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OverwatchOverwatch Sojourn Guide and Overview

In this Overwatch Sojourn guide, you'll learn the fundamentals of their abilities, unique play styles, and fundamental tips. Master ability combos, positioning, and matchup knowledge to excel with other Overwatch heroes!

Sojourn Overview

Looking for a hero to one-trick who can do it all? Sojourn has a versatile blend of close and long-range lethality, great mobility, area control, and a powerful ultimate. Her positioning isn’t set in stone either, as she can quickly adapt to the enemy team’s comp, playstyle, and positioning. Most of the time, she’ll benefit most when maintaining a medium range from the enemy. Focus on building energy for a charged shot, then finding your perfect target..

TLDR

Playing As

  • Charge up Railgun energy on Tanks, then target DPS and Supports with the charged shot.
  • Save Power Slide to escape. Always engaging with Slide leaves you vulnerable to counterattacks.
  • Sojourn has long-range and close-range capabilities, so play against your enemies' weaknesses. If they are brawlers, keep your distance. If they are snipers, get in close.

Playing Against

  • Watch for charged Railgun shots. When she hasn’t fired one for a few seconds, position out of her LoS.
  • When you hear Overclock, find cover and hide. On occasions where that isn’t possible, immediately focus her.
  • After she uses Power Slide, quickly dive her. She won’t be able to escape and likely has low Railgun charge.

Strengths And Weaknesses Summarized

  • Great at securing kills
  • Hybrid sniper
  • Game winning Ultimate
  • Headshot damage Ultimate
  • Cooldowns
  • Feast or famine

Strengths And Weaknesses Explained

Strengths

Securing final blows

Rail’s charged shot is arguably the best ability in OW2 for confirming elims. Anytime an enemy gets low on health, Sojourn can instantly finish them off if she saved Railgun. She can patiently spam primary fire while waiting for the perfect secondary fire shot and target.

Hybrid Sniper

Unlike the other hitscan snipers, Sojourn has great mobility and decent poke spam. She doesn’t quite have the range of the rest of the snipers, but in most scenarios, her lethal range is more than sufficient.

Game-winning Ultimate

Whether you’re watching the OWCS or playing in ranked, there’s no doubt you’ve seen a Sojourn wipe the entire team with one use of her ult. Overclock is always a huge threat to the enemy team, especially when combined with another ult like Nano Boost or Graviton Surge.

Weaknesses

Need to headshot during ult

One of the aspects of Sojourns kit making her so strong right now is the 150% charge from her Minor Perk. Headshots during her ult one-shot all 250 HP heroes. If you aren’t hitting those consistently, her ult will feel underwhelming.

Cooldown dependant

When Power Slide is on cooldown and she doesn’t have a charged Railgun, Sojourn becomes very weak. Misusing either of these abilities leads to wasting time at best, and often leads to an early death.

Feast or famine

Sojourn players are either a hard carry or a heavy burden on their team. Either you are getting consistent kills with charged Railgun shots, or you should be playing a dependable hero like Cassidy or Soldier: 76. Oftentimes, you’ll see a Sojourn player have one huge play where they single-handedly win the fight, only to be feeding the rest of the game.

Sojourn Ability Tips

Primary Fire: Railgun

Tips for Railgun

  • How to build charge
    • Critical hits = 10 energy
    • body shots = 5 energy
    • Damage to deployables = 1 energy
  • Target prioritization
    • When the enemy team positions with the Tank way up front, and the rest of their team sitting back, stay as hidden as possible and build charge off of the Tank.
    • If a barrier is protecting all your targets, shoot the barrier until a target opens up.
    • Against brawl comps, shoot whoever is closest or most threatening to you.
  • Bullet spread
    • Shooting more than 12 bullets in a row kicks in severe bullet spread.
    • When shooting targets farther than 20m away, take a full second pause between bursts to keep your bullet spread tight.

Secondary Fire: Railgun (Charged shot)

Tips for Railgun (Charged shot)

  • Most important ability
  • Target DPS and Supports
    • An instant 180 damage on a 250 or 225 HP hero puts them into immediate threat of death. That same damage on a 700 HP Tank hurts, but doesn’t halt their attack.
    • A fully charged body shot on a squishy has more impact than a critical hit on a Tank.
  • Look for low HP enemies
    • Because of the range and damage of charged Railgun shots, Sojourn excels at eliminating enemies at critical health. 
    • Enemies at low health are number one on your priority list. Even if the shot is difficult, go for it.
  • Hold onto charge
    • Wait for a good shot. If there isn’t a clear shot on a DPS or Support, and the Tank is at full health, just hold your charged shot. 
    • There is a long 9-second window before charge decay sets in. This resets every time you build charge from landing a single shot.
    • Against snipers, this principle is twice as important. No need to get hasty with peeking corners when you already have full charge.

