prime target to flank as her heal and resurrect abilities are very powerful and you will want to make sure she is disabled from combat as much as possible.

If Mercy is heavily guarded then you will need to wait until Primal Rage is ready before leaping at her.

Torbjorn: Once again, Winston can do his Leap/Barrier combo against Torbjorn and his turret, and if timed correctly Winston can put the Barrier down right in front of the turret so the turret will hit the barrier instead of Winston, then he can deal damage to the turret with his Tesla Cannon while his barrier absorbs the damage from the turret. Winston can then use his ultimate Primal Rage to clean up Torbjorn and any other enemies in the area.

After leaping towards Torbjorn and his turret, you will need to watch out for Torbjorn using his ultimate Molten Core. If Torbjorn is repairing his turret with Molten Core, try to take cover from the turret with a Barrier shield and dish out damage to Torbjorn. If Torbjorn attacks you then attack whichever is lower in health between Torbjorn and the turret instead. If Primal Rage is available, just use that to take control of the situation.

Other than that powerful combo, Barrier Shields in general will protect Winston's team from turret damage allowing his team to push forward and take out the turret more easily.

Tracer: Like Symmetra's weapon, Winston's Tesla Cannon works very well on Tracer thanks to the automatic aiming, as it does okay at damaging Tracer even while she is blinking as long as she is in range of him. Because of Winston's Tesla Cannon and high HP of 500, Tracer is better off ignoring Winston most of the time and focus on weaker heroes to harass and pick off.

Tracer's Pulse Bomb is a good counter to Winston's Barrier Projector. Tracer can blink into the Barrier real quick, lob a Pulse Bomb, then Recall out of there, dealing massive damage for anyone taking cover under the Barrier. If Tracer throws her Pulse Bomb on Winston, his Jump Pack does NOT unstick a bomb. However at full health, he can take a full hit from a Pulse Bomb and live it. Winston can also activate Primal Rage to give him a 1000 HP to survive a Pulse Bomb.

If Winston uses his ultimate (Primal Rage), Tracer can simply blink away from it.

Ana: Winston is fairly strong against Ana due to his ability to block Ana's Biotic Rifle shots, Sleep Darts and Biotic Grenades with his Barrier Projector. This can help protect his allies against all of her attacks and can increase your allies healing potential by blocking Ana's Biotic Grenades.

Winston also excels at flanking Ana quickly by leaping up close and taking her on with his Tesla Cannon. A well aimed Sleep Dart is Ana's best hope at surviving Winston's wild close up leaps. If Ana's Sleep Darts are on a cooldown or if she misses her shot at Winston, she can also throw down a Biotic Grenade to do some damage to him while healing her up a bit, but she will have to hope her allies are there to help fend Winston off because Ana's poor mobility and damage output will make it hard to run away from Winston.

Ana's ultimate Nano Boost can be used on one of her allies to help improve her chances of surviving Winston's Primal Rage by providing possible cannon fodder for Winston to bat around instead of Ana. Ana can also Nano Boost one of her allies to help deal with Winston's wild Leap flanks.

Winston's ultimate Primal Rage can be annoying to deal with for Ana, as long as Ana keeps her distance from him she should be okay. Even though Primal Rage has a big hitbox it can still be tough for Ana to aim Sleep Darts at him during this time. Even if she does land a Sleep Dart on him, Primal Rage is one of the few ultimates that will continue if it gets awakened while sleeping.

How Much Dmg Does Zarya Do At 100 Years

McCree: Winston can block McCree's shots with his barrier shield, protecting his team at the same time. Winston's Jump Pack helps him to stay away from McCree and his Flashbangs. Since Winston can only do damage in close range with his Tesla Cannon or his ultimate Primal Rage. He is very vulnerable close up to McCree's deadly Flashbang and fan fire combo. If Winston uses Primal Rage, McCree can still Flashbang and fan fire at him, and McCree can back away from it using Combat Rolls.

