WINSTON

Role: / HP: 400 / Difficulty:

OVERVIEW

Winston is a very mobile tank that has the potential to cause a lot of chaos in the enemy’s plans. He gets in the way and creates room for his team while taking prime real estate away from the enemy team in a quick fashion. He has the ability to engage and safely disengage when played smart. He is a versatile tank that can cover large distances quickly and provides sustained cleave damage output, which is coupled well with popular dive compositions.

OVERVIEW

Winston is a very mobile tank that has the potential to cause a lot of chaos in the enemy’s plans. He gets in the way and creates room for his team while taking prime real estate away from the enemy team in a quick fashion. He has the ability to engage and safely disengage when played smart. He is a versatile tank that can cover large distances quickly and provides sustained cleave damage output, which is coupled well with popular dive compositions.

ABILITIES

Damage: 60/s

Reload: 1.5s

Winston shoots a Tesla Cannon that can cleave as many targets as are within his cone shaped range.

Health: 600

Duration: 5s or until destroyed

Cooldown: 13s

When activated, Winston drops a dome-shaped barrier that can stop most incoming damage. The cooldown on this ability begins upon activation (even when activated mid-air). This dome can also act to prevent enemy abilities that require line of sight such as Lucio’s Sound Barrier and Soldier 76’s Biotic Field.

Distance: 18-22m

Movement Speed: 20m/s

Damage: Up to 45 (within 5m)

Cooldown: 6s (2s during Primal Rage)

When activated this ability causes the hero to jump a set distance depending on the movement of the hero when he activates the ability. Momentum from falling does not change the trajectory of the jump. The movement of the hero, forwards or backwards and the orientation he is looking (Angle of up and down) when he activates his Jump Pack ability will determine the distance. Upon landing Winston will deal damage to the enemy heroes nearby. During Primal Rage the cooldown of this ability goes down to two seconds.

Damage: 40 per swing

Rate: 1.55 swings/s

Speed: +30%

Range of Swing: 4m

Duration: 10s

When activated Winston’s max health increases from 500 to 1000 health. His Tesla Cannon is replaced with swings of his arms knocking all enemies within range back. His Jump Pack’s cooldown is reduced to 2 seconds allow Winston to stay within range of enemies he knocks back. Winston’s Jump Pack cooldown resets upon activation and completion of his ultimate as well.

ABILITIES

Damage: 60/s

Reload: 1.5s

Winston shoots a Tesla Cannon that can cleave as many targets as are within his cone shaped range.

Health: 600

Duration: 5s or until destroyed

Cooldown: 13s

When activated, Winston drops a dome-shaped barrier that can stop most incoming damage. The cooldown on this ability begins upon activation (even when activated mid-air). This dome can also act to prevent enemy abilities that require line of sight such as Lucio’s Sound Barrier and Soldier 76’s Biotic Field.

Distance: 18-22m

Movement Speed: 20m/s

Damage: Up to 45 (within 5m)

Cooldown: 6s (2s during Primal Rage)

When activated this ability causes the hero to jump a set distance depending on the movement of the hero when he activates the ability. Momentum from falling does not change the trajectory of the jump. The movement of the hero, forwards or backwards and the orientation he is looking (Angle of up and down) when he activates his Jump Pack ability will determine the distance. Upon landing Winston will deal damage to the enemy heroes nearby. During Primal Rage the cooldown of this ability goes down to two seconds.

Damage: 40 per swing

Rate: 1.55 swings/s

Speed: +30%

Range of Swing: 4m

Duration: 10s

When activated Winston’s max health increases from 500 to 1000 health. His Tesla Cannon is replaced with swings of his arms knocking all enemies within range back. His Jump Pack’s cooldown is reduced to 2 seconds allow Winston to stay within range of enemies he knocks back. Winston’s Jump Pack cooldown resets upon activation and completion of his ultimate as well.

PLAY STYLES, & COMPOSITION

There are a few different ways Winston can be played; he is truly one of the few heroes that dictates his team’s engagement. There are two different types of playstyles that Winston excels at; Dive and Counter-Dive.

When Winston is playing in a Dive composition he coordinate with his team on a target in the enemy backline to dive in synchronization with his other mobile teammates such as Genji and Tracer. Dive is seen as a more aggressive playstyle.

When the Winston is playing in a Counter-Dive composition he is holding a passive position. Using his teammates as bait for the enemy to dive on and then counter-diving onto the enemy divers with his Barrier Projector to protect and section off the enemy divers from getting any ranged support. The Counter-Dive style is seen to be more of a passive style.

If the enemy team decides to run a Dive composition with their own Winston, then playing as Winston will require a higher degree of game awareness, patience, and communication. Successful Winston players are able to learn their opposing Winston’s engagement habits within the first few initial team fights.

Winston works best in a Dive composition, but sees occasional use in static team compositions with a Reinhardt in more narrow environmental maps such as King’s Row. If your team is running a Zenyatta instead of an Ana, chances are you are better off playing Winston, thanks to the Harmony orb babysitting Winston during his dive attempts. His high mobility and short cooldown time on his Jump Pack ability will allow Winston to quickly flee fights in search of health packs, which doesn’t force Winston to rely on his healers 100% of the time.

Damage Heros in the Dive compositions have high mobility and do a lot of burst damage (i.e. Genji & Tracer). What Winston provides in addition to their high burst potential in Dive compositions is the reliable source of sustain damage from his Tesla Cannon, keeping enemy targets low or stagnant in health as enemy healers attempt to heal their allies to full. If the enemy team is running a dive composition, adapting your playstyle to counter-dive the enemies engaging your allies will make it more difficult for them, and will further define a successful Winston player.

WINSTON QUICK TIPS

Take advantage of enemies overextending with your Jump Pack and Barrier Projector.Try and melee to finish off targets; the 25 damage on low-health foes can help clean up a target. Use Primal Rage to help your team survive. You can be the the support delivery service and deliver an enemy support straight to the middle of your team. Attempt to boop a Dragon Blading Genji away from teammates, or even an active Tactical Visor from Soldier 76 into the abyss of Ilios’ well. Many players may write Winston off as a Hero that requires little to no skill, as his Tesla Cannon can just be pointed in the general direction of his enemies. The majority of exceptional Winston players will be more noticed for their smart of Barrier Projector placements and Jet Pack engagements, putting back the brain into Winston’s game!

PROS & CONS

Pros

  • 1. Covers ground quickly
  • 2. Cleave multiple enemies
  • 3. Can help protect team with Barrier
  • 4. Lower mechanical learning curve

Cons

  • 1. Higher learning curve for positional engagement timings
  • 2. Very vulnerable with no cooldowns
  • 3. Extremely short range Primary Fire
  • 4. Can be punished easily if diving too aggressively

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