REINHARDT

Role: / HP: 300 / Difficulty:

OVERVIEW

Reinhardt has one the simplest ability kits but requires a high level of game knowledge to effectively use it. In a solo duel setting, Reinhardt is extremely intimidating and terrifying up close. In a team setting, however, Reinhardt can only shield damage from one direction and his large hitbox makes him the perfect target if caught in between two ranged heroes. Even though Reinhardt’s Barrier Field provides a wide area of protection, positioning it correctly can be the difference between completely blocking an enemy’s ultimate or losing a team fight. While Reinhardt has his Barrier Field active, he has reduced movement speed and can no longer attack.

In order to play Reinhardt at a high level, he must have an overwhelming amount of confidence in his teammates being able to support him.

OVERVIEW

Reinhardt has one the simplest ability kits but requires a high level of game knowledge to effectively use it. In a solo duel setting, Reinhardt is extremely intimidating and terrifying up close. In a team setting, however, Reinhardt can only shield damage from one direction and his large hitbox makes him the perfect target if caught in between two ranged heroes. Even though Reinhardt’s Barrier Field provides a wide area of protection, positioning it correctly can be the difference between completely blocking an enemy’s ultimate or losing a team fight. While Reinhardt has his Barrier Field active, he has reduced movement speed and can no longer attack.

In order to play Reinhardt at a high level, he must have an overwhelming amount of confidence in his teammates being able to support him.

ABILITIES

Damage: 75

Range: 5m

Rate: 1 swing/0.9s

Reinhardt swings his massive hammer dealing damage to all enemies within his 5 meter range. Damage is applied to all enemies that the hammer travels through during the animation, so moving the mouse left and right to follow the hammer’s movements can effectively double Reinhardt’s swing radius. The more enemies Reinhardt hits with his Rocket Hammer, the more ultimate charge he builds.

Shield: 2000 health

Cooldown: 195 shield health recovery/s after 2s (5s if shield breaks)

Movement Speed: 2.75s

Reinhardt holds a forward-facing energy shield in front of him. The shield is in the shape of a rectangle with width being larger than the height. Barrier Field cannot prevent enemy heroes from walking through it. A few heroes have the ability to damage Reinhardt even while Barrier Field is active such as Winston’s Tesla Cannon, Reinhardt’s Fire Strike, Symmetra’s Photon Orb, and Hanzo’s Dragonstrike, as well as all melee attacks. Always remember that these attacks can pass right through Barrier Field and strike targets behind Reinhardt.

Damage: 100

Speed: 26.66m/s

Casting: 0.6s

Cooldown: 6s

Fire Strike is Reinhardt’s only ranged ability, however the 6 second cool down is balanced out by how powerful the ability is. Not only is Fire Strike is able to pass through barriers, shields, and enemy heroes, but it has no range limit. This means that Fire Strike will continue going in a straight line until it hits a wall or goes out of bounds on the map. Just like Rocket Hammer, the ability is able to strike multiple enemies and builds additional ultimate charge. Zarya’s barrier abilities and D.Va’s defense matrix are the only two abilities that can absorb Fire Strike.

Damage: 300 against wall, 50 on contact with any enemy

Speed: 16.66m/s

Duration: 1s stun

Cooldown: 10s (3s if interrupted)

Casting: 0.7s

Reinhardt rushes towards the enemy like a battering ram. If Reinhardt collides with an enemy while this ability is active, Reinhardt will ferry the enemy with him until they stop by either impact with an immoveable object on the map, dealing a massive 300 damage to the enemy in addition being stunned for 1 second, or until they reach the maximum range of Charge which is 55 meters, at which point the enemy is released without suffering additional damage. Any enemy that Reinhardt makes contact with after the first target been pinned will suffer knockback and minor damage along with any enemy that is in the path of his charge. This ability will also allow Reinhardt to traverse quickly throughout the map but greatly reduces his ability to turn. Reinhardt cannot cancel Charge once activated, and if he’s not careful, there is a risk of Reinhardt charging right off the map or into a hole, resulting in an unfortunate death.