[SHIFT]: Power Slide

Tips for Power Slide

  • Engage
    • Quickly jump on your target or into position for a charged shot and Disruptor. You can often catch enemies off guard when sliding around a corner.
  • Be patient
    • Eight seconds is a good amount of time to not be able to reposition in Overwatch. If you use Slide to move just because you don’t want to spend an extra 2 seconds walking, you won’t have Slide when you actually need it. 
  • Escape
    • Watch the enemy team and predict what they want to do. Understand that whenever they have rush or dive heroes, they’re going to suddenly approach and attack you.
    • Be sure to save Power Slide to jump away and dodge their attack. 
  • High ground
    • Before every fight and during most, you’re going to want to super jump onto the high ground. Use the raised floor as cover to hide behind and change up your positioning and timing.
    • Many enemies struggle to attack you on high ground, so it’s almost always safer.
  • Super Jump
    • Jump, Power Slide, and immediately jump again to cancel Slide’s forward momentum and gain extra vertical height. 

[E]: Disruptor Shot

Tips for Disruptor Shot

  • Choke points
    • The easiest way to generate a lot of ult charge is to stick Disruptor Shot onto the floor or door of a choke point as the enemy is walking through it. They’ll typically be more grouped up and likely to take damage.
  • Use to separate
    • Stick Disruptor between two enemies when you want to isolate one from the other.
    • Example: The enemy Tank is walking forward, stick Disruptor in front of their allies following behind them to prevent them from moving up with the Tank. 
    • Notably easier when above your target, shooting downwards.
  • Cut off escapes
    • Anytime you hit a charged Rail shot and get an enemy low, assume they will try to get behind cover unless they have a self-healing ability. Shoot Disruptor to the place they are trying to retreat to, and you’ll either force them to stay out in the open or finish them off with Disruptor's damage.

Ultimate: Overclock

Tips for Overclock

  • Don’t overcommit
    • The worst thing you can do with your ult is to Powerslide out in front of your whole team and die instantly. Stay where you have some form of protection, whether that is natural cover or a Tank.
  • Wait for team aggression
    • Using Overclock when your team is still passively poking the enemy will hinder its potential. Wait until your team is already committing to the fight and exchanging cooldowns before activating your ult.
    • Doing so gives you the best odds of success as the enemy will have fewer resources to counter you, and more of their attention will be taken up by your teammates.
  • Ask for a pocket
    • Get in VC and ask for a Support to pocket you during your ult, or at least ping “My ultimate is ready.” The constant healing from a Support enables you to position yourself more forward, take more damage, and keep shooting your charged shots.

Perks

Minor Perks

Extended Mag

  • Weaker Minor Perk
  • Build more charge
    • The one benefit of taking Extended Mag is that you can theoretically build charge shots faster because of the decrease in time spent reloading. 

Overcharged

  • Best Minor Perk
  • One-shot 250 HP heroes
    • A 150% charged shot deals 255 damage on a critical hit. Since the majority of the roster falls within this threshold, you’ll have plenty of opportunities to delete heads. 
  • Primary fire between shots
    • Don’t forget to spam primary fire to generate charge faster and get off as many secondary fire shots as possible during your ult’s duration. 

Major Perks

Dual Thrusters

  • Best Major Perk
    • Yes, you sacrifice a bit of vertical height, but getting a 2nd charge of Power Slide is incredibly powerful.
  • New movement options
    • Normally, we urge great caution when engaging with Power Slide. With Dual Thrusters, however, you are free to go in deep with your first Slide, since you retain the option of disengaing with the second slide.
  • Good for anti-dive
    • Being able to double slide raises Sojourn’s survivability by making her more difficult to catch and kill.
    • The window of vulnerability where she has no slide is effectively cut in half, and harder for the enemy to track. 

Adhesive Siphon

  • Weaker Major Perk
  • Damage is cut in half
    • Adhesive Disruptor only deals about 150 damage maximum. Even if you stick a target, you’ll also need to land a lot of extra damage if you want to elim.
  • Rail and ult charge
    • The ability to stick Disruptor to an enemy boosts its consistency in dealing damage. Plus if the stuck target is close to other enemies, you get the AoE damage as well.
    • Consequently, you’ll be generating both Rail and ult charge faster.
    • A stuck target generates 36 energy for Railgun.
  • Wait for an easy target
    • 15-second cooldowns need to be used carefully. Wait until you see an easy shot before haphazardly blasting away.

Maps

Sojourn’s versatility allows her to be played effectively on every map. That said, she performs best on maps with high ground, her Slide jump reaches. Also, medium range sight lines are best for her since her damage fall off begins at 40m. The maps that hinder her capabilities the most are those that don’t give her enough room to slide around and maintain that ideal mid-range fight distance. Additionally, if the map’s high ground is too tall, her Slide becomes much less useful, and she’s at a disadvantage compared to the heroes whose mobility allows them to take those vertical positions. 

Best Maps

  • King’s Row
  • Blizzard World
  • Route 66

Worst Maps

  • Drado
  • Samoa
  • Antarctic Peninsula

Team Comp Synergies

Coming Soon!

How to Counter Sojourn

Coming Soon!

Table of Contents

Role Passives: DPS

Damage

  • Damaging an enemy temporarily reduces their healing received.
    • Reduced for healing 2 seconds
      • -25% received (non-tanks)
      • -12.5% received (tanks)
    • Damage from all abilities applies the Damage Role passive debuff.