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Va is invulnerable while ejecting. Type Weapon Mech. Aim Type Shotgun hitscan. Va's mech is equipped with twin short-range rotating cannons.

They lay down continuous, high-damage fire without needing to reload, but slow D. Damage :. Falloff range :.

Spread angle :. Rate of fire :. Ammo :. Headshot :. Automatic short-range spread weapons. Example Video. Light Gun.

Type Weapon Pilot. Aim Type Projectile. While outside of her mech, D. Va can continue the fight with a mid-range automatic blaster. Projectile speed :.

Reload time :. Type Ability Mech. Va can activate this forward-facing targeting array to shoot incoming projectiles out of the air. Duration :.

Cooldown :. Block projectiles in an area in front of you. Va cannot use Fusion Cannons while the ability is active.

Uses a resource meter that, after a 0. Takes 7 seconds to fully recharge. Aim Type Melee. She can turn and change directions or barrel through her enemies, knocking them back.

Fly in the direction you are facing. Details: Cancelled upon using quick melee. Does not affect Fusion Cannons or Micro Missiles ' accuracy.

Micro Missiles E. Va launches a volley of explosive rockets. Direct hit: 7 per missile Splash: 1 - 4 per missile Self: 1 - 4 per missile. Area of effect :.

Launch a volley of explosive rockets. Details: Deals up to total damage. Can be used alongside Fusion Cannons. Cannot be manually cancelled.

Self-Destruct Q. Type Ultimate Ability Mech. Aim Type Area of effect. Va ejects from her mech and sets its reactor to explode, dealing massive damage to nearby opponents.

Ultimate cost :. Eject and overload your mech, causing it to explode after a short time. Details: The detonating mech retains the momentum from Boosters.

Call Mech Q. Type Ultimate Ability Pilot. If her armored battle suit is destroyed, D. Va can call down a fresh mech and return to the fray.

Call down a new mech. Details: Becomes completely charged after Self-Destruct detonates, or if D. Va is Resurrected. Automatically reloads the Light Gun.

Va on a poster in Hanamura. Restored functionality allowing D. Va to maintain her current aim pitch when de-meching. Boosters Cooldown increased from 3 to 4 seconds.

Boosters Cooldown decreased from 5 to 3 seconds Developer Comment: The lower cooldown on her mobility will enable D. Defense Matrix Defense Matrix cooldown decreased from 2 seconds to 1.

Defense Matrix Regeneration rate increased from Defense Matrix Reduced length of Defense Matrix from 15 meters to 10 meters.

Boosters An option to manually hold down D. Micro Missiles New Ability D. Va fires a barrage of small rockets that detonate on impact, dealing damage in a limited radius around each explosion.

These can be fired while D. Va is using any other ability or firing her Fusion Cannons Defense Matrix Defense Matrix's resource meter will now deplete twice as quickly Energy regeneration per second has been increased to Defense Matrix After being activated, Defense Matrix will begin regenerating following a 1-second delay formerly.

Defense Matrix Cooldown decreased from 10 seconds to 1 second A new resource meter has been added. Va the player who activates it Developer Comment: D.

Va , Blizzard Entertainment. Va Spotlight — Heroes of the Storm. Va Archive , WCS. Accessed on Va Announcer and Portrait! Va Pre-Order Now!

Shack News , accessed on Categories : Heroes D. Va Mobile Exo-Force members. Navigation menu Namespaces Page Discussion.

Views View View source History. Navigation Main page Recent changes Random page. Competitive Teams Tournaments. Community Join Us! Community portal Admin noticeboard.

This page was last edited on 3 August , at Game content and materials are trademarks and copyrights of their respective publisher and its licensors.

All rights reserved. This site is a part of Fandom, Inc. About Overwatch Wiki Disclaimers Mobile view. Support Contact PRO. Busan , South Korea.

Va mirror matches are extremely bizarre. Both of you are going to try to act smart and fight around each others' Defense Matrix.

If your opponent is blocking your attacks, do not stop firing. Your ammo is infinite; her Defense Matrix is not. Eventually her Defense Matrix will drop, and she will be completely out of luck, especially if your teammates show up to join the fight.

Generally speaking, though, it's a bad idea to fight with another D. Va unless you're certain she has low health. She might not kill you, but she'll waste a lot of your time that should be spent helping your team, so it's better to retreat and have her either disengage or chase you back to meet your team and a gruesome end.