Damage: 50

Range: 20m

Effect: 2.5s stun

Casting: 0.6s

Reinhardt smashes his hammer into the ground in front of him causing tremors which knock down, stun, and damage all enemies caught within. If Reinhardt is knocked in the air while casting this ability, it will not take effect until he lands. Just like Charge, once activated, the ability cannot be cancelled. Keep in mind that enemy barrier abilities can block Earthshatter from expanding past it, but this goes both ways, and a Reinhardt can stop another’s Earthshatter by blocking it with their own Barrier Field.

ABILITIES

Damage: 75

Range: 5m

Rate: 1 swing/0.9s

Reinhardt swings his massive hammer dealing damage to all enemies within his 5 meter range. Damage is applied to all enemies that the hammer travels through during the animation, so moving the mouse left and right to follow the hammer’s movements can effectively double Reinhardt’s swing radius. The more enemies Reinhardt hits with his Rocket Hammer, the more ultimate charge he builds.

Shield: 2000 health

Cooldown: 195 shield health recovery/s after 2s (5s if shield breaks)

Movement Speed: 2.75s

Reinhardt holds a forward-facing energy shield in front of him. The shield is in the shape of a rectangle with width being larger than the height. Barrier Field cannot prevent enemy heroes from walking through it. A few heroes have the ability to damage Reinhardt even while Barrier Field is active such as Winston’s Tesla Cannon, Reinhardt’s Fire Strike, Symmetra’s Photon Orb, and Hanzo’s Dragonstrike, as well as all melee attacks. Always remember that these attacks can pass right through Barrier Field and strike targets behind Reinhardt.

Damage: 100

Speed: 26.66m/s

Casting: 0.6s

Cooldown: 6s

Fire Strike is Reinhardt’s only ranged ability, however the 6 second cool down is balanced out by how powerful the ability is. Not only is Fire Strike is able to pass through barriers, shields, and enemy heroes, but it has no range limit. This means that Fire Strike will continue going in a straight line until it hits a wall or goes out of bounds on the map. Just like Rocket Hammer, the ability is able to strike multiple enemies and builds additional ultimate charge. Zarya’s barrier abilities and D.Va’s defense matrix are the only two abilities that can absorb Fire Strike.

Damage: 300 against wall, 50 on contact with any enemy

Speed: 16.66m/s

Duration: 1s stun

Cooldown: 10s (3s if interrupted)

Casting: 0.7s

Reinhardt rushes towards the enemy like a battering ram. If Reinhardt collides with an enemy while this ability is active, Reinhardt will ferry the enemy with him until they stop by either impact with an immoveable object on the map, dealing a massive 300 damage to the enemy in addition being stunned for 1 second, or until they reach the maximum range of Charge which is 55 meters, at which point the enemy is released without suffering additional damage. Any enemy that Reinhardt makes contact with after the first target been pinned will suffer knockback and minor damage along with any enemy that is in the path of his charge. This ability will also allow Reinhardt to traverse quickly throughout the map but greatly reduces his ability to turn. Reinhardt cannot cancel Charge once activated, and if he’s not careful, there is a risk of Reinhardt charging right off the map or into a hole, resulting in an unfortunate death.

Damage: 50

Range: 20m

Effect: 2.5s stun

Casting: 0.6s

Reinhardt smashes his hammer into the ground in front of him causing tremors which knock down, stun, and damage all enemies caught within. If Reinhardt is knocked in the air while casting this ability, it will not take effect until he lands. Just like Charge, once activated, the ability cannot be cancelled. Keep in mind that enemy barrier abilities can block Earthshatter from expanding past it, but this goes both ways, and a Reinhardt can stop another’s Earthshatter by blocking it with their own Barrier Field.

PLAY STYLES, & COMPOSITION

Reinhardt is best utilized in conjunction with teammates that will stick behind his shield. As a tank, his main responsibility is to protect his team behind him and that should always be his main priority. Although his Rocket Hammer is extremely devastating up close, Reinhardt players must compare the benefit of additional damage from his hammer to the use his Barrier Field and protect his teammates so they can continue their damage output. If Reinhardt chooses to use his hammer, his teammates behind him will start taking damage, causing them to worry about their own survivability which may result in a loss of overall sustained damage produced by the team.

