Anran
Anran is one of the more mechanically demanding
Damage heroes, defined by combo sequencing and in-and-out assassination potential. She isn’t immediately as dominant as
Tracer, but she has much higher consistent damage output potential once players optimize her cooldown cycling and dash mechanics.
Anran excels at mid-fight disruption and punishing isolated targets, yet she requires time investment to unlock full value. She may climb up the ranks as the season progresses.
Ashe
Ashe occupies a strong midrange niche, often outperforming
Cassidy in poke scenarios, but getting outclassed by him in closer-range brawly fights. She delivers consistent pressure through
The Viperand
Dynamite. While not as flexible across all ranges as
Sojourn,
Ashe can shut down enemy approaches with
Coach Gun and
Dynamite and control objectives with
B.O.B.
Anytime you manage to get an un-banned
Jetpack Cat on you team, be sure to have them fly
B.O.B. around to the enemy backline as it is the one of the most lethal ult strategies this season.
Bastion
Bastion is situationally powerful, but many heroes and playstyles counter him. His saving grace this season is that he is the best
Domina counter in the entire game, as he can trade turret mode to instantly burn through her barrier and stop her from being able to do much of anything.
He's also quite good with and against airborne heroes like
Jetpack Cat. In controlled bunker or structured poke setups, he can output devastating sustained damage. However, commitment timing is critical, as without
Configuration: Assault, the enemy can push in and take over while he waits for his cooldown to refresh.
Cassidy
Cassidy remains a reliable anti-dive and dueling specialist. He provides a stabilizing presence against hyper-mobile threats and can contest heroes like
Tracer and
Vendetta effectively at close to midrange.
His primary limitation is range as against long-range heroes like
Sojourn or
Ashe, he risks never being able to get into his own optimal range. He’s a strong pick when enemies are forced into tighter engagements, but less effective in open poke maps.
Echo
Echo excels in vertical maps and coordinated dive comps, offering burst assassination by being extremely sneaky. She floats so the enemy never hears her setting up a
Sticky Bombs >
Focusing Beam combo to instantly delete her target.
She pairs well with mobility-heavy teammates and can capitalize quickly on partial damage applied to airborne or evasive targets. However, she’s vulnerable to hitscan tracking and coordinated peel.
Emre
Emre features a straightforward, FPS-style kit centered on consistent damage. His
Cyber Fraggrenades are really good as he gets two charges on a relatively low cooldown. Once he unlocks the major perk that turns the frag into a Semtex, his burst damage becomes extra lethal.
At lower ranks, his ultimate
Override Protocol is an insta-win button, but at higher ranks, he's been getting shut down by the superiros hitscan heroes. He can perform well in pick-based comps if numbers are tuned favorably, yet currently feels more like an entry-level consistency hero than a meta-defining threat.
Genji
Genji's value fluctuates heavily based on the enemy’s ability to deny his engages, or bypass his
Deflectwith beams. He wants to put opponents in 1v1 duels where he has the upper hand. However, when the enemy has players peeling with heavy CC, his impact diminishes quickly. However, when teams are built around him, and he has the right conditions, he can absolutely carry a map.
Hanzo
Hanzo primarily relies on hoping for headshots, but he lacks the consistency of hitscan options. He's extremely feast-or-famine. Overall, he thrives when uncontested and when enemy movement is predictable, yet dive pressure and high mobility can severely limit his uptime.
Mei
Mei's power lies in crowd control and fight isolation rather than raw damage output. In high-poke environments, her damage feels underwhelming, but a well-timed
Ice Wall can earn her team a quick elimination of the enemy
Tank, and win the fight. She is strongest in rush comps that capitalize on target isolation, and weaker in metas dominated by mobility and long-range pressure.
Reaper
Reaper is built for close-range brawling and assassinations. The problem is that he struggles to get into optimal shotgun range without being forced to retreat. Against
Tanks with armor and damage mitigation, he doesn't have high enough burst damage to really feel like a
Tank buster.
Sojourn
Sojourn remains one of the most versatile and high-impact hitscan DPS options. She performs effectively at short, mid, and long range, with
Railgun being capable of nearly one-shotting squishies. Strong mobility, consistent damage, and flexible team comp integration make her universally viable. In skilled hands, she can single-handedly run lobbies, win team-fights with her ultimate,
Overclock, and escape enemy attacks with her slide.
Soldier: 76
Soldier: 76 provides stable, consistent midrange damage with self-sustain and straightforward mechanics. However, compared to higher-impact hitscan like
Sojourn or
Ashe, he lacks explosive burst potential. He’s serviceable and comfortable for dedicated mains, but rarely the optimal meta pick when alternatives are available.
Sombra
Sombra currently struggles to find consistent value outside niche counterpicks into highly disruptive tanks like
Wrecking Balll or
Doomfist. Coordinated teams can minimize
Hack's impact and deny her assassination attempts. Until broader adjustments occur, she remains situational and rarely seen in high-level competitive play.
Symmetra
Symmetra offers strong utility through
Teleporter rotations, which enable strategies not possible without her. She's a great pick against all the top Tanks this season, and she'll have no trouble farming beam charge to pump out huge damage. She thrives in choke-based maps and enabling rush comps to bypass enemy poke setups, but struggles in open, poke-dominant environments.
Torbjörn
Torbjörn functions as a defensive counterpick against pesky flankers like
Tracer and aerial threats like
Jetpack Cat. A well-positioned turret can severely limit mobile DPS, forcing awkward engagements. Unfortunately, he is still bugged at the moment. His best ability,
Overload, glitches his rate of fire, so until this is fixed, we are leaving him in Low Tier.
Tracer
Tracer continues to define high-skill dive play with unmatched 1v1 potential, objective contesting, and persistent backline harassment. Recent patches are constantly adjusting her damage output, but the buff to her projectile size this season has instantly shot her back up to a top pick.
If left unchecked, she'll control the tempo of the enemy team, pull all
Support resources away from the rest of the team, and enable her allies to push in for the win.
Vendetta
Vendetta came in swinging on release! She took over the meta faster than any new hero we have seen recently. At this point, she has been hit with multiple nerf patches. While the nerfs did change her breakpoints and take away her on-shot combo, she can still rely on more primary fire-focused combos and maintain a similar level of lethality. Her solo-KOs just take a split second longer than previously, but she is still an absolute menace to backlines.
In Season 1 she's one of the most oppressive DPS in the game when played at a high level. She engages extremely quickly, disengages just as safely, and outputs lethal burst without feeling meaningfully punishable, allowing skilled players to completely take over lobbies.
Her ability to dive, secure eliminations, and escape with minimal risk makes her stronger and more dangerous than most other flankers, including
Tracer in many scenarios. She fits into virtually any composition—dive, brawl, or hybrid—because of her mobility, damage profile, and survivability. Unless specifically countered with disciplined peel and hitscan control,
Vendetta consistently dictates tempo and forces the enemy team to play reactively.
Venture
Venture distinguishes itself through pre-fight survivability and burst-assassination capability. They can avoid damage pre-fight and stall out the enemy mid-fight with
Burrow. If the enemy ignores them,
Venture turns into a backline assassin. However, CC like
Flashbang or
Sleep Dart, and in open sightline maps,
Venture's effectiveness drops considerably.
Widowmaker
Widowmaker is highly map-dependent but oppressive on long-range sniper maps such as Junkertown, Havana, and Circuit Royale. A mechanically skilled
Widowmaker can single-handedly shut down the enemy team.
Once she demonstrates the ability to click heads, the threat of being one-shot forces passive play and positioning. However, she has no counterplay against her counters and gets forced to swap as soon as the enemy team decides to start diving her.