REAPER

Role: / HP: 250 / Difficulty:

OVERVIEW

Reaper is a close range offensive hero that can almost instantly destroy anyone that he can get the drop on. His passive, The Reaping, allows him to heal a percentage of damage dealt which gives him the ability to self sustain in almost any close quarters combat situation. His Shadow Step ability allows him to safely obtain positional advantages in hidden or high ground real estate. His Wraith Form also allows Reaper to engage and disengage in fights, allowing him to be extremely deadly. He can weave in and out of close quarter front line tank battles in deathball compositions; ambush supports around a hidden corner in the enemy backlines; and flee back behind his allied tanks after a quick assassination. To top this off, Reaper also has one of the most threatening damage ultimates. When activated within tight spaces on maps, enemies making the mistake of taking up a deathball formation can be punished by his Death Blossom ultimate.

OVERVIEW

Reaper is a close range offensive hero that can almost instantly destroy anyone that he can get the drop on. His passive, The Reaping, allows him to heal a percentage of damage dealt which gives him the ability to self sustain in almost any close quarters combat situation. His Shadow Step ability allows him to safely obtain positional advantages in hidden or high ground real estate. His Wraith Form also allows Reaper to engage and disengage in fights, allowing him to be extremely deadly. He can weave in and out of close quarter front line tank battles in deathball compositions; ambush supports around a hidden corner in the enemy backlines; and flee back behind his allied tanks after a quick assassination. To top this off, Reaper also has one of the most threatening damage ultimates. When activated within tight spaces on maps, enemies making the mistake of taking up a deathball formation can be punished by his Death Blossom ultimate.

ABILITIES

Reaper regenerates 20% of the damage he deals against enemy heroes. He does not regenerate from damaging barriers, shields and deployables.

Damage 2-7/pellet

Damage Fall-Off: 11-20m

Rate: 2 shots/s, 20 pellets/shot

Ammo: 8

Reload: 1.5s

Reaper unleashes a barrage of shotgun shells which tears the enemy apart. The shots expand outwards in a conical shape, with each pellet striking the target doing damage. The closer the enemy, the more pellets striking the target, the deadlier he is.

Range 35m

Duration: 2s

Cast Time: 2.5s

Cooldown: 10s

After marking his destination, Reaper vanishes and reappears at the location. After casting this ability, Reaper is not able to cancel the action. Reaper also speaks a voice line that is audible by the enemy team as he teleports, so use caution when deciding upon your location and flank routes.

Movement Speed 7.1m/s

Duration: 3s

Cooldown: 8s

Reaper becomes a wraith, which renders him invulnerable to damage and able to move through allied and enemy heroes alike. While in Wraith Form Reaper cannot suffer any debuffs, traps, or crowd control abilities except for Zarya’s Graviton Surge. However, if Reaper is already trapped or stunned he cannot use Wraith Form.

Damage 170/s (510 total)

Area of Effect: 8m

Movement Speed: 3m/s

Duration: 3s

Reaper unloads both his shotguns simultaneously in all directions dealing massive damage to all nearby enemies. Death Blossom can be interrupted by abilities and death.

ABILITIES

Reaper regenerates 20% of the damage he deals against enemy heroes. He does not regenerate from damaging barriers, shields and deployables.

Damage 2-7/pellet

Damage Fall-Off: 11-20m

Rate: 2 shots/s, 20 pellets/shot

Ammo: 8

Reload: 1.5s

Reaper unleashes a barrage of shotgun shells which tears the enemy apart. The shots expand outwards in a conical shape, with each pellet striking the target doing damage. The closer the enemy, the more pellets striking the target, the deadlier he is.

Range 35m

Duration: 2s

Cast Time: 2.5s

Cooldown: 10s

After marking his destination, Reaper vanishes and reappears at the location. After casting this ability, Reaper is not able to cancel the action. Reaper also speaks a voice line that is audible by the enemy team as he teleports, so use caution when deciding upon your location and flank routes.

Movement Speed 7.1m/s

Duration: 3s

Cooldown: 8s

Reaper becomes a wraith, which renders him invulnerable to damage and able to move through allied and enemy heroes alike. While in Wraith Form Reaper cannot suffer any debuffs, traps, or crowd control abilities except for Zarya’s Graviton Surge. However, if Reaper is already trapped or stunned he cannot use Wraith Form.

Damage 170/s (510 total)

Area of Effect: 8m

Movement Speed: 3m/s

Duration: 3s

Reaper unloads both his shotguns simultaneously in all directions dealing massive damage to all nearby enemies. Death Blossom can be interrupted by abilities and death.

PLAY STYLES, & COMPOSITION

Reaper is the ultimate anti-tank specialist. His dual shotguns allow him to shred armor, shields and flesh alike in a flash. In addition to the deadly double barrels, the shotguns come as a double edged sword because he has a very limited effective range making any ranged hero his natural counter.