Reinhardt’s Barrier Field allows him to excel in linear situations and choke points. It allows him to protect his team as they advance towards their objective as whole. However, in situations where the enemy team has multiple off angle positions to attack from, Reinhardt must decide quickly on a position to place himself where the team can take the least amount of damage.

Knowing when to be aggressive is extremely important for Reinhardt. If he advances too aggressively on the enemy his team may be too far behind, and if he advances too slowly his team may be in danger of a flanking attack or his Barrier Field may not be able to withstand all the damage before reaching the enemy.

A high level Reinhardt must also evaluate his options after Barrier Field has been destroyed. If he lets his shield get destroyed, his shield has a minimum cooldown of 5 seconds before he can reactivate it again. He has two options at this point: either engage the enemy and attack with his Rocket Hammer, or disengage and wait for the barrier to regenerate. Both options can be correct, but to achieve the most optimal end result, the decision must be aligned with his teammates’ play style.

Reinhardt’s abilities allows him to be able to work well with almost all the heroes in Overwatch – any static ranged hero is provided cover, any healer will help Reinhardt sustain longer in a fight, and any tank can help alternate tanking responsibilities while cool downs have time to refresh. However, a team comprised mainly of flankers (such as Tracer, Genji, Sombra, and even Pharah) will have a tough time utilizing his shield effectively.

At high levels of gameplay, Reinhardt synergizes extremely well with Zarya. A Reinhardt and Zarya combo is difficult to execute, but if played properly the duo can produce a great deal of damage, draw the enemy’s attention and focus fire while allowing your teammates to operate unhindered. The theory is to alternate the cool downs between Reinhardt’s Barrier Field and Zarya’s Particle Barrier and Projected Barrier. Zarya’s Barrier abilities will rapidly build her charge from the focus fire and Reinhardt can protect the duo while Zarya’s barriers are on cool down. Proper positioning and communication between the duo is critical. The duo must alternate front and back position depending on cooldowns. If one gets too far ahead of the other, they may not be unable to protect each other. Reinhardt must also know when to lower his Barrier Field and allow Zarya’s Projected Barrier to absorb the damage. If his Barrier Field is exposed to too much damage, the duo will no longer be able to alternate protection for each other and Zarya will not be able to build charge. If Zarya is at a high charge, and all defensive barrier skills are on cooldown, it is advised to sacrifice Reinhardt to allow the high charge Zarya to escape and maintain her level of charge.

REINHARDT QUICK TIPS

Reinhardt players must know how to control their level of aggression depending on what is happening behind him.

While Reinhardt has his Barrier Field up, he must trust his teammates to communicate what is happening behind him

Never make long distance charges into the enemy. When charging into the enemy ensure you can pin the enemy close by to the fight or else you may get trapped behind enemy lines.

PROS & CONS

Pros

  • 1. Extremely dangerous up close, his Rocket Hammer replaces his melee attack and has a 5 meter area of effect, cleaving all enemies within range during the animation
  • 2. Barrier Field can block some enemy ultimates from affecting him and his teammates
  • 3. Fire Strike is an extremely powerful ability which can strike multiple targets in a straight line with zero hero collision
  • 4. The Earthshatter ultimate is one of the best shutdown crowd controlling abilities in the game leaving foes laying helplessly on the ground for 2.5 seconds

Cons

  • 1. Reduced movement speed while Barrier Field is active, and has limited health
  • 2. Cannot attack without lowering Barrier Field, his large hitbox makes him very vulnerable when he attacks
  • 3. Cannot cancel his Charge once activated and Reinhardt will not stop unless he hits a wall or has exceeded 55 meters, even if he has caught an enemy with the ability
  • 4. Primarily limited to close range attacks with Fire Strike being his only long distance ranged ability with a 6 second cool down

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