HANZO

Role: / HP: 200 / Difficulty:

OVERVIEW

Hanzo is a deadly mid-ranged sniper. His weapon of choice is the bow and arrow. Similar to his brother Genji, Hanzo has the ability to climb walls which allows him to to rain arrows on the enemy from a vantage point. Hanzo is able to shoot a Sonic Arrow which will detect any enemies within a 10 meter radius for his team. His Scatter Arrow will scatter into 6 separate arrows after making initial contact, which are able to ricochet three times, perfect for doing large amounts of burst damage to single targets by aiming it at their feet, or finishing off low health targets around corners and behind walls.

While Hanzo has the ability to do large amount of damage with both his normal arrows and his Scatter Arrow ability, he is also still very vulnerable. The only escape Hanzo has is his wall climb ability, which often is too slow to escape from ranged enemies, and he has no self-healing abilities. If a Hanzo is unable to use his scatter effectively (which is on a 10 second cooldown, often longer than a Hanzo will last if in danger) or position himself correctly he may find himself dangerously close to an enemy, which often results in the Hanzo’s elimination. A Hanzo player should make sure to stay longer range in order to protect himself from enemies who are looking to eliminate the Hanzo since they will have to travel a long distance, have bullet damage drop off, or have difficulty hitting the distant Hanzo. Hanzo should also use his Wall Climb ability to quickly and easily scale walls, reaching areas that few others will be able to access.

Because of Hanzo’s poor self-sustainability he can often only be run against certain enemy team compositions, due to the ease of ‘diving’ on him for a dive comp. He also struggles when an enemy Reinhardt is protecting his team. Nevertheless, if Hanzo is utilized in the proper composition at the right time and place, he can be extraordinarily effective at securing consistent and impactful kills on the enemy team’s players.

OVERVIEW

Hanzo is a deadly mid-ranged sniper. His weapon of choice is the bow and arrow. Similar to his brother Genji, Hanzo has the ability to climb walls which allows him to to rain arrows on the enemy from a vantage point. Hanzo is able to shoot a Sonic Arrow which will detect any enemies within a 10 meter radius for his team. His Scatter Arrow will scatter into 6 separate arrows after making initial contact, which are able to ricochet three times, perfect for doing large amounts of burst damage to single targets by aiming it at their feet, or finishing off low health targets around corners and behind walls.

While Hanzo has the ability to do large amount of damage with both his normal arrows and his Scatter Arrow ability, he is also still very vulnerable. The only escape Hanzo has is his wall climb ability, which often is too slow to escape from ranged enemies, and he has no self-healing abilities. If a Hanzo is unable to use his scatter effectively (which is on a 10 second cooldown, often longer than a Hanzo will last if in danger) or position himself correctly he may find himself dangerously close to an enemy, which often results in the Hanzo’s elimination. A Hanzo player should make sure to stay longer range in order to protect himself from enemies who are looking to eliminate the Hanzo since they will have to travel a long distance, have bullet damage drop off, or have difficulty hitting the distant Hanzo. Hanzo should also use his Wall Climb ability to quickly and easily scale walls, reaching areas that few others will be able to access.

Because of Hanzo’s poor self-sustainability he can often only be run against certain enemy team compositions, due to the ease of ‘diving’ on him for a dive comp. He also struggles when an enemy Reinhardt is protecting his team. Nevertheless, if Hanzo is utilized in the proper composition at the right time and place, he can be extraordinarily effective at securing consistent and impactful kills on the enemy team’s players.

ABILITIES

Hanzo is able to climb up walls. Hanzo is able to maintain his wall climb for two seconds and can gain an extra distance boost by jumping at the wall first before wall climbing. If an enemy pushes Hanzo off a ledge he can wall climb back up. If pressured, he can walk over a ledge, force the enemy to chase him over the ledge, and then climb back up. However, if Hanzo has already wall climbed, he must land on solid ground before he can wall climb again. Once in motion, Hanzo cannot hold position mid-climb; if he stops climbing he will being to fall.

Damage 29-125

Speed: 26-87m/s

Rate: 0.5 shots/s, 0.5 full charge/s

Hanzo pulls back the drawstring and shoots an arrow, and finishes the animation by nocking another arrow. Unlike other heroes, holding onto the LMB will not rapidly fire the next shot, but pull back his drawstring, increasing the damage from his currently notched arrow. Also unlike some charged abilities, there is no forced release after a duration, allowing Hanzo to time his shots with full charge. While Hanzo has his arrow drawn, he can switch between his two alternative arrows used for his abilities and back to his regular arrow should he decide he no longer needs to use them. He can pull back the drawstring and switch to his ability arrows as soon as they are off cooldown allowing him to immediately use his abilities. Hanzo also suffers reduced movement speed while his bowstring is drawn but can pullback the drawstring while wall climbing.

