SYMMETRA

Role: / HP: 100 / Difficulty:

OVERVIEW

Symmetra is one of two heroes in Overwatch that has deployables with offensive capabilities, with Torbörn being the other. The Sentry Turrets that Symmetra deploys allow her to be one of the most specialized support heroes in the game. The 6 Sentry Turrets also provide a notification when they are triggered or destroyed, allowing Symmetra to provide important information of potential enemy Heroes and their location for her team. Her Photon Projector gun locks onto any enemy within range and does increased damage over time the longer she is able to keep the beam active on an enemy target. Symmetra can also launch charged Photon Orbs which can pass through shields, barriers, and enemies alike. When these orbs being fully charged they can disrupt the enemy with devastating damage. Symmetra can also launch Photon Barriers in a linear path, blocking enemy’s line of sight and damage. Symmetra is also the only hero in the game with an ultimate that can be toggled, providing a different ability.

Symmetra is the only hero that can provide the team an additional padded shield portion to their health pool (blue color health bars) that does not decay. This portion of the Heroes’ health segments can be regenerate after staying out of combat and not taking any additional damage for a short period of time. As a support, Symmetra’s shields are considered her main source of regenerative healing, while in a fight she is able to deal potentially devastating damage from her Photon Projector.

OVERVIEW

Symmetra is one of two heroes in Overwatch that has deployables with offensive capabilities, with Torbörn being the other. The Sentry Turrets that Symmetra deploys allow her to be one of the most specialized support heroes in the game. The 6 Sentry Turrets also provide a notification when they are triggered or destroyed, allowing Symmetra to provide important information of potential enemy Heroes and their location for her team. Her Photon Projector gun locks onto any enemy within range and does increased damage over time the longer she is able to keep the beam active on an enemy target. Symmetra can also launch charged Photon Orbs which can pass through shields, barriers, and enemies alike. When these orbs being fully charged they can disrupt the enemy with devastating damage. Symmetra can also launch Photon Barriers in a linear path, blocking enemy’s line of sight and damage. Symmetra is also the only hero in the game with an ultimate that can be toggled, providing a different ability.

Symmetra is the only hero that can provide the team an additional padded shield portion to their health pool (blue color health bars) that does not decay. This portion of the Heroes’ health segments can be regenerate after staying out of combat and not taking any additional damage for a short period of time. As a support, Symmetra’s shields are considered her main source of regenerative healing, while in a fight she is able to deal potentially devastating damage from her Photon Projector.

ABILITIES

Damage: 7.5 or 15 or 30 per hit

Rate: 4 hits/s (7 ammo per second)

Ammo: 100

Range: 7m lock-on (9.5m once tethered)

Reload: 1.8s

Symmetra emits a beam that locks onto an enemy that is within range. While the beam is locked onto an enemy, that enemy will suffer continuous damage for each passing second. The enemy will take increased increments of continuous damage for a maximum of 120 damage per second at level 3. The photon beam will break if the enemy can gain distance away from Symmetra or break line of sight for more than 0.5 seconds. Once the beam has been disconnected, the increments of continuous damage that was built will decay at the same rate they were built. Armor reduces this weapon’s damage, 50% at level 1, 33% at level 2 and 17% at level 3.

Damage: 26-125/orb

Speed: 10m/s

Charging: 0.4-2s

Ammo: 100

Ammo Usage: 4-20/orb

Reload: 1.8s

Symmetra projects a slow moving orb shaped projectile in a straight line. She is able to shoot an orb every 0.25 seconds but if she charges them for 2 seconds the damage is significantly increased. After fully charging her orb she can hold onto it for an additional second before the orb is automatically discharged. The Photon Orb can travel through shields, barriers and enemies.

Health: 1025

Width: 5m

Speed: 5.5m/s

Cooldown: 10s

Symmetra projects an oval shaped barrier that moves slowly in a straight line from where Symmetra initially launched it. The barrier is 5 meters wide at its center and can be destroyed. The barrier will allow Symmetra and her teammates to advance with a mobile shield that no one needs to maintain. Like all shields and barriers, there are abilities that can go right through it and does not impede enemy movement.