If the other D. Va loses her Mech, just activate Defense Matrix while she fires her pistol, because now she has to reload while you don't.

As soon as she starts reloading, start shooting. Some good unblocked shots will make you lose your Mech if you're not careful, but play it right and you can take her out.

If you lose your Mech first, try to disengage. Backpedal and continue firing, trying to regroup with your team. If she activates Defense Matrix, stop firing and reload; this will make her drop her Defense Matrix, but by then you'll have reloaded and you can fire again.

Orisa's barriers are capable of consistently keeping her team safe from you, and thanks to Fortify, quickly gunning Orisa down can prove to be difficult.

However, your Defense Matrix can absorb her primary fire, making most fights with her come down to a standstill. While she can produce barriers rather frequently, they're somewhat flimsy, which means that if you and your team apply enough pressure you can shatter it and move in on Orisa and her team.

If fighting in an area with pits, don't use your Boosters too frequently; if Orisa tries to use Halt! When Orisa deploys her Supercharger, you can often fly right past any defenses set up around it to quickly gun it down; just be careful, since the enemy team may take the opportunity to attack you if you charge right into them only to not focus on them.

Be careful when deploying Self-Destruct; wait until after an enemy Orisa is dead or until right when she deploys her barrier, because if she can quickly drop a barrier to block its blast, she will.

A sturdy Orisa as your teammate frees you up to play as a more aggressive Tank. With that in mind, don't leave her to fend for herself; once you've picked off any flankers or lone enemies, try to stay by your Orisa to make sure she isn't ambushed, since she's not as handy as you are in a close range fight.

Your quick mobility, ramming potential, and burst-fire capabilities may allow you to chase down a lone Reinhardt and quickly finish him off.

Conversely, if Reinhardt is chasing after you, fly away and he will be incapable of catching up. Using Boosters to fly into Reinhardt can also distract him just enough for your team to advance and attack his teammates, whom he is no longer protecting.

However, be wary that Reinhardt can block your Self-Destruct with his barrier. It is therefore best to save Self-Destruct until the opposing Reinhardt is dead, his barrier is shattered, or an ally is able to disrupt him and force him to drop his barrier.

Va lacks any capability to produce shields, a friendly Reinhardt can cover your role as a primary Tank while you block large-impact attacks and chase after enemies Reinhardt is incapable of pursuing.

The stun of Earthshatter is an excellent setup to safely perform a team-wipe with Self-Destruct. Roadhog fights are extremely unfortunate, because your Defense Matrix does not stop his hook.

If you get hooked, do not start fighting back. Instead, immediately hit your Boosters, turn around, and fly back to your team.

Chances are you'll survive the encounter, but if you play by his game and fight him after being hooked, he can potentially destroy your Mech in two shots if he gets a headshot.

Even if he misses the hook and you're in a 1 on 1 situation, his self-heal from Take a Breather will allow him to outlast you, and eventually you'll lose your Mech, at which point you're easy pickings.

While you aren't much help against Roadhog in a 1 on 1 fight, you're much more helpful in a group fight. Defense Matrix's strong point comes when your allies are hooked by Roadhog; quickly Boosting in and triggering Defense Matrix can save a hooked ally from a grizzly end.

This will require quick reaction time, so when the opponent has a Roadhog and you're entering a group-fight, you should always have Boosters and Defense Matrix at the ready.

When out of your Mech, only fight Roadhog at extremely safe range. If you get in his hook's range, he will grab you and end you, but if you keep your distance, he can't do anything but soak up damage while you quickly build back up your Call Mech Ultimate.

Teaming up a D. Va and Roadhog will result in your team lacking heavily in protection. However, among the Tanks, D.

Va and Roadhog are also arguably the most offensively powerful. With the right team comp that focuses more on barreling through an enemy line rather than slowly pushing and protecting your team, you can pick off key targets while your Damage allies finish off any stragglers.

Sigma's Kinetic Grasp is very similar to your own Defense Matrix; the main differences between the two is that Kinetic Grasp has a lengthy cooldown compared to your rechargeable meter, and that projectiles absorbed by Kinetic Grasp are converted to shields for the enemy Sigma.

When Sigma has Kinetic Grasp active, be careful not to fire at him; instead, charge him with your Boosters, or stick with your team and prepare to attack once the ability concludes.