Damage 29-125

Speed: 26-87m/s

Duration: 10s

Cooldown: 20s

Hanzo switches his regular arrow for an arrow that provides the location of the enemy within a 10 meter radius of where it lands for 10 seconds. The arrow’s damage is exactly the same as a regular arrow. However, if the arrow strikes an enemy and does not eliminate them, he or she will carry the arrow around with them for duration. If the arrow eliminates the enemy, the arrow will remain on the enemy’s body for the duration.

Damage 22-75 per arrow (6 arrows)

Speed: 26-87m/s

Cooldown: 10s

Hanzo switches his regular arrow for an arrow that scatters as soon as it makes contact with anything. Once scattered, the arrow will produce 6 additional arrows that can ricochet multiple times before disappearing. Each ricocheting arrow can only hit a target once. In a close range fight, the scatter arrow is better utilized shot at the enemy’s feet or a wall close to them because more ricocheting arrows will hit them than aiming directly at an enemy may inadvertently allow them to dodge some.

Damage 125 per arrow, 200/s (dragons)

Area of Effect: 8m

Rate: 1.4s

Casting: 0.6s spawn time

Hanzo shoots an imbued arrow that, after a short distance, turns into twin dragons damaging all enemies within its path. The dragons will follow the flight path of the arrow and continue straight. Walls and buildings cannot impede the dragons allowing Hanzo to use creative angles to strike the enemy. The dragons deal 200 damage a second to an enemy caught within their path.

ABILITIES

Hanzo is able to climb up walls. Hanzo is able to maintain his wall climb for two seconds and can gain an extra distance boost by jumping at the wall first before wall climbing. If an enemy pushes Hanzo off a ledge he can wall climb back up. If pressured, he can walk over a ledge, force the enemy to chase him over the ledge, and then climb back up. However, if Hanzo has already wall climbed, he must land on solid ground before he can wall climb again. Once in motion, Hanzo cannot hold position mid-climb; if he stops climbing he will being to fall.

Damage 29-125

Speed: 26-87m/s

Rate: 0.5 shots/s, 0.5 full charge/s

Hanzo pulls back the drawstring and shoots an arrow, and finishes the animation by nocking another arrow. Unlike other heroes, holding onto the LMB will not rapidly fire the next shot, but pull back his drawstring, increasing the damage from his currently notched arrow. Also unlike some charged abilities, there is no forced release after a duration, allowing Hanzo to time his shots with full charge. While Hanzo has his arrow drawn, he can switch between his two alternative arrows used for his abilities and back to his regular arrow should he decide he no longer needs to use them. He can pull back the drawstring and switch to his ability arrows as soon as they are off cooldown allowing him to immediately use his abilities. Hanzo also suffers reduced movement speed while his bowstring is drawn but can pullback the drawstring while wall climbing.

Damage 29-125

Speed: 26-87m/s

Duration: 10s

Cooldown: 20s

Hanzo switches his regular arrow for an arrow that provides the location of the enemy within a 10 meter radius of where it lands for 10 seconds. The arrow’s damage is exactly the same as a regular arrow. However, if the arrow strikes an enemy and does not eliminate them, he or she will carry the arrow around with them for duration. If the arrow eliminates the enemy, the arrow will remain on the enemy’s body for the duration.

Damage 22-75 per arrow (6 arrows)

Speed: 26-87m/s

Cooldown: 10s

Hanzo switches his regular arrow for an arrow that scatters as soon as it makes contact with anything. Once scattered, the arrow will produce 6 additional arrows that can ricochet multiple times before disappearing. Each ricocheting arrow can only hit a target once. In a close range fight, the scatter arrow is better utilized shot at the enemy’s feet or a wall close to them because more ricocheting arrows will hit them than aiming directly at an enemy may inadvertently allow them to dodge some.

Damage 125 per arrow, 200/s (dragons)

Area of Effect: 8m

Rate: 1.4s

Casting: 0.6s spawn time

Hanzo shoots an imbued arrow that, after a short distance, turns into twin dragons damaging all enemies within its path. The dragons will follow the flight path of the arrow and continue straight. Walls and buildings cannot impede the dragons allowing Hanzo to use creative angles to strike the enemy. The dragons deal 200 damage a second to an enemy caught within their path.