Damage: 30/s per orb

Movement Reduction: 25%

Casting: 1.4s

Cooldown: 10s/turret (6 maximum capacity)

Symmetra places a Sentry Turret on a desired location. She is able to place them almost anywhere, the turret placement indicator will turn red if she is not able to place it on a certain location due to limitations. She is unable to stack turrets one on top of another and requires a small distance between them. Once triggered or destroyed, they will notify Symmetra allowing her to tell her team. The Sentry Turrets deal 30 damage per second and slow the enemy. Every additional turret targeting the same target will apply additional slow on the enemy. However, the turrets only have 1 HP making them extremely vulnerable against Winston’s Tesla Cannon.

Casting: 2s

Health: 350 shield health, 50 normal health

Teleporter is the first of two forms of Symmetra’s ultimate. Symmetra is able to place a teleporter anywhere on the map as long as the teleporter can be firmly placed on a flat surface. Once deployed, a second teleporter will automatically be deployed in the spawning location allowing teammates to travel to the Teleporter location. Each teleporter will have 6 charges, and will be destroyed once all 6 charges have been spent. Symmetra is unable to build any ultimate charge once her Teleporter has been deployed and must wait for it to be destroyed or depleted before she can build ultimate charge again. If Symmetra has it deployed on any segmented maps, and the enemy does not destroy her Teleporter before capturing the objective she will be refunded a certain part of ultimate charge depending on how many charges are left.

SECOND ULTIMATE ABILITY: Shield Generator is Symmetra’s alternate ultimate. Similar to her Teleporter ultimate, she deploys a Shield Generator which must be affixed to the ground. Once deployed, the device will grant Symmetra and her teammates an additional 75 shield within a 25 meter radius. Line of sight is not required. The shields will regenerate its health after a duration of not taking damage. The shield generator will last indefinitely until it has been destroyed. Just like her Teleporter, if the enemy does not destroy her Shield Generator before capturing the objective in a segmented map she will be refunded ultimate charge. There is a 5 second fade delay for shields after getting out of range of the Shield Generator.

ABILITIES

Damage: 7.5 or 15 or 30 per hit

Rate: 4 hits/s (7 ammo per second)

Ammo: 100

Range: 7m lock-on (9.5m once tethered)

Reload: 1.8s

Symmetra emits a beam that locks onto an enemy that is within range. While the beam is locked onto an enemy, that enemy will suffer continuous damage for each passing second. The enemy will take increased increments of continuous damage for a maximum of 120 damage per second at level 3. The photon beam will break if the enemy can gain distance away from Symmetra or break line of sight for more than 0.5 seconds. Once the beam has been disconnected, the increments of continuous damage that was built will decay at the same rate they were built. Armor reduces this weapon’s damage, 50% at level 1, 33% at level 2 and 17% at level 3.

Damage: 26-125/orb

Speed: 10m/s

Charging: 0.4-2s

Ammo: 100

Ammo Usage: 4-20/orb

Reload: 1.8s

Symmetra projects a slow moving orb shaped projectile in a straight line. She is able to shoot an orb every 0.25 seconds but if she charges them for 2 seconds the damage is significantly increased. After fully charging her orb she can hold onto it for an additional second before the orb is automatically discharged. The Photon Orb can travel through shields, barriers and enemies.

Health: 1025

Width: 5m

Speed: 5.5m/s

Cooldown: 10s

Symmetra projects an oval shaped barrier that moves slowly in a straight line from where Symmetra initially launched it. The barrier is 5 meters wide at its center and can be destroyed. The barrier will allow Symmetra and her teammates to advance with a mobile shield that no one needs to maintain. Like all shields and barriers, there are abilities that can go right through it and does not impede enemy movement.

Damage: 30/s per orb

Movement Reduction: 25%

Casting: 1.4s

Cooldown: 10s/turret (6 maximum capacity)

Symmetra places a Sentry Turret on a desired location. She is able to place them almost anywhere, the turret placement indicator will turn red if she is not able to place it on a certain location due to limitations. She is unable to stack turrets one on top of another and requires a small distance between them. Once triggered or destroyed, they will notify Symmetra allowing her to tell her team. The Sentry Turrets deal 30 damage per second and slow the enemy. Every additional turret targeting the same target will apply additional slow on the enemy. However, the turrets only have 1 HP making them extremely vulnerable against Winston’s Tesla Cannon.

