Now that we've covered our primary healers, this guide will focus on the DPS/Support hybrid characters. I’d like to start by debunking a popular misconception about “advanced” characters in this game. Those star ratings indicate the learning curve for the character, not necessarily the “skill” needed to play them or how good the character can be. Fighting game players know this all too well. Ryu and Ken are considered fairly simple characters in most Street Fighter games while the likes of an Akuma typically is “more advanced.” But that doesn’t necessarily mean playing one makes you “more skilled” or you need to leave those characters to better players.
Unless you’re a godlike Ana player, in which case you might be an alien or a robot, and you can friend me on Battle.net.
Zenyatta
Not satisfied with having to play either a DPS or a healer? Then Zenyatta might be for you. I liken Zeny to a hybrid command unit in strategy games: he does a little bit of everything, excels at nothing, and also needs to be escorted at all times. Zen players are Overwatch’s kings of multitasking. Learning how to deal with the sheer amount of moment to moment tasks needed to play him effectively is the biggest hurdle you’ll need to overcome.
The first thing to understand about Zen is while he’s a DPS/Support hybrid, his stronger half is his DPS. Never pick him as your team’s primary healer, as that 30 health per second just isn’t enough. There are two major advantages of Harmony Orb over other healing options: it can be used as a “set it and forget it” ability, and it can be used to heal your flankers. You’ll need to stay in that character’s line of sight for it to remain active keep in mind, as both Harmony and Discord Orb are removed if you lose line of sight for three seconds (though they remain active during those three seconds). At the start of a fight, consider Harmony Orb as a tool to give one of your DPS teammates or your diving Winston/D.VA an advantage. Only bother moving it to other targets if they’re in more serious danger such as being focus fired upon or if the primary healer can’t get to them at the moment.
Despite the recent nerf, Discord Orb remains one of the game’s most powerful abilities. If you want to play Zen at higher levels, you have to pick up the game sense and command skill to identify key targets on the opposing team and call out to your teammates who to fire on. If you have a good Zeny teammate willing to call out their orbs, pay attention and try to prioritize those targets. Discord Orb has numerous uses. It’s good for bullying opposing flankers. It is devastating against Pharah players. It carves significant chunks out of the giant health pools of opposing tanks. Proper Discord Orb placement is your top priority at all times.
What targets should you prioritize? To borrow a football analogy, take what the other team gives you. All things being equal, you’d love to prioritize the other team’s Supports, but if they’re not in a vulnerable state, it’s not of much help. If your teammates can follow up on it, then by all means. More often, the priority needs to be any flankers or divers: Winston, Genji, Reaper, Tracer, D.VA, and I’ll include Pharah here as well. Not only are these characters immediate threats, but they like to operate beyond the protection of their teammates. Take the opportunity while they’re vulnerable to eliminate them or force them to retreat. Next, Roadhog is always a priority target as he’s such an imposing threat that you need to get rid of him in a hurry, and your Discord Orb will make that 600 health a much more reasonable amount to plow through. After that, it grows murkier. If your flankers are attacking someone, put it there. If someone is lit, put it on them to help finish them off. The more you play, the more you’ll come to understand just how many uses Discord Orb has.
Zen’s Destruction Orbs take some getting used to. It’s a projectile attack with a pretty fast travel time and a sometimes deceptively small hitbox. For this reason, Zenyatta excels at melting tanks, but struggles against nimbler opponents such as Genji and Tracer. That doesn’t mean you can’t win these fights, but better Tracers and Genjis aren’t going to move in predictable patterns and will likely win one-on-ones. It takes a lot of practice to learn how to lead targets, so try to keep fights in straight lines as much as you can. Your alt-fire charge attack should be saved for peek battles only, as any time you’re charging it up, you won’t be able to change the placement of your Orbs.
Finally, there’s Transcendence: the probably best Ultimate ability in the game right now. Also known as the “press Q to cockblock Genji” ability, Zen becomes invincible for 6 seconds and provides 300 healing per second to any teammates nearby. Please make note of this, as too many players are under the belief it makes teammates invincible. It does not protect against the following: Rip Tire, Self-Destruct, some Nano-Boosted attacks, Pulse Bomb, Whole Hog (mostly if pinned against a wall), High Noon, direct hits from Bastion in tank mode, and even Bastion’s basic primary fire. Ana’s grenade also nullifies your ability to heal teammates as well. Keep all of this in mind, as finding value in Transcendence often decides matches. Keep it in reserve for countering abilities like Dragon Blade or when your team gets caught in a Graviton Surge. Personally, I look at what the other team has for its comp and pick one character who I tell my team “I’m going to try to counter x.” If you have a Lucio as a teammate, it’s best to work out with him in advance who is using their Ult for what and in what order.
Despite being able to deal more damage, Zen is the most vulnerable of four healers to opposing flankers. His hitbox is annoyingly wide, he has no movement abilities to help escape, and his only option to stop a diver on top of him is basically to kill it despite being intentionally designed not to win those matchups. You have to really put thought into where you position him. You need to be in the center of the backline group most of the time. If you’re too far back or not protected by a Rein shield, you can be easily dived, sniped, or hooked before anyone can assist you. Think of it like positioning a ship at the center of a formation. You want to be in a spot where you can overlook the entire field of play, pound away at the other team from afar, but still be safely where your teammates can guard you.
You’ll need to make use of all these individual elements of Zen to get full value out of him. He’s not a good pick if you just want to do a bit more damage while playing a healer. Rather, he’s a good off-healer because he can heal while providing DPS. If you’re a DPS main (insert meme here) and want to pick up a Support, Zen is perhaps the best choice for you.
