D.Mon
D.Mon debuted extremely underpowered, but the devs stepped in quickly with multiple hotfix buffs. After having her cooldowns reduced, damage increased, cast and recovery times buffed during Season 4, then a round of nerfs in Season 5, she’s ended up securing the top spot as the strongest Tank in the current Meta.
Across all regions in Master to Champion, she boats an average win rate of 57% on top of being the most frequently banned Tank.
Her mobility and shield allows her to excel at peeling for allies and shutdown the enemies attacks. Unlike the other Tanks with strong close-range capabilities,
Fusion Cannons give her great ranged pressure, espeically with Focused Fusion.
As a Tank she is extremely well rounded and can do everything a Tank needs to do. Other than her lack of vertical mobility, she doesn't have any easily exploitable weaknesses. When you want a solid choice you can rely on and not feel pressured to constantly counterswap,
D.Mon is an excellent choice this Season.
D.Va
D.Va is a highly flexible dive tank with strong peel and burst damage. Defense Matrix counters projectile-heavy comps and completely negates high-value cooldowns like
Biotic Grenade and
Dynamite.
She can struggle against beam heroes like
Domina,
Zarya, or
Symmetra if the map doesn't have the space for her to play around them and avoid their range. Even when this is a problem, the
Initiator subrole passive is incredibly powerful with D.Va, as she flies so frequently.
This Season brought dive back into the meta and that combined with a buff to
Micro Missiles has moved D.Va back into a strong spot.
Domina
Good for frontlining and area control,
Domina's
Barrier Array is almost never down because of it's long duration and the section mechanic. Unlike
D.Mon and
Reinhardt, she can freely shield herself while attacking, and her
Photon Magnum has good mi-range and burst damage.
Her self-sustain and damage mitigation enable herself and her team to lock down an area, then rotate to maintain distance. Where she can struggle is against highly mobile dive comps that bypass her control zones and attack her backline directly. Also, if the brawl Tanks like
Reinhardt get on top of her, she's going to fall over.
Season 5 gave her some much needed buffs as she'd been one of the weakest Tanks previously. She's still not back to her launch season dominance, but she's good playable position, and performs well in her niche and when making the right bans.
Doomfist
A mobility-focused tank who disrupts backlines, forces cooldown, and looks for quick assassinations.
Doomfist is strong when played against immobile Supports or very uncoordinated teams.
With the
Sombra rework and the removal of her
Hack ability, Doom's hardest counter has been removed from the game. Combined with the prevalence of dive comps in
Doctrine's Season 5 meta, we are currently in the best season for Doom in quite some time.
Junker Queen
Junker Queen relies on her burst damage, self-sustain, and debuffs to steamroll team fights. She thrives in close-range fights and rush comps where her whole team goes aggro upon hearing her
Commanding Shout. Limited range makes her weak against poke and high mobility comps.
As long as she manages to ban
Kiriko to get rid of
Protection Suzu, Queen can find a lot of value between Wounds and Anti-Heal. Her biggest issue right now is simply being outclassed by the top tier Tanks.
Mauga
With two machine guns and a smile on his face,
Mauga slams in, unloads, and charges out. In isolated Tank 1v1s, he's virtually unbeatable.
Unfortunately for him, such a vacuum doesn't often exist, and Mauga gets all his damage blocked during
Cardiac Overdrive, then he either runs away or dies. Even
Roadhog now has
Trash Compactor to shut down Mauga's curcial lifesteal ability. Anti-heal abilities, such as
Biotic Grenade, are basically a death sentence.
Although he still gets a decent amount of bans, this is due to annoyance of Tank matchups rather than a reflection of his raw power. The current meta is too mobile for
Mauga and outputs too much damage for a Tank with poor mobility and no damage mitigation abilities to deal with. To drive the nail in the coffin even further, he's boasting a painful 43% average win rate across all regions in Master to Champion.
Orisa
When you want to hold your ground,
Orisa is the stable frontline tank who can accomplish this goal. With strong anti-dive tools and survivability, she excels in poke and anti-brawl scenarios.
However, she's completely dependent on
Fortify and cooldown cycling to stay alive. One wrong use, and she's a goner. Compared to the rest of the Tank roster,
Terra Surge gets far less value on average and is more difficult to secure eliminations with.
