Hey what's going on guys my name is KarQ and let's take a look at some of the mistakes you guys make for every hero and a couple of ways to help fix them. A bad habit newer D.Va players make is flashing their defense matrix mid-fight, just 'cause they can. While it may appear you're helping, and occasionally you are... the randomness in flashing matrix is usually wasted. You should always have a reason to use your defense matrix
and actively look for things to eat, or hold it over a teammate to protect them. A mistake Orisa players make on attacking sides of maps is passive shield placement. It's common for Orisa's to shield where they ARE, not where they should BE. For example attacking a choke point here... the mistake is constantly re-shielding this choke instead of aggressively shielding forward where
the team SHOULD be pushing. Sometimes it's okay if you have a plan like letting a teammate cross the choke safely, BUT your team will find it difficult to do ANYTHING if the Orisa just constantly re-shields the same spot since her position determines the location of the fight. The most
common mistake on Rein is poor pathing. What happens here is that you take the longest and most
inefficient route to a fight... soaking up too much damage with your shield or health in the process.
You end up slowing down your engagement waiting for your shield to recover or waiting for healing
while the rest of your team just dies around you. Do your best to take the shortest path to a
fight that hopefully has some natural cover, unless you're pulling off this very specific
strategy that does require the long path. For Roadhog, a common mistake is people
always using melee after a hook shot combo. It's not a mistake when trying to confirm a kill
on a squishy target but when you hook TANKS, it's much more efficient to shoot twice because of
their larger HP pools. Melee is great to confirm kills if they didn't die after the initial shot,
but it actually locks you in the animation and you can't shoot again until it's over. So skipping
that and pumping your shots is much more DPS (on tanks). For Sigma the mistake here is simply forgetting to
retract the shield in chaotic team fights. You'd be surprised at how common it is to just move around
and forget about it. Just remember to bring it back! The biggest mistake for Winston is leaping in with
no plan. The quickest way to feed and tilt your teammates is bad leap engagement such as going
in solo and the entire enemy team turning on you. Ask yourself this. What are you leaping in for? To
take space to farm Primal? Give your Zarya energy and then drop back down? Or are you leaping to
dive a target? You need to adapt and understand the difference between a soft or hard dive. A"soft dive" is a type of dive engagement without fully committing onto the enemies which is often used to sort of take position or farm for ULT charge with the option to retreat when
necessary. That's the key - being able to back off. A "hard dive" is a type of engagement that you fully
commit to you typically won't be able to disengage or back off very easily since you're going to be
deep in the enemy lines so you better make sure you get value or get some help from some teammates.
I think the biggest mistake for Ball players is AFKing and waiting for healing from your supports
instead of going for health packs mid-fight. This is fine during downtime when the fight is over,
but in general you should use your mobility to look for health packs. Do not give up space unless
it's an absolute emergency. The fewer resources you demand on ball, the better off your team will
be. Healers can focus on others while you utilize your massive health pool and adaptive shields to
survive. Inexperienced Zarya players often bubble for energy mid-fight instead of actively looking
to deny enemy abilities or to enable a teammate. Denying a shatter for example with your bubble
is much better usage than just blowing it early. You'll get the energy anyways so focus on timing
more than anything. A common mistake for new Ashe players is poor coach gun usage. Too many players
get thirsty for kills, see a low HP target in the distance and gamble on a vertical coach gun
for a single shot, and more often than not just miss. It's better to just save your coach gun for
separation when getting dove or flanked as well as repositioning. The biggest mistake for Bastion is
playing him... ...without the team's support. He requires a team built around him since he's literally the
only hero that remains stationary to do most of his damage and he can't stay put for too long.
Even with your team shielding and healing you some players won't switch off even when it's
clearly not working. The easiest way to
feed as Doomfist is using all three cooldowns blindly without knowing you can guarantee a kill
or having an escape plan. It's probably the most common mistake for Dooms at all levels... misreading
positioning or not accounting for the enemy teams peeling. The biggest mistake I see Echo players
make is that they forget focusing beam can execute shields as well. Obviously saving it for a kill is
optimal but there are certain situations where a cracked Rein or Sig shield needs to get broken
immediately so that your team can combo. Echo's beam does 200 DPS below half health
and that counts for shields as well so if you see it don't be afraid to go for it. The common mistake
for Genji is similar to Doomfist - committing on an engagement by dashing in without deflect available
or dashing in with almost no chance of getting an ELIM for a dash reset to get out. You just get
caught out in no man's land with a poor engagement and no support or follow-up from your team. A
big mistake for Hanzo players is being impatient. It's almost always better to take a slower, more
methodical charged shot while waiting for enemies to walk into your crosshairs compared to shooting
two quick panic shots and just end up missing. Just wait bro. A frequent mistake Junkrat players
make is just spamming the same spot. When an enemy gets hit by a grenade, they're gonna get booped... and if they're not bots they'll probably move. As a Junkrat, you need to add some variation or slight
adjustments to your aim which can help randomize the trajectory a lot more and catch enemies off guard. A common McCree mistake is that after using "Combat Roll" many players instinctively adjust
their aim on the y-axis (the up and down). There's a tendency to re-adjust your aim upwards during the
combat roll because you dip down. However you don't want to move your crosshairs much because after