McCree's ultimate Deadeye is less effective on Winston due to his large hitpoints (of 500) and his ability to block it and protect his team with his Barrier Projector. Plus with Winston's Primal Rage, he can leap right up to McCree using Deadeye and knock him out of view from firing his shots off.

Overall McCree still has the upperhand thanks to his strong medium range fire and up close Flashbang and fan fire combo against Winston.

Pharah: Winston is not much of a threat to Pharah since she flies and hovers in the air most of the time and is mostly in the clear from Winston's Tesla Cannon and Primal Rage. If you do leap at her to attempt to do some damage she can use a Concussive Blast to knock you back away from her.

However, Winston's barrier shield does a decent job at protecting his team from incoming rockets, but only temporarily.

Pharah's ultimate Barrage is not very effective against Winston since he can just use a Barrier shield to block it and protect his team or leap out of the way from it.

Failed to mount payload dmg macos install data installesddmg pkg. OS X Internet Recovery lets you start your Mac directly from Apple's servers. I would think this would be no problem at all, since the machine obviously is authorized to run Lion.However, every time I try to run the installer in order to retrieve the image (following tutorials such as for example), I am stopped cold by the need to sign into the App Store with my Apple ID. It was released after that Mac OS X Hints article and Lion DiskAssistant.If your Mac has firmware support for internet recovery mode (like ), you won't probably need any external recovery partition.:If you happen to encounter a situation in which you cannot start from the Recovery System, such as your hard drive stopped responding or you installed a new hard drive without OS X installed, new Mac models introduced after public availability of OS X Lion or OS X Mountain Lion automatically use the OS X Internet Recovery feature if the Recovery System (Command-R method above) doesn't work. The recommended way to create a recovery partition on an external disk is now to use Apple's.

Reaper: Reaper's shotguns are very deadly, as it can only take 4 close up shotgun shots to take out Winston. You will find that Reaper will be harassing you more so than any other hero. Reaper can Shadow Step behind you and then move inside your Barrier and start attacking you, or worse he can use his ultimate Death Blossom to quickly take you out.

As Winston, do your best and keep your distance from Reaper. Leap away from him immediately if he comes close to you, stick with your teammates so they have your back, and use Primal Rage to save yourself from him if you need to. Unfortunately, Reaper can avoid your Primal Rage by simply using Wraith Form to escape.

Lucio: Lucio has multiple ways to stay away from Winston's close up attacks. Lucio can use his speed aura to move away from Winston while still being able to fire his sonic projectiles at him. However, Winston's Barrier Projectors do a great job at blocking Lucio's sonic projectiles. Up close and Lucio can use his Soundwave ability to knock you back, which can make it hard to damage him with either your Tesla Cannon or Primal Rage.

Lucio can also use his ultimate Sound Barrier to save him and his whole team from Primal Rage, which is one of the hardest counters to it.

If Lucio uses Sound Barrier, it's best to not worry about playing offensively, but instead play defensively for the time being by protecting your team with Barriers until it's over.

Zenyatta: Zenyatta's Orb of Discord can be tough to deal with as it will do +30% more damage to whoever has it on them. If Zenyatta puts his Orb of Discord on Winston I recommend playing him a bit differently. If you get the Orb of Discord, I recommend staying back with your team and protecting them with Barrier Projectors. Discord Orb cannot be thrown through Winston's Barrier Projector. Avoid leaping at the enemy unless you feel like you have a clear chance at leaping at Zenyatta to take him out. If you take Zenyatta out, you will drop the Orb of Discord. However, Zenyatta can save himself from all attacks by using his ultimate Transcendence. So it's best to leap at him right after he uses Transcendence so he can't use it on you.

Winston also has various ways to counter Zenyatta's Discord Orb. Winston can use his Jump Pack to quickly leap out of the line of sight from Zenyatta to drop the orb. He can use his Barrier Projector to block damage that could be done to him. Winston can also use his ultimate Primal Rage to fully heal him at 1000 HP which can waste the Discord Orb's potential.