In the current Season,
Orisa generally gets placed on reserve as a counter pick option. Against the hypermobile meta comps,
Ramattra
Ramattra is the Hybrid tank with poke and brawl forms. The core of his power lies in
Nemesis Form, where he gains bonus armor and access to
Pummel (Nemesis Form) a hard-hitting melee projectile that pierces barriers such as
Reinhardt and
Domina's.
His playstyle revolves around chipping down enemy health and resources in Omnic Form, then transforming into Nemesis to rush down the enemy when they are most vulnerable. When the enemy team understands how to kite
Nemesis Form, then counter attack while he's limited to Omnic Form, Ram struggles to find counterplay.
Overall, he has good survivability with shields and block, but struggles to force the fight into his own hands and be aggressive.
Reinhardt
When you think of tanking in Overwatch, you think
Reinhardt. He's the classic brawl tank who dominates when he gets into swinging range. Unfortunately, this is very hard to do in the current state of Overwatch, as most of the meta and popular heroes have the mobility to completely avoid Rein if they are watching out for him. There are too many heroes that Reinhardt cannot interact with for him to be placed any higher.
That said, his giant shield,
Barrier Field signals his team to stand behind him, and he generally performs well because the vast majority of players understand how to play with a Reinhardt on their team.
Roadhog
Against a disjointed and uncoordinated team,
Roadhog punishes poor positioning and isolated targetes better than any Tank. The threat of
Chain Hook forces the enemy to play and position around it, but any missed
Chain Hook is the go-signal for the enemy team.
Due to his
Take a Breather self-heal and
Trash Compactor, he's also one of the most self-sufficient heroes in the game. He can heal himself and reduce damage taken. While he waits for
Take a Breather to refill, he can always stall with
Trash Compactor, and force enemies behind cover to wait out the explosive projectile.
After the rework,
Trash Compactor is also a great tool to negate abilities like
Biotic Grenade which used to be an easy hard counter to hog. These abilities allow
Roadhog to survive on his own and makes him difficult to kill.
Without the capability to consistently get solo-kills from
Chain Hook, Hog is a better team player but still sits middle of the pack.
Sigma
Sigma functions as a methodical poke tank built around ranged pressure and denying enemy damage. He competes directly with anchoring tanks like
Domina, offering strong shield uptime and a fight-swinging ultimate. While
Domina is the go-to choice, if she is banned or the enemy team has barrier shredders like
Bastion or
Roadhog,
Sigma becomes the better pick.
He’s strongest on long sightline maps where he can control space slowly and deliberately, but he struggles when rushed down or forced into close-range chaos.
Winston
Winston remains a dive enabler who isolates targets and creates backline pressure, but his single-target damage is a bit low, so he demands some coordination.
Thankfully for Monke, dive is back on the menu, and he synergizes perfectly with heroes like
Genji,
Doctrine and
Sombra. He's also fully capable of countering the dive heroes dominating ranked play right now. Winston is seeing the highest average win rate across all regions for Masters to Champion that we've seen for months at just above 53%.
With so much burst damage, CC, and peel abilities in the game, it's easy for him to get punished for recklessly jumping in, even when he has
Barrier Projector.
He has swingy matchups, where he hard counters snipers and low mobility heroes, but gets hard countered by high sustain, CC, and burst damage like
Roadhog.
Wrecking Ball
Wrecking Ball thrives in the hands of mechanically refined players who know his rollout paths, how to trade cooldowns, and when to disengage. He is one of the few tanks capable of forcing his own gameplan, initiating fights from any direction.
The addition of
Domina and
Mizuki has made it more challenging than ever to avoid crowd control and stay alive. He can be shut down quickly, but excels in split-pressure comps and chaotic scenarios.
Zarya
Currently,
Zarya functions as an enabler for
Vendetta and
Tracer. Her bubbles carry games by making these hard, engaging ally DPS unstoppable. There is no easy counter against a
Vendetta with lifesteal and a
Zarya bubble.
When she uses bubbles at times where the enemy cannot simply wait and do nothing, she maintains high charge and becomes the carry herself.
Particle Cannon damage is extremely oppressive in close-range engagements, but can waste a lot of time trying to build up charge and create opportunities to engage.