While it's best to try to fight around Sigma's Experimental Barrier, if the barrier is active but his team isn't nearby, you can take a second to attack and shatter the barrier while it's out in the open.

If you do this and run into Sigma shortly after, he'll be down a barrier and therefore be less capable of protecting his team and himself.

When Sigma activates Gravitic Flux, it may be wise to fly up and away from your team, rather than backpedaling together with them and making yourselves easy targets; the high speed of your Boosters may also help you escape the rim of the ability just before it attempts to lift you.

With a friendly Sigma on your team, you'll have an incredibly easy time negating incoming projectiles and covering each other's bases. That being said, you'll have a much greater difficulty against beam weapons such as the likes of Zarya and Symmetra.

Try to do your fair share of absorbing projectiles and don't put the burden of protection on your friendly Sigma; if his Experimental Barrier goes down, both he and your team will be far more fragile.

Wrecking Ball. If you and Wrecking Ball both stay put and fire away at one another, you're almost certain to come out on top.

Unfortunately, due to his high mobility, this will rarely be the case. While it's unlikely that Wrecking Ball will ever land a kill on you unless he's supported by his allies, his primary asset against you is being a nuisance who will refuse to die.

Ramming him with your Boosters can temporarily disrupt him if he's swinging around, but even then he can simply roll away from a fight he doesn't wish to continue.

As much as he may try to attract your attention, try to focus on killing Wrecking Ball's teammates in a group fight before turning your focus to him.

If your team decides to run both D. Va and Wrecking Ball as your tanks, you're offering your team extremely minimal protection.

That being said, if your team is filled with heroes who prefer to stay mobile and fend for themselves, such as Genji, Tracer and Lucio, this may be an acceptable, aggressive team composition.

Out of your Mech, Winston is a nightmare, because he'll just jump towards you and laser you before you can whittle through his massive health.

In your Mech, though, his gun will only deal insignificant damage to your larger health pool while you quickly gun him down.

A well-aimed Booster ram can knock him out of his barrier's protection, making him easier to kill. If he jumps away, chase him down with your Boosters and finish him off.

The classic "dive comp" combo, D. Va and Winston both have the ability to quickly move towards, or "dive", an enemy.

This is especially helpful to ambush foes that wish to remain on the backline, such as Widowmaker or Support heroes.

Try to coordinate with a friendly Winston so you both ambush the same target simultaneously. Zarya is among D.

Va's greatest enemies, as she can build lots of charge from the fire of D. Va's Fusion Cannons, and her beam is not blocked by the Defense Matrix.

She also has more than enough health to go up against D. Va's damage output, unlike other characters with beam weapons such as Symmetra and Mei.

If an enemy Zarya's gun is supercharged, she will mow you down without mercy. Just always keep calm and think things through. If her barrier's up, you can't fight her.

Either pause and wait until the bubble drops or flee if you feel you must. She can easily overpower you at mid range, but you might be able to quickly take her out if you nail her face quick enough.

Just always remember to take extreme caution with her, and if her laser is supercharged, get out before she kills you.

While having a Zarya as a second tank will cost your team traditional barriers, you each have unique ways to negate incoming fire.

As long as you keep constant awareness of your teammates, you can both keep them safe from enemy fire. Zarya's Ultimate, Graviton Surge, can combo well with Self-Destruct; just make sure that if an enemy with a barrier such as Reinhardt is caught in the mix, you either kill him or take out his barrier, because otherwise the combo will be for naught.

You excel at taking down snipers, and Ashe is no exception. Defense Matrix can negate most of Ashe's abilities; if you fly towards Ashe point blank while she's isolated, you can take her out and retreat before her teammates show up to avenge her.

You can negate an enemy Bastion's gunfire with your Defense Matrix, but that's only useful if your teammates are there to help fight him as well.

At both close and long range, he has you beat damage-wise. Unless you're protecting your team, try to avoid him if you can, or in the very least try to catch him from behind by surprise.

If you're desperate, you can fly around him at point-blank range and confuse him, potentially killing him before he can run you down, and when in Pilot form you can use your small hitbox to wildly jump and duck to avoid his attacks.

If Bastion is in Recon configuration instead of Sentry, he's going to be much easier to finish off. If you catch a Bastion running around, try to eliminate him before he can transform or reach his team.