Ana
So you tried Zen and decided, “This is too easy. Give me something where I need to multi-task as much, but I also have to aim to heal.” In the interest of full disclosure, I can explain how to play Ana a lot better than I can actually play her. Less than one percent of the player base can actually play her effectively, so don’t feel you need to learn her if she’s beyond your capabilities. If any Ana players want to chime in and take me to task for any of this, I won’t take offense. There’s a very good reason she’s considered the most difficult character in Overwatch to play. That said, you don’t have to fear learning Ana if you’re serious about it. Well, so long as you’re on PC. It’s mor
The biggest misconception with Ana is that you want to play her as an off-healer similar to the way you play Zen. In reality, she’s a hybrid Support heavier on the healing side than the DPS side. Her healing output is actually as high if not higher than Mercy. The best advice I ever received on where to start with learning her is to just get used to pocketing teammates similar to how you’d play Mercy. Despite being a sniper, Ana possesses no means to quickly move about, so she needs to be positioned in your backline with the tanks as opposed to trying to find sniping perches. Well, since you have to stick by your tanks anyway and it doesn’t take much aim to consistently hit them, start by pocketing your tanks.
So here’s the thing about viewing Ana as a “sniper:” the only difference between scope and hip-fired darts is the scoped ones are hitscan and the hip-fired ones are projectiles. They do the exact same damage, and Ana can’t hit headshots, so there’s no real benefit a lot of the time to trying to scope during fights. Even though her hip-fired darts are projectiles, they have a pretty fast travel time and thus don’t require leading at short to medium ranges. Halo players familiar with the DMR should probably have a good grasp as to how the rifle works as a hip-fire weapon. Rather, Ana is more of a utilitarian sniper. She can give your team a lot of what Hanzo or Widowmaker provides, except she does so while also serving as a support as opposed to a dedicated DPS. But for most firefights, you’re going to have to get used to firing from the hip. The sniping aspect is actually more important in a way when you have to make sure you hit a teammate in dire need of healing and can't afford to miss.
There’s quite a bit to understand about how Biotic Grenade functions. On you or your teammates, it heals 100 HP and boosts all other sources of healing by 100% for five seconds. On enemies, it causes 60 damage and blocks healing for five seconds. There’s also a catch with it: it’s Ana’s only means of healing herself. So as a bit of advice to you and your teammates, the other Support player should try to keep Ana healed so she can dedicate her grenade to better uses. When you need to heal yourself, try to at least splash any nearby teammates with it as well.
Biotic Grenade is one of the game’s best and most versatile abilities in the right hands. Cutting off the ability for a lit target to heal for five seconds just about guarantees their death. A well placed grenade can even neutralize Zenyatta’s Ultimate. On the flipside, doubling the healing a frontline teammate can receive for five seconds makes them extremely difficult to kill when backed by Supports. Spend time practicing how to aim the grenade at distance. You can have impactful games as Ana and never land a Sleep Dart, but proper use of her grenade can swing matches as much as Ultimates can.
Speaking of her Sleep Dart, it’s fairly self-explanatory how it functions, so I’m going to skip right to how to best make use of it. Stop me if you’ve seen this before: you just put the Ulting Roadhog to sleep when your teammates keep shooting him, negating that game-saving play you just made. It is vital to yell out “so and so is asleep” or “sleeping so and so” to warn your teammates to stop firing at something. Your teammates aren’t always trying to sabotage you: it’s just really counter-intuitive to have this one ability for which you need to stop firing. Sleep Dart’s best use is for shutting down Ultimates. Even most players with bad aim should be able to consistently hit large targets like Roadhog and Winston or stationary targets like Pharah or McCree using their Ults. This effectively can save your Lucio or Zenyatta from having to pop their more valuable Ultimates. When not being used as an Ult counter, think of ways you can swing matches by effectively removing a key player for a few valuable seconds. One popular example: if the other team’s Reinhardt keeps throwing out his Firestrikes at random, put him to sleep the second he drops his shield. One last note (thanks to @mikelemmer for this suggestion); the Sleep Dart has a small startup animation (about half a second) when you activate it, so practice adjusting your aim to compensate for this.
Ana’s Ultimate is one of the most potentially devastating in the game with the right team coordination. It boosts the target’s damage by 50%, reduces damage by 50%, increases speed by 30%, and lasts for eight seconds. It gets better. That teammate you just boosted continues to build Ult, so if they can pull off two or three rapid kills, then it chains into another Ult! It has a fairly low cost (even though a change on the PTR will be increasing its cost to the same as Mercy’s), meaning you’ll have it available in the majority of team fights. This is a bit more of an advanced topic, but attacking teams often like to do “trash pushes” where they try to bait out the other team’s Ults while saving their own for the following run. Nano-Boost might be the best Ult in the game for purpose given its rapid charge time and difficulty to counter without the use of Ultimates.
The best targets to boost either have their Ultimate ready or have large ammo clips so they’re not wasting time reloading. Reinhardt is always the best choice when you can’t combo off of another Ult, though the likes of D.VA and even Mei work well. Good choices when in combination with other Ults include Roadhog, Genji, Reaper, and Soldier 76. Two quick notes: warn your teammates before you’re about to boost them, and be very careful when aiming your boost. Also, teammates, please don’t walk in front of your Ana when she’s trying to Ult. Granted the expression on the Mercy player’s face when they find they’ve suddenly been Nano-Boosted is priceless…
As you can tell, there is a lot that goes into Ana. Don’t feel you have to learn how to play her to “complete” your Support knowledge. I think she’s an amazingly versatile character that is particularly potent when on Attack or Escort, but only if you can actually get value out of her. But it’s going to take a lot of practice if you’re more serious about using her in competitive play.
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