1 COMMON MISTAKE for EVERY HERO

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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) :)
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Channel: KarQ
Views: 1,063,064
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Keywords: Overwatch, yt:cc=on, overwatch common mistakes, overwatch mistakes, 1 ultimate mistake for every hero, overwatch tips for every hero, karq tips, 1 ultimate tip for every hero
Id: 7ieaDZHY7Y0
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Length: 12min 46sec (766 seconds)
Published: Tue Jun 29 2021
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