If he does transform, consider his health, and decide whether you think you can kill him quickly enough or if you need to flee.

While D. Va isn't as well-suited to protect a friendly Bastion as Reinhardt or Orisa , her Defense Matrix can save him from a sudden large-impact attack, such as Pharah's Barrage.

If Bastion has no one nearby to protect him, it can be helpful to stay by his side to protect him from these attacks.

Defense Matrix negates very few of Doomfist's abilities, and his consistent stunning moves can make escaping him excessively difficult. Choosing to fight him head-on alone will also end badly, as his ability to generate shields means he'll always be able to outlast you until your Mech is destroyed, at which point you're as good as gone.

Keep your distance, and only engage when you have teammates to help you. Due to Genji's constant mobility, he can be extremely difficult to pin down as D.

Va, and his Swift Strike ignores your Defense Matrix. You'll need to rely on teammates such as Winston or McCree to get Genji off your back.

At higher skill levels, the classic "dive" composition almost always includes both D. Va and Genji, along with Winston and Tracer.

Your Defense Matrix will let you block the burst damage of Hanzo's Storm Arrows, while your Boosters can help you chase down and finish Hanzo if he tries to flee.

Do keep an eye on your cooldowns; because he is a sniper, one or two arrows from a skilled Hanzo can take you out of your Mech, at which point the match will drastically turn in his team's favor.

If you get trapped, just face Junkrat and activate Defense Matrix to protect yourself, then either engage if you're healthy enough or fly out if you're not.

If you hear Junkrat's RIP-Tire nearby, it should be easy for you to fly up to his defenseless body and gun him down while he's unaware.

If need be, you can even use your Boosters to fly closer to ensure that your Defense Matrix completely blocks his shots.

At close range, Mei will almost always freeze you before your Fusion Cannons can kill her. Defense Matrix does nothing to stop her from freezing you, and because your cockpit is such a huge target, Mei should have no trouble following up with secondary-fire headshots.

Depending on how much health you and Mei have, you may be able to finish her off after the initial freeze has thawed, but if Mei notices this, she could instantly enter Cryo-Freeze.

If she doesn't, you still have a chance; judge accordingly and decide whether it's wiser to fight or flee.

At long range, Mei's icicles will out-damage D. Va can do very little more than play defensive when fighting Mei at a distance.

Overall, D. Va has very few options when fighting Mei other than ganging up on her with teammates, finishing her off at low health, or fleeing.

Va sometimes has an easier time fighting Mei outside of her Mech; your pistol has respectable damage at a distance, but even in this case, Mei can kill you with an Icicle headshot or two.

Also, if Mei wants to keep distance between you, she can use her Ice Wall to briefly allow her to escape harm.

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She fell into the sea, where she was recovered by a search-and-rescue team and taken for medical treatment, Dae-hyun accompanying her.

South Korean media later made an update on the attack, reporting that authorities had stated that she had emerged without a scratch.

In reality, she came out of the ordeal with a broken leg and arm, along with other more minor injuries. That didn't stop her from using her time off by assisting Dae-hyun with assembling her new mech.

She thanked him for being there for her when she'd needed him. Va as a former professional StarCraft player. Michael Chu later clarified on February 1, that this was not intended to be canon and was just a fun way to tease the character.

He also explained that the unnamed game that she was best known for in her career was one that best matched the skills needed to pilot her mech.

Va's design and kit seems to take inspiration from Brit , one of the hero concepts created for the Overwatch pitch meeting.

Defense Matrix. Micro Missiles. Developer Comment: These buffs are aimed at making D. Va feel more fluid and responsive to play. Developer Comment: The lower cooldown on her mobility will enable D.

Va to more readily swap between playing offensively and defensively. Developer Comment: With role locks in place there is some room to improve D.

Developer Comment: This change will allow D. Va to absorb more damage over time, while still keeping the maximum duration she can absorb at one time the same.

Call Mech. Developer Comment: This change is just meant to counteract the global increase in ultimate cost.

The time it takes to generate a D. Developer Comments: Defense Matrix is a very powerful defensive ability and can often feel oppressive from far away.

Reducing the range on it will require D. Va to position herself more carefully to take advantage of its effects. Developer Comments: Knockbacks are now less affected by how the enemy was moving when they were hit.

Allowing flying heroes, like Mercy when using her Valkyrie ability or D. Va using her Booster ability, to be properly knocked back makes for more fluid, realistic gameplay.