Casting: 2s

Health: 350 shield health, 50 normal health

Teleporter is the first of two forms of Symmetra’s ultimate. Symmetra is able to place a teleporter anywhere on the map as long as the teleporter can be firmly placed on a flat surface. Once deployed, a second teleporter will automatically be deployed in the spawning location allowing teammates to travel to the Teleporter location. Each teleporter will have 6 charges, and will be destroyed once all 6 charges have been spent. Symmetra is unable to build any ultimate charge once her Teleporter has been deployed and must wait for it to be destroyed or depleted before she can build ultimate charge again. If Symmetra has it deployed on any segmented maps, and the enemy does not destroy her Teleporter before capturing the objective she will be refunded a certain part of ultimate charge depending on how many charges are left.

SECOND ULTIMATE ABILITY: Shield Generator is Symmetra’s alternate ultimate. Similar to her Teleporter ultimate, she deploys a Shield Generator which must be affixed to the ground. Once deployed, the device will grant Symmetra and her teammates an additional 75 shield within a 25 meter radius. Line of sight is not required. The shields will regenerate its health after a duration of not taking damage. The shield generator will last indefinitely until it has been destroyed. Just like her Teleporter, if the enemy does not destroy her Shield Generator before capturing the objective in a segmented map she will be refunded ultimate charge. There is a 5 second fade delay for shields after getting out of range of the Shield Generator.

PLAY STYLES, & COMPOSITION

Symmetra can be utilized in many scenarios, but her skill set is best utilized in defensive situations while holding a static objective point in game modes such as Control, or 1st objective capture points on Hybrid game modes. While Symmetra is effective on defensive objectives, an enemy Winston can quickly clear all her sentries if placed too close together. Meanwhile Symmetra also suffers against flying or long range damage dealing Heroes since her effective range is in close quarters combat, paired with the ability to lure unsuspecting enemies into undesired locations where she has several Sentry Turrets deployed.

While Symmetra is very capable of producing lethal damage with her Photon Projector, Symmetra’s Sentry Turrets also provide her the dynamic defensive edge over her enemies as her turrets can stack their slowing debuff on targeted foes. With a 10 meter range, her Sentry Turrets give the opposing team a difficult time advancing or fleeing. Symmetra’s success is not dependent on her Sentry Turrets alone, she can take up intelligent hiding spots. This allows her to take an enemy hero by surprise while the beam from her Photon Cannon increasingly withers her target’s health bar.

Symmetra’s turrets require time for Symmetra to set up. In a defensive situation, she has opportunities to set up her turrets before and after successful team fights. Symmetra can always keep the enemy team guessing her Sentry Turret’s locations when choosing new locations when redeploying. Symmetra is also able to place her turrets on the objective payloads as it moves during an offense, to damage enemies that try to contest her teammates escorting it forward. While Symmetra can excel payload maps, her team is pressured to win the initial engagement to allow her the opportunity in gaining access to her ultimate ability.

Her ultimate Shield Generator/ Teleporter ability is commonly at full charge and available after the first successful team fight. Her ultimate is one of the fastest charging ultimate abilities in the game. The decision to deploy one ultimate option over the other is generally determined by the map’s layout. Using the Shield Generator is more viable when both the attacking and defending respawn locations are the same distance from the objective like Hollywood. Deploying a Teleporter is always highly recommended when Symmetra and her allies must run a much further distance back to the contested objective. This will hopefully remove the enemy’s advantage in having a shorter return time back to battle. Symmetra players can also make a judgement call; she may decide to place a Shield Generator while playing alongside an allied Torbörn. He can further increase an ally’s total health points with defensive Armor Packs providing a larger total health count with armor mitigation values which lower damage.

Symmetra’s play style encourages a more objective close quarters combat win condition, where teamfights break out among a static objective. Using her kit during more wide open map terrains, smaller number of tight rooms, lacking narrow corridors, with a very high vertical skybox (a map’s vertical height limit), weakens Symmetra and her team’s chances of winning engagements. Her enemies can completely avoid her defensive Sentry Turret setups or surprise attack attempts if they are able to bring in flying and long range damage dealing Heroes. These Heroes can play around her defensive setups and apply damage from a distance, rendering her threat levels to a minimum. Players insisting on playing Symmetra (you know who you are!), during these map conditions can put their team at significant disadvantage. What should be remembered is Symmetra can be considered a Hybrid class, she cannot provide her team an effective main damage dealing source nor the main healing output hero.

