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the doom moira comp and it's secret weapon - YouTube
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so today we've got a viewer suggestion
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and we're going to take a quick look at
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the doom lucio morro comp as well as its
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secret weapon as we talked about in the
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last video all comps in 5v5 rely on
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range and escape options to deal with
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the threat of burst damage and although
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this comp does have range in the form of
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movement cooldowns it doesn't have any
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poke and soul leans more on the escape
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side of things
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we usually see this comp compared to the
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old six-man comp with monkey diva a comp
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that can brawl in the front line
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overlapping their aoe healing and
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tanking cooldowns in order to absorb a
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huge amount of pressure then they can
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use escape cds to disengage to a
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stabilization position out of enemy loss
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where they can quickly reset cooldowns
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and heal up turning any damage taken
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into support charge the comp was then
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free to repeat these cycles until they
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isolated a target through a sombra flank
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or built the alts they needed to hard
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commit
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and that continued cycle was the real
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strength of the six-man comp since all
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the individual heroes were very slippery
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and difficult to catch and stabilize so
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quickly in cover that it was difficult
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to take advantage of their downtime
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most importantly on maps with good
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stabilization positions this gave the
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six-man comp a passive advantage where
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even though they would get out-poked on
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paper and so you'd think they'd be
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forced to push in quickly the rate at
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which they built their alts particularly
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the supports was so fast if you didn't
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interrupt these skirmish cycles somehow
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they'd be able to build enough of an alt
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advantage to overwhelm you
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i talk about that a lot in the passive
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advantage video so maybe check that out
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for a more in-depth look
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there were a decent amount of counters
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to this comp but mostly it was just a
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skill check you needed to hit headshots
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sleep darts echo cooldowns you needed to
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be able to ruthlessly punish enemy dps
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on the flanks and ruthlessly interrupt
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their skirmish cycle by making a
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surgically timed push during their
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downtime
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but in 5v5 however that default
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playstyle doesn't work quite as well
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since we only have one tank and so can't
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overlap those tanking cooldowns in order
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to absorb pressure and stabilize meaning
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we get burst much easier by those
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headshots and sleep dots if we spend too
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much time brawling in frontline and this
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really hurts one of the main strengths
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of that old comp the ability to safely
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take those repeated skirmish cycles
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until the supports could farm ultimates
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with extended brawls happening that
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involved two front line tanks moro lucio
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could farm ultimates incredibly quickly
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which put a lot of pressure on the enemy
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team to commit to a play that made them
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vulnerable to an engage but in 5v5 those
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brawls are much shorter and only involve
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one tank who also gives reduced alt
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charge meaning it's not only much more
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difficult to stabilize after a skirmish
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cycle but we also need to do a lot more
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of them to build the support
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so although the five man comp does have
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a lot of similarities to six man we have
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to be careful when comparing them since
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instead of relying on the passive
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advantage built during those cycling
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skirmishing gauges we're relying on
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other aspects of six man like being able
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to rotate through enemy loss forcing the
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objective catching enemies on flanks and
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most importantly abusing the strength of
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trades in overwatch 2.
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so the typical five-man comp looks
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something like this with doom reaper
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tracer or echo plus more elusio in the
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mirror there's a good argument for
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playing monkey instead but we're not
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really talking about that today
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ekko works well with this comp when she
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can start fights close enough to the
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enemy back line to go for a trade but
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she struggles when the team has to go
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for rotations through enemy loss or has
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to cover a long distance which is where
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we tend to swap to tracer so we tend to
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see echo on defense and tracer more on
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the attack although it depends a lot on
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map and hero preference
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a typical fight for five man looks
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something like this the core opens with
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a long rotation to clear one side of the
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map and get closer either to the enemy
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backline or to the objective since
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you're all pathing together in the early
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fight you can both heal up any range
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poke as well as easily clear any
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flankers you run into on your way
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these types of long rotations are how
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the comp gets around not having suitable
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heroes for that 5v5 default setup we
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talked about last time
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ideally with the engage range of
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doomfist reaper and tracer this rotation
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will put you in dive range of the enemy
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backline the best teams with this comp
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will force the enemy backline to counter
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rotate away from them and into the path
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of their own flanker either a tracer
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that they've left behind during the
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early rotation or a reaper who has a
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teleport angle
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from that position it's pretty easy to
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take a direct engage those divers have a
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huge amount of burst damage between them
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especially if you've already skirmished
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a little to force important cooldowns
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like nade or if the whole squad
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including the supports are able to
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follow through because remember that
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your support still have to avoid getting
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traded and if you gotta dodge the enemy
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dive you might as well do it in the
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direction of your dive target if the
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situation allows so providing you can
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rotate in to begin with and the enemy
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don't hit all of their cooldowns you
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actually have a decent chance of being
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able to burst the enemy backline
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those divers also have great escape
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cooldowns so if you go for that engage
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but the enemies respond with powerful