Developer Comments: This change allows D. Developer Comments: D. Prior to this change, each missile dealt 3 impact damage and 6 explosive damage.

Micro Missiles New Ability. Developer Comment: D. These changes give D. Defense Matrix Enemy shots no longer need to travel a minimum distance before they can be blocked Developer Comment: Previously, there was a minimum distance a projectile had to travel before it could be destroyed by Defense Matrix.

This made it nearly worthless in situations where an enemy was right next to your teammate, such as when Roadhog hooks your ally.

This change removes that restriction so Defense Matrix should now reliably destroy projectiles regardless of how far they have traveled.

The changes to her primary fire will result in a small overall decrease in damage, but her Fusion Cannons should feel more consistent now. Developer Comment: We reduced the cost of the Call Mech ultimate ability to compensate for the increased ultimate cost across all heroes detailed above.

The rest of these changes help D. Developer Comment: Defense Matrix was too efficient when tapped repeatedly, instead of being held. Now, the recovery delay matches the ability cooldown.

Va isn't being selected as often as our other tanks, and we feel a lot of that stems from the underperformance of her damage absorption abilities.

So, we've reconfigured her Defensive Matrix, making it more flexible and giving players the ability to use it more often. Sign In. From Overwatch Wiki.

Jump to: navigation , search. Type Passive Ability. Eject out of your mech when it's destroyed. Health :.

Casting time :. Details: D. Va can use Self-Destruct while ejecting. Va is invulnerable while ejecting. Type Weapon Mech. Aim Type Shotgun hitscan.

Va's mech is equipped with twin short-range rotating cannons. They lay down continuous, high-damage fire without needing to reload, but slow D.

Damage :. Falloff range :. Spread angle :. Rate of fire :. Ammo :. Headshot :. Automatic short-range spread weapons. Example Video.

Light Gun. Type Weapon Pilot. Aim Type Projectile. While outside of her mech, D. Va can continue the fight with a mid-range automatic blaster.

Projectile speed :. Reload time :. Type Ability Mech. Va can activate this forward-facing targeting array to shoot incoming projectiles out of the air.

Duration :. Cooldown :. Block projectiles in an area in front of you. Va cannot use Fusion Cannons while the ability is active. Uses a resource meter that, after a 0.

Takes 7 seconds to fully recharge. Aim Type Melee. She can turn and change directions or barrel through her enemies, knocking them back.

Fly in the direction you are facing. Details: Cancelled upon using quick melee. Does not affect Fusion Cannons or Micro Missiles ' accuracy. Micro Missiles E.

Va launches a volley of explosive rockets. Direct hit: 7 per missile Splash: 1 - 4 per missile Self: 1 - 4 per missile. Area of effect :. Launch a volley of explosive rockets.

Details: Deals up to total damage. Can be used alongside Fusion Cannons. Cannot be manually cancelled. Self-Destruct Q.

Type Ultimate Ability Mech. Aim Type Area of effect. Va ejects from her mech and sets its reactor to explode, dealing massive damage to nearby opponents.

Ultimate cost :. Eject and overload your mech, causing it to explode after a short time. Details: The detonating mech retains the momentum from Boosters.

Call Mech Q. Type Ultimate Ability Pilot. If her armored battle suit is destroyed, D. Va can call down a fresh mech and return to the fray. Call down a new mech.

Details: Becomes completely charged after Self-Destruct detonates, or if D. Va is Resurrected. Automatically reloads the Light Gun.

Va on a poster in Hanamura. Restored functionality allowing D. Va to maintain her current aim pitch when de-meching. Boosters Cooldown increased from 3 to 4 seconds.

Boosters Cooldown decreased from 5 to 3 seconds Developer Comment: The lower cooldown on her mobility will enable D. Defense Matrix Defense Matrix cooldown decreased from 2 seconds to 1.

Defense Matrix Regeneration rate increased from Defense Matrix Reduced length of Defense Matrix from 15 meters to 10 meters. Boosters An option to manually hold down D.

Micro Missiles New Ability D. Va fires a barrage of small rockets that detonate on impact, dealing damage in a limited radius around each explosion.

These can be fired while D. Va is using any other ability or firing her Fusion Cannons Defense Matrix Defense Matrix's resource meter will now deplete twice as quickly Energy regeneration per second has been increased to Defense Matrix After being activated, Defense Matrix will begin regenerating following a 1-second delay formerly.