PLAY STYLES, & COMPOSITION

Hanzo’s Storm Bow elimination potential relies on landing direct fully charged headshots. Without charging, Hanzo’s arrows only deal 29 damage, but at full charge they deliver 125 damage. The headshot modifier allows Hanzo to deliver 250 damage to an enemy, allowing Hanzo to eliminate any non-tank hero with a single arrow. On the other hand, not landing a headshot will allow the enemy the opportunity to break line of sight with Hanzo and escape. Since Hanzo does not have high mobility and requires time to charge his next arrow, he cannot chase the enemy without putting himself at risk. Even if an enemy has been pressured to leave the fight by Hanzo, they still have the potential to heal and return to the fight.

Successful utilization of Hanzo requires early eliminations at the beginning stages of the team fight in order to give his team a numbers advantage. However, that also puts Hanzo in a position where he could be eliminated in return. Hanzo can provide consistent short bursts of damage, but he requires to be within a certain range to be effective which allows him to be overwhelmed by the enemy.

Hanzo’s passive Wall Climb allows him to take advantage of terrain that offers him high vantage points that is not easily accessible by the enemy. Even if enemies are hidden outside of Hanzo’s line of sight, Hanzo can still use his Scatter Arrow to ricochet arrows at the enemy, or even use Sonic Arrow to reveal their position. This can help line up a second, fully charged arrow when the enemy moves out of cover. The pressure he provides will force the enemy to contest his position allowing his team to fight in more favorable conditions.

Hanzo can excel in many types of compositions, but his success is more dependant on map terrain and his team’s timed engagements. Hanzo must be effective during the early stages of the fight by either getting early eliminations pre-team fight or within the first exchanges of initial contact. The longer the duration of the fight, the more effective other offensive heroes are since they can whittle down tank shields and barriers faster. Hanzo cannot produce the kind of consistent damage necessary in team fights and requires charge time in between shots. Even if Hanzo does achieve eliminations later in the fight, it may be too late if his tanks, DPS, or healers are eliminated already. This will force Hanzo to retreat since he does not have the durability to maintain possession of an objective.

Quick Composition Terminology:
321 Tank = 3 Tanks, 2 Supports, 1 Damage Dealer
222 Standard = 2 Tanks, 2 Supports, 2 Damage Dealers

Hanzo has difficulties excelling in a 321 composition being the only damage dealer. In a mirror match up, Hanzo cannot provide enough consistent damage output on shields and barriers that another offensive hero can produce. He does not have the mobility to flank enemy supports.

In a 222 composition dive composition, Hanzo can use the initial chaos produced by his dive tanks to eliminate enemy supports. Hanzo can also use the opportunity to fire a Scatter Arrow into an area where there are multiple enemies within the vicinity to maximize the damage, or utilize his passive climb ability to position himself on a high vantage point where he can rain arrows behind enemy shields.

In certain situations where Hanzo cannot eliminate enemies without being targeted first, his team may lose time waiting for him to respawn, or engage in an unfavorable condition. Players must be able to identify their situation and be open to utilizing another hero in order to win.

HANZO QUICK TIPS

Switching between arrows while drawing the bow string will allow Hanzo to use abilities as soon as they are off cooldown at their maximum range and potential.

Use Dragonstrike creatively to attack the enemy from angles they do not expect.Combining Dragonstrike with a Crowd Control ultimate like Graviton Surge or Earthshatter can be a devastating wombo-combo.

Dragonstrike can be utilized as a zoning tool, splitting the enemy team in half or preventing them from advancing on an objective.

Hanzo is a very situational hero and improper utilization will force his team to fight in unfavorable conditions. He fills a role similar to Widowmaker and has a similar effect on a team’s composition and playstyle behavior.

PROS & CONS

Pros

  • 1. Extremely high elimination potential, Hanzo excels at quickly eliminating a target escaping
  • 2. Scatter Arrow can provide lethal burst damage even against a tank
  • 3. Able to Wall Climb while charging his Storm Bow
  • 4. Sonic Arrow provides enemy’s location through walls to both Hanzo and his team

Cons

  • 1. If the Hanzo is not hitting arrows and getting picks he is useless
  • 2. Low escape ability means that if the Hanzo is caught in a dangerous situation he will rarely escape and be useless
  • 3. Long cooldowns for abilities
  • 4. Without Scatter Arrow for eliminating close range enemies as well as tanks he is useless

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