Mei: Winston's Tesla Cannon weapon only does damage in close range, so he would need to get close to Mei to do any damage to her, but Mei's freeze blaster is simply stronger. Even if Winston uses his ultimate Primal Rage melee attacks on Mei, she can still freeze him or she can simply use Cryo-Freeze to escape it. Mei's Ice Walls can further keep Primal Rage away from her and her allies.

Winston is better off staying away from Mei and focus on other heroes to kill. Winston's Barrier Projectors are still effective at blocking Mei's Endothermic Blaster's frost stream and long range Icicle shots. Winston can also escape from Mei's freeze gun by simply Leaping away from it.

If Mei uses her ultimate Blizzard, you can simply escape out of it with a leap. Barriers won't do anything against a Blizzard.

Reinhardt: Winston can quickly leap up towards Reinhardt and has the ability to be very deadly up close to him. Winston's 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.

Winston's Barrier Projectors have no use against Reinhardt as all his abilities can go through Winston's barrier, including Fire Strikes and Charge.

Primal Rage can be very deadly to Reinhardt because you can knock him and his powerful shield away from his allies, however, he can still Charge and pin you while Primal Rage is active, or worse he can use his ultimate Earthshatter to drop you down, and can follow that up with melee strikes or a Charge.

Be cautious about Reinhardt charging at you, if he does, quickly leap upwards somewhere to avoid it.

Zarya: A good Zarya player will be able to protect any one of her allies that Winston leaps to with her Projected Barrier. If you see these Projected Particle Barriers, don't shoot at them or your shots will simply get absorbed and will increase the damage output of Zarya's weapon. She can also use these Particle Barriers on herself to do the same thing. This makes leaping at defenses and other enemies a tough task. Only consider leaping once you know these Particle Barriers are on a cooldown.

Close up battles with Zarya can be very deadly to Winston since her Particle Cannon weapon is simply more powerful than Winston's Tesla Cannon, especially when it's charged up. Plus she can use a Particle Barrier to protect herself. Not to mention, she is a tank herself with 400 HP (200 of it is a regenerating shield). Zarya's Particle Cannon at 0% charge without a Particle Barrier will out beat Winston's Tesla Cannon in a 1vs1 fight.

Luckily, Winston's Barrier does block both of Zarya's Particle Cannon attacks (both her short range beam and medium range explosive charges).

Zarya's ultimate Graviton Surge is somewhat deadly to Winston since he has no way to escape it (his Jump Pack wont let him escape it), but Winston can put down a Barrier to block shots from hitting him and his allies stuck in the surge. Zarya's Graviton Surge becomes especially deadly when she traps you into it while Primal Rage is active, making Primal Rage totally useless then. It is possible to leap away right when Zarya tosses out her Graviton Surge, one must be very quick with the trigger on that though.

If you hit Zarya's Particle Barrier with Primal Rage it will still knock the target around but it will absorb the damage for Zarya's Particle Cannon.

Bastion: Overall a Bastion Sentry can deal with Winston very easily. Although, Winston can counter a Bastion Sentry thanks to his Leap/Barrier combo. I would only do this as a flank maneuver, because if Bastion sees you coming you will most likely die to him. After leaping towards Bastion, quickly get out of his field of view so he cannot attack you. You might be able to take Bastion out as long as his teammates don't zerg you down or he focus fires on you precisely. Just hold down the trigger once you get close to him while strafing and jumping around him to make it harder for him to aim at you.

If Bastion is heavily guarded, I would not bother leaping towards him. Winston's Barrier is only somewhat effective against Bastion. A Bastion Sentry can melt Winston's Barrier in 1.5 seconds and Primal Rage is very weak against a Bastion Sentry as it will not knock him around.

If you see Bastion use his Tank Form ultimate, you can simply Leap away from it to avoid the cannon ball hits or use Primal Rage to knock Tank Form away from your team.