In a more static tank composition, Reaper should not stray too far from the front line since his role is to always destroy the enemy defensive abilities which will allow him an opportunity to effectively utilize his threatening upfront damage. In a Dive composition, Reaper is more rarely seen, as his mobility is very limited and does not have abilities such as Tracer’s Blink or Genji’s Swiftstrike where he can instantly close distance on the enemy. In a counter dive composition, the concept is to have Reaper at the side of his teammates waiting for the enemy to dive onto their unit, or remain hidden around corridors or corners of the map where he is able to quickly surprise and pressure the enemy team. Reaper has the ability to fend off an aggressive enemy tank who decides to dive or hard engage into close quarters combat. Should the enemy team focus and allocate their defensive abilities (i.e. D.Va’s Defense Matrix) to deal with the majority of Reapers initial shots, they will have a window of opportunity to kill one of Reaper’s allies. A successful Reaper can pick up the cues from these playstyle patterns and adjust his angle of attack. As mentioned before, he can re-engage from hidden corners or areas of the map that aren’t too far from his teammates in hopes of taking out an enemy before being refocused.

Reaper is one of the few heroes which REQUIRES the team composition to be built around him to enable his effectiveness on the battlefield.

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

One of the most common and effective ways to use Reaper is within the a 321 Tank, or 222 Standard Deathball play style composition, which requires frontline tanks (Reinhardt, D.Va, Orisa) who can block linear and frontal damage heading towards Reaper and his team. This will allow Reaper and his teammates the ability to progress forward towards the enemy team without sustaining too much initial skirmish damage before fully engaging the enemy. If Reaper’s team is successful in getting him in close quarters combat range, his Hellfire Shotguns become extremely effective and will instantly cause fatal damage. The playstyle can be viewed as a battering ram creating a chaotic, in-your-face team fight, forcing the enemy team to respond more reactively instead of proactively. Most commonly you will see supporting heroes like Lucio who is almost essential for this type of composition to be successful, as the speed buff of his Amp It Up ability can accelerate Reaper and the team quickly into the fight.

Heroes that synergize well with Reaper as a duo are heroes that have defensive/mitigative abilities that can provide Reaper protection from any movement impairment abilities used to hinder him. Zarya’s Projected Barrier ability provides Reaper a short term personal shield and if the enemy focus fires Reaper while the barrier is active it provides 40% Energy enabling Zarya to aggressively advance in coordination with Reaper. A synchronized Reinhardt can simultaneously aggress alongside Reaper and Zarya, toggling his Barrier Field to provide timed protection from enemy damage or crowd control abilities.

Reaper’s Death Blossom is one of the most deadly ultimates in the game, but it can be easily interrupted by stun or crowd control abilities. Zarya’s Projected Barrier can also prevent Reaper’s Death Blossom from being interrupted for a limited period, while D.Va’s Defense Matrix can absorb any crowd control projectiles. Alternatively, Reaper’s allies can provide additional protection with their own bodies if they position themselves in between the enemies and Reaper directly in harm’s way (i.e. allied Reinhardt taking an Ana sleep dart in the face!).

Ana also augments Reaper extremely well since her Biotic Grenade adds +50% more healing which stacks with The Reaping (life leech) passive ability. Furthermore, Reaper being in close range with a well timed Biotic Grenade by Ana will negate enemy healing for 4 seconds. This will significantly increase the chances of helping Reaper confirm eliminations. The combo of Reaper’s Death Blossom and Ana’s Nano Boost has been called “Beyblade” since its popular inception during competitive Season 2. Reaper’s Death Blossom gains an additional 50% damage boost while he enjoys a 50% damage reduction buff which increases his durability.

In any head-to-head solo duel scenario versus a ranged hero, it becomes almost a game of hide and seek. Reaper will always want to take his enemy from their side or behind by surprise. As recommended, in between battles Reaper’s Shadow Step ability can place him in uncommon hiding spots in all types of areas of the map without the enemy noticing (but be careful with his voice line, it’s quite loud).

REAPER QUICK TIPS

Reaper’s strong suit and most effective threat is usually played within death ball compositions.

Reaper’s cat & mouse playstyle can catch enemies off guard with the element of surprise after initial team fights break out.

Reaper is one of Overwatch’s Heroes who consistently requires the team composition to be built around him in order to utilize his full potential.

Playing Reaper in Dive comps is not common, but plausible map dependant (Reaper can still excel on control objective on defense no matter the comp).

Close quarters combat is Reaper’s best environment: Route 66’s 1st and 2nd point objectives do not favor his short ranged shotguns, but the 3rd objective point allows him to be a menace.

PROS & CONS

Pros

  • 1. Extremely dangerous close range
  • 2. His abilities allows him to sneak up behind the enemy for an ambush or a flanking attack
  • 3. Using Wraith Form makes him invulnerable while moving which allows him to engage or disengage from a fight
  • 4. His sustainability allows him to be in a close range fight for an extended duration

Cons

  • 1. Not a threat outside close range
  • 2. During his reload time, he needs to be in cover since he is no longer dealing any damage which lowers his sustainability
  • 3. Is heavily targeted in team fights which will require him to have teammates that can support him
  • 4. His ultimate can easily be interrupted by abilities

WE'RE WAITING FOR YOU

GET IN TOUCH WITH BROOKLYN

We welcome you to contact us for more information
about any of our products or services.

FOLLOW US

LET'S GET IT.

We welcome you to contact us anytime.