Symmetra excels in defensive static compositions coupled with more static map objectives since she is able to provide a very heavy defensive setup. Sentry Turrets are able to to notify Symmetra when they are destroyed or triggered allowing her team to prepare for an incoming assault from a disadvantaged location.

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

Symmetra’s most optimal usage was during the very popular “Tank Meta”, during 321 tank setups since she is very successful at slowing down the large tank heroes attempting to engage on her defensive setups. Symmetra can easily use her line of sight kiting tactics by well timed connections with her Photon Cannon’s beam high damage output while retreating backwards. Enemy tanks attempting to advance on her location can be successfully slowed by her Sentry Turrets while her team can focus down the overly aggressive enemy.

Symmetra may see challenges against a 222 Standard or variant Dive composition since Winston is commonly used. Due to Winston’s wide spreading Tesla Cannon attack, he is able to destroy and clear Symmetra’s Sentry Turrets. It is not impossible for Symmetra to excel while the enemy team plays a Dive composition as long as her teammates are able to provide great positioning support. This may force the enemy Dive team to make a difficult decision, clearing out Symmetra’s Sentry Turrets while taking damage from Symmetra’s teammates. While the enemy Heroes decide on clearing out Symmetra’s defenses or dueling her team, which may provide enough time for her team to eliminate engaged threats. Symmetra and her teammates will require a higher degree of organization and coordination.

Symmetra may also synergize well in maps such as Temple of Anubis while defending the final objective point. With a mix of Torbörn’s buildable defenses and Armor Packs, or Sombra’s ability to Hack near by Health packs, this may prove a viable strategy. Be warned, players must be mindful and remember the conditions in which they may use Symmetra. Setups used in this example take a much higher degree of execution, synchronization, and understanding most optimal win condition. The results for success will also highly depend on the enemy team’s composition.

SYMMETRA QUICK TIPS

Utilizing Symmetra’s ultimate based on the map’s objective distance from spawn is very important. Deploying a teleporter will be more effective when her team has a longer distance run when respawning after being eliminated. (I.e. Temple of Anubis defense during 1st point objective)

Deploying a shield generator can counteract the lack of a healing while using a single healer composition. Shield Generator provides the team with shield-padded health segments which regenerate after being out of combat for a short period of time.

Symmetra’s Sentry Turrets allow her to identify oncoming enemy threats that may attempt to take alternative routes, or attempt to sneak into Symmetra’s allied backline, allowing her team to prepare for flanking attempts.

With limited offensive range, attempts to contest flying or long ranged damage dealing healers are out of the question since her Photon Projector’s beam connects at a 7 meter range.

Utilizing Symmetra while an enemy team plays a very well organized and timed Dive composition can be very ineffective and weak. Dive Heroes such as Winston can easily remove defensive Sentry Turrets.

Wide open map terrains make Symmetra’s Kit very weak since the enemy is able to avoid her setups or do damage from a distance.

Playing Symmetra while the enemy team is playing a static gradual forward moving composition is very strong as she can slow down large tank units with limited damage ranges.

PROS & CONS

Pros

  • 1. Is able to place sentires that can notify Symmetra when enemies are approaching aftering being triggered or destroyed
  • 2. Only hero with two different ultimate abilities providing dynamic situational use
  • 3. Photon Projector and Sentry Turrets are a exceptional at controlling and dealing damage against enemy tanks and fast paced flankers
  • 4. Provides teammates with a strong shield padded health bars with regeneration capabilities

Cons

  • 1. Sentries only have 1 hp and can be destroyed by any damage source
  • 2. Careless placement of her ultimate removes a large portion of Symmetra’s effectiveness
  • 3. Photon Projector gun is short ranged and loses connection 0.5 seconds after enemy line of sighting Symmetra
  • 4. Symmetra typically fills in a position of a support healer which may require a team to have a single healer

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