Soldier 76: Barrier Projectors will be your best friend against Soldier 76's Pulse Rifle and Helix Rockets. However, the periods of time when your Barriers are down is when Winston can dish out a lot of damage to Winston. Since Winston has a large hitbox, Soldier 76 will be able to do a lot of damage to Winston even from long ranges.

When you use Primal Rage around a Soldier 76, he may attempt to Sprint away from you. But remember, your Jump Pack changes to a 2 second cooldown, giving you plenty of mobility to leap after him to take him out.

If you see Soldier 76 use Tactical Visor, rally your teammates to you and protect them with a Barrier Projector.

Winston: Ape Vs Ape? There's not a whole lot to say here, except that all of Winston's attacks can go through shields and barriers (except Zarya's shield), so you can fire your Tesla Cannon through another Winston's Barrier Projector. The fight really comes down to who has the better healer on them and who can effectively use Jump Packs to retreat to health packs from a losing battle or leaping away from another Primal Rage Winston.

Roadhog: Winston's Barrier Projector protects his team from Roadhog's Scrap Gun shots and also blocks Chain Hooks as well. When Winston's Barrier goes down is when Roadhog can make his moves.

If Roadhog Chain Hooks you into him, you can counter that by using a Leap or Primal Rage. However, Roadhog's ultimate Whole Hog can be used to knock Primal Rage back away from Roadhog and his team. But you can just keep leaping to make up for that. If Primal Rage is not available, you will need to leap away from him (and/or throw down a barrier) or he will be able to do a lot of damage to you close up.

Keep in mind that a Jump Pack landing will NOT cancel out Roadhog's Take a Breather ability (his self heal).

If Roadhog uses Whole Hog, Winston's Barriers are an excellent counter to it.

Junkrat: Winston can block Junkrat's grenade spam with his Barrier Projector shield, protecting his team, only temporarily though. Junkrat's Traps/Mines can be dealt with by either leaping over them or simply walking up to them and hold down your Tesla Cannon to easily take them out. Keep in mind that your Barrier Field will block everything Junkrat has, including: mines, traps and frag grenades.

How Much Damage Does Zarya Do At 100

If Winston gets close to Junkrat he can use his ultimate Primal Rage on him. But, Junkrat can quickly throw down a trap and then mine jump away from you. But since Jump Pack turns into a 2 second cooldown with Primal Rage, you can just leap right after him.

Junkrat's ultimate Rip-Tire can be blocked by a barrier shield, but the tire can be steered right inside of a barrier and then be detonated. Winston doesn't have a long range weapon to shoot it with, although Winston can just leap away from it (if it's not on a cooldown). Winston can also counter a Rip-Tire with Primal Rage to take the hit from it, otherwise one Rip-Tire will be able to knock regular Winston out at full normal HP.

Be careful after killing Junkrat close up, as his Total Mayhem death bombs do a lot of damage over Junkrat's corpse!

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D.va: D.va can be a pain to deal with, mostly because of her Fusion Cannons out DPS Winston's Tesla Cannon up close and she can also do good damage at medium range as well. D.va is also a tank with the same amount of HP as Winston, but more since she will pop out of her mech when it gets destroyed. This makes leaping at her a risky endeavor. I would only consider leaping at her if her health is nearly low. Luckily though, Winston's Tesla Cannon can go through and bypass D.va's Defense Matrix ability.

Both Winston and D.va have great mobility, since D.va can use her Boosters to fly up to you or escape from you, just like Winston can do the same to her.

If you manage to take out D.va's mech, Winston has the easiest time dealing with the little D.va that pops out, as his Tesla cannon combined with leaps will be able to easily keep up with her to take her out with no problems.

Primal Rage can be effective against D.va. Knocking her around will still allow her to shoot her Cannons, but it can knock her away from more fragile allies.

D.va's ultimate Self-Destruct can easily be avoided by leaping away from it and hiding behind a wall. Alternatively, a Barrier Projector can also save you and potential allies from the explosion as well, while also providing cover to continue attacking underneath the Barrier.


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How Much Dmg Does Zarya Do At 100 Feet

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