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ultimates you have a good chance of
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being able to disengage and stabilize
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until you're ready to go again
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also if you do that rotation in and
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nobody is in range to engage onto then
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you should be in the position to start
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forcing the objective which will either
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bring enemies into range or force their
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dps to take angles which you can then
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dive into and punish
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on defense this overall default is
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pretty much the same except you can just
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set up around the chokes to begin with
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since you already have space then look
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to dive the back line when the enemy
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push in
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this whole play saw is pretty simple but
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still has good potential the most
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interesting bit in the new game however
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isn't how the comp wins fights it's how
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the comp wins maps since although you
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can set up some good fights with smart
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rotations it isn't really that good
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versus a team that can hit their
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headshots and cooldowns and you don't
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really have the best ult cycles either
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so that default playstyle alone isn't
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enough to make the comp worth playing
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which brings us to the importance of
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trade kills in 5v5 in overwatch whenever
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a team starts to lose a fight you tend
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to see them split up and take risks to
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turn the fight or get traits while the
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winning team groups up more and takes
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less risks to try and hold their
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advantage and win the fight with a full
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team in 6v6 the offhank acted as the
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main guard against enemies taking risks
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towards the end of a fight a tracer
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blinking in with pulse bomb or an anna
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running it down with nade the off tank
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was there to stop the trades but in 5v5
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there is no off tank so you have way
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more opportunities to get those types of
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trades
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in standard 5v5 comps like monkey anna
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we've seen this used a great effect by
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teams like seoul who have great dive
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synergy and ridiculous post fight pulse
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bombs
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every time smurf trades out on the enemy
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backline or profit hits a pulse to get a
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trade at the end of a lost fight means
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that the enemy aren't able to start the
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next fight with a full squad
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this is super important since it lowers
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the enemy's ability to push up and take
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strong positions
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most fights in overwatch have the team
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that won the previous fight pushing up
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to hold space space that the enemy then
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have to push into when coming out of
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spawn which puts the first team at a big
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advantage because of how strong chokes
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are however if that team doesn't start
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the fight with a full squad they aren't
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able to play as aggressively holding
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with space and so the team pushing in
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has a much easier time and what is
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basically the most difficult part of
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overwatch and where teams often have to
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commit ultimates or big chunks of their
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time bank in order to break through the
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choke
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getting those trade kills also heavily
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interrupts the enemy's old cycles like
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how killing an anna at the end of a
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fight means she isn't able to get that
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clean up all charge in order to help her
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build nano for next fight
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in overwatch one you would be pretty
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happy to get a single trade at the end
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of a fight and it would make the next
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fight easier but the enemy can hold
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space with 5 players fairly easily but
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in overwatch 2 not only does one trade
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kill count for much more in terms of
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making it easier to push if you commit
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hard enough to the trades you can expect
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to get 2 or even 3 trade some fights
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which gives you a huge advantage in the
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overall macro fight structure of the map
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since you're denying the enemy from
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starting fights as a full squad
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and this is more or less what the doom
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comp is in a unique position to abuse
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it's a comp that is incredibly fast out
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of spawn fast to set up fights since
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they cover distance so quickly and also
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has a great ability to get trade kills
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versus standard comps meaning that they
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can often start fights versus an enemy
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that isn't fully set up their speed on
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the attack means that they can have
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loads of fights using their attacking
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time bank while getting those trades and
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on defense their sustain options mean
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they can lose fights very slowly while
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doing the same meaning they can really
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burn down enemy time banks even if they
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don't win any clean fights
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the independence of all these heroes
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means they're also not really under too
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much pressure to wait for five before
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standing and engage you know you can get
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away without a doomfist or a reaper or
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even a mora if you've got alts which
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allows you to start skirmishing during
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that early window of the fight when the
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enemy is still waiting for their traded
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teammates to come back from spawn since
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not only can you fight without a
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teammate or two but yours will probably
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get there faster anyway
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obviously you don't have to hard commit
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during these pre-fight skirmishes but
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they're useful for getting a cool down
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advantage to abuse once your teammates
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actually get there
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while we've seen teams play the default
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of that five-man comp pretty decently i
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don't think we've seen any team really
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embrace that trading aspect you know it
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doesn't matter so much what a team's
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fight win percentage is if their time
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bank control and trade potential allows
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them to get the macwin even if it's
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basically via a technicality and i
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really think this aspect of 5v5 is a way
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to turn a comp that could be seen as a
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crutch into something with some actual
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competitive potential
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so that's just a quick look at an
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actually fairly simple comp just one
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that doesn't follow the default setup of
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other comps in overwatch 2 and one that
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could have a lot of implications in the
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metagame if a team is able to perfect it
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thanks for listening this one was of
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your suggestion so let me know if you
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got any more ideas
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