Defense Matrix Cooldown decreased from 10 seconds to 1 second A new resource meter has been added. Va the player who activates it Developer Comment: D.

Va , Blizzard Entertainment. Va Spotlight — Heroes of the Storm. Va Archive , WCS. Accessed on Va Announcer and Portrait! Va Pre-Order Now!

Shack News , accessed on Categories : Heroes D. Va Mobile Exo-Force members. Navigation menu Namespaces Page Discussion.

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Community Join Us! Community portal Admin noticeboard. This page was last edited on 3 August , at Game content and materials are trademarks and copyrights of their respective publisher and its licensors.

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Busan , South Korea. Va mirror matches are extremely bizarre. Both of you are going to try to act smart and fight around each others' Defense Matrix.

If your opponent is blocking your attacks, do not stop firing. Your ammo is infinite; her Defense Matrix is not.

Eventually her Defense Matrix will drop, and she will be completely out of luck, especially if your teammates show up to join the fight.

Generally speaking, though, it's a bad idea to fight with another D. Va unless you're certain she has low health.

She might not kill you, but she'll waste a lot of your time that should be spent helping your team, so it's better to retreat and have her either disengage or chase you back to meet your team and a gruesome end.

If the other D. Va loses her Mech, just activate Defense Matrix while she fires her pistol, because now she has to reload while you don't.

As soon as she starts reloading, start shooting. Some good unblocked shots will make you lose your Mech if you're not careful, but play it right and you can take her out.

If you lose your Mech first, try to disengage. Backpedal and continue firing, trying to regroup with your team. If she activates Defense Matrix, stop firing and reload; this will make her drop her Defense Matrix, but by then you'll have reloaded and you can fire again.

Orisa's barriers are capable of consistently keeping her team safe from you, and thanks to Fortify, quickly gunning Orisa down can prove to be difficult.

However, your Defense Matrix can absorb her primary fire, making most fights with her come down to a standstill. While she can produce barriers rather frequently, they're somewhat flimsy, which means that if you and your team apply enough pressure you can shatter it and move in on Orisa and her team.

If fighting in an area with pits, don't use your Boosters too frequently; if Orisa tries to use Halt!

When Orisa deploys her Supercharger, you can often fly right past any defenses set up around it to quickly gun it down; just be careful, since the enemy team may take the opportunity to attack you if you charge right into them only to not focus on them.

Be careful when deploying Self-Destruct; wait until after an enemy Orisa is dead or until right when she deploys her barrier, because if she can quickly drop a barrier to block its blast, she will.

A sturdy Orisa as your teammate frees you up to play as a more aggressive Tank. With that in mind, don't leave her to fend for herself; once you've picked off any flankers or lone enemies, try to stay by your Orisa to make sure she isn't ambushed, since she's not as handy as you are in a close range fight.

Your quick mobility, ramming potential, and burst-fire capabilities may allow you to chase down a lone Reinhardt and quickly finish him off. Conversely, if Reinhardt is chasing after you, fly away and he will be incapable of catching up.

Using Boosters to fly into Reinhardt can also distract him just enough for your team to advance and attack his teammates, whom he is no longer protecting.

However, be wary that Reinhardt can block your Self-Destruct with his barrier. It is therefore best to save Self-Destruct until the opposing Reinhardt is dead, his barrier is shattered, or an ally is able to disrupt him and force him to drop his barrier.

Va lacks any capability to produce shields, a friendly Reinhardt can cover your role as a primary Tank while you block large-impact attacks and chase after enemies Reinhardt is incapable of pursuing.

The stun of Earthshatter is an excellent setup to safely perform a team-wipe with Self-Destruct. Roadhog fights are extremely unfortunate, because your Defense Matrix does not stop his hook.

If you get hooked, do not start fighting back. Instead, immediately hit your Boosters, turn around, and fly back to your team.

Chances are you'll survive the encounter, but if you play by his game and fight him after being hooked, he can potentially destroy your Mech in two shots if he gets a headshot.

Even if he misses the hook and you're in a 1 on 1 situation, his self-heal from Take a Breather will allow him to outlast you, and eventually you'll lose your Mech, at which point you're easy pickings.