you roll down you roll back up... obviously. You'll waste time re-adjusting your aim and thus lowering your accuracy. The mistakes for Mei revolve mostly around her Cryofreeze. The first being using it
too early after taking just a little bit of damage, and since it lasts for 4 seconds and heals you,
players tend to want to stay in it for the max amount of time. However sometimes the best option
is to exit Cryo early because getting separation from the enemy or returning to your team is more
valuable than waiting for that extra bit of HP. The biggest mistake for Pharah players is their
positioning and playing in open spaces during the poke phase. Once a committed engagement
begins, THEN you can go over their heads... maybe concuss to an off angle and shoot safely
where it's difficult for them to respond to you. Reaper is the strongest when the enemy doesn't
know where he is and it's too common for Reaper players to give away their position on a
flank by shooting before closing the gap between them and their target. This gives the
enemy team time to react and shut you down before you even do anything. What's worse is that
shooting early does way less damage since Reaper uses shotguns... so stop throwing away the flanking
advantage, let yourself get closer, then shoot for the instant one or two shot. The mistake
for Soldier players is playing with the team there's a reason his nickname is "the legs" so if
you "lock the legs"... use 'em. Sprint to off angles and flanks and go for crossfires. You can play
independently with your biotic field and sprint out of danger if the enemy shifts their focus
to you. The mistake a lot of Sombra players still make is throwing their translocator on a health
pack. As the game evolves, people are checking for these now so you're better off leaving it in
spots NEAR the health pack, but not necessarily on it. A lot of Symmetra players forget about the
versatility of her teleporter. They usually pick one of three styles: They either set it in their
spawn to help teammates regroup during a fight, reposition the whole team, or set up TP combos like
a turret bomb or D.Va bomb. Instead, try to mix it up. Bbeing too predictable with your teleporter
will only make the enemy team's job easier. The mistake Torbjorn players make is instinctively
using their secondary fire (the shotgun) at close range... but if the enemy has armor you actually
do more damage over time using your primary fire. Armor provides significant reduction against
small instances of damage turning each Torb pellet from 12.5 damage to 7.5 damage. That's a 40% DMG Reduction. Since Torb's primary fire is a single instance of damage and does 70 per shot (being
reduced to 65 with armor) it's a little bit lower... but it consumes much less ammo and has a faster
fire rate when compared to the secondary fire. A typical Tracer mistake to fall into is blinking just because they can, and have one available. Blink with purpose! For example some players tend
to blink every empty clip or reload cycle... which isn't always necessary. But blinking
to move between cover or to dodge enemy abilities will get you more value. A common Widow
mistake is shooting shields. While there may be some scenarios where a shield is cracking and
you're uncontested... go ahead and help your team, put some damage into it to break it. But for
the most part you're better off holding your crosshairs on enemies behind it and waiting for
it to drop or just take an off angle altogether. A big Ana mistake is specifically saving your
Nano Boost for one combo. Let's say you and your duo are playing Genji+Ana and planning to
nanoblade. While it's certainly a great combo, a lot of players make the mistake of
tunnel visioning into it and miss out on a lot of other nano opportunities that
could have won them the fight much earlier. A huge Baptiste mistake is playing him like a heal
bot and not using his primary fire enough. One of his biggest strengths is his dps output with the
three round burst gun which has a similar time to kill to a Hemlok and I know it's a different game...
but the point is, this weapon is an absolute BEAST. The most effective playstyle in ranked is a
DPS-heavy approach. Look at any Bap player on the Top 500 leaderboard and check out their Damage /10 minutes compared to their Healing / 10 min. Some of these guys have a higher DPS output
than healing and well... they're top of the ladder for a reason. A normal combo for Brig to
maximize "Inspire" uptime is Shield Bash > Swing > Boop However if you're looking
for an environmental kill specifically, skip the swing. The time it takes you to swing runs
out the short stun duration of the shield bash, giving them time to get away from your boop.
Just bash into boop to get them off the map. The most common thing new Lucio players will
forget to do is utilize his wall riding ability. It sounds really obvious (because it is) but you
really should be either on a wall or in the air 90% of the time, spamming your primary fire
and getting off angles on enemy players. Lucio has the most versatile movement in the game
so use it! Most Mercy players will hard pocket a strong complimentary hero like Ashe or Pharah and
will often forget about the rest of their team. As important as your job is to enable a DPS, you
need to help your other support and other DPS so they can keep the pressure off of the whole team.
If one link in the chain breaks, everything will fall apart. If you're running Ana+Mercy and you as the Mercy make the mistake of not healing your Ana, then your Ana needs help and can't heal the front
line tanks... then the tanks die then your other DPS is going to complain because there's no space
being taken... and everything goes into a big mess. The mistake for Moira players is doing the
side sweeping thing to heal a group of teammates instead of focusing the spray in a concentrated
direction. Her healing stream is a projectile as we have discovered in the Ability Visualizer video
thanks to Lotto. You're mostly just spreading a mist instead of a stream so focus your healing
in one area rather than spreading it out too thin. A big Zen mistake is using transcendence
immediately upon seeing an ability. For example hitting your transcendence button as soon as you
get caught in a Grav. Maybe their Hanzo dragon is late... or maybe they don't have any sort of
follow-up damage. You have to assess the situation and make sure you're getting the most value out
of your ultimate by using it at the right time. And thanks for watching guys! I stream regularly weekdays at twitch.tv/karq Follow my Tik to the Tok @KarQGames
games along with my Twitter and Instagram (@KarQGames) :)