While you aren't much help against Roadhog in a 1 on 1 fight, you're much more helpful in a group fight. Defense Matrix's strong point comes when your allies are hooked by Roadhog; quickly Boosting in and triggering Defense Matrix can save a hooked ally from a grizzly end.

This will require quick reaction time, so when the opponent has a Roadhog and you're entering a group-fight, you should always have Boosters and Defense Matrix at the ready.

When out of your Mech, only fight Roadhog at extremely safe range. If you get in his hook's range, he will grab you and end you, but if you keep your distance, he can't do anything but soak up damage while you quickly build back up your Call Mech Ultimate.

Teaming up a D. Va and Roadhog will result in your team lacking heavily in protection. However, among the Tanks, D.

Va and Roadhog are also arguably the most offensively powerful. With the right team comp that focuses more on barreling through an enemy line rather than slowly pushing and protecting your team, you can pick off key targets while your Damage allies finish off any stragglers.

Sigma's Kinetic Grasp is very similar to your own Defense Matrix; the main differences between the two is that Kinetic Grasp has a lengthy cooldown compared to your rechargeable meter, and that projectiles absorbed by Kinetic Grasp are converted to shields for the enemy Sigma.

When Sigma has Kinetic Grasp active, be careful not to fire at him; instead, charge him with your Boosters, or stick with your team and prepare to attack once the ability concludes.

While it's best to try to fight around Sigma's Experimental Barrier, if the barrier is active but his team isn't nearby, you can take a second to attack and shatter the barrier while it's out in the open.

If you do this and run into Sigma shortly after, he'll be down a barrier and therefore be less capable of protecting his team and himself.

When Sigma activates Gravitic Flux, it may be wise to fly up and away from your team, rather than backpedaling together with them and making yourselves easy targets; the high speed of your Boosters may also help you escape the rim of the ability just before it attempts to lift you.

With a friendly Sigma on your team, you'll have an incredibly easy time negating incoming projectiles and covering each other's bases. That being said, you'll have a much greater difficulty against beam weapons such as the likes of Zarya and Symmetra.

Try to do your fair share of absorbing projectiles and don't put the burden of protection on your friendly Sigma; if his Experimental Barrier goes down, both he and your team will be far more fragile.

Wrecking Ball. If you and Wrecking Ball both stay put and fire away at one another, you're almost certain to come out on top.

Unfortunately, due to his high mobility, this will rarely be the case. While it's unlikely that Wrecking Ball will ever land a kill on you unless he's supported by his allies, his primary asset against you is being a nuisance who will refuse to die.

Ramming him with your Boosters can temporarily disrupt him if he's swinging around, but even then he can simply roll away from a fight he doesn't wish to continue.

As much as he may try to attract your attention, try to focus on killing Wrecking Ball's teammates in a group fight before turning your focus to him.

If your team decides to run both D. Va and Wrecking Ball as your tanks, you're offering your team extremely minimal protection. That being said, if your team is filled with heroes who prefer to stay mobile and fend for themselves, such as Genji, Tracer and Lucio, this may be an acceptable, aggressive team composition.

Out of your Mech, Winston is a nightmare, because he'll just jump towards you and laser you before you can whittle through his massive health.

In your Mech, though, his gun will only deal insignificant damage to your larger health pool while you quickly gun him down. A well-aimed Booster ram can knock him out of his barrier's protection, making him easier to kill.

If he jumps away, chase him down with your Boosters and finish him off. The classic "dive comp" combo, D. Parts of the UK - including Sheffield, Leeds and Oxford - could be plunged into local lockdowns 'within Scotland could be plunged into a day 'circuit-breaker' lockdown from '7pm on Friday' as Nicola Sturgeon Italy, Greece and Sweden face being added to UK quarantine this week - but ministers mull slashing wait time So when is frozen or tinned better than fresh?

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Zenyatta can shut you Nightkiss66 in a number of ways. Va Spotlight — Heroes of the Storm. Va isn't as well-suited to protect a friendly Bastion as Reinhardt or Orisa Ts nefertiti, her Defense Matrix can save him from a Girls geting naked large-impact attack, such Indische frauen ficken Pharah's Barrage. You and Pharah tend to be the most airborne heroes. Do not use Self-Destruct, as you'll Africanas desnudas lose Pussi Nano-Boost in the process. Youporn retro 7 seconds to fully recharge. Hana song

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