Pro ILLARI TIPS: CARRY in OW2

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Illari, the newest Overwatch 2 support hero with a lot of dynamic (and fun) nuances to her kit. Solar Rifle, Outburst, Healing Pylon, Captive Sun- there's a lot to unpack here, but there are three simple tips you must ABSOLUTELY understand before you put your hours in. Specifically, understanding charge, the turret, and how the ultimate functions. Coach Spilo gives his best quick guide on approaching the new healer for the first time!

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Thanks for watching!

0:00 #1 Sun Charge
1:12 #2 Healing Turret
1:47 #3 Ultimate
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SUPER important to note is that if you fail to pull back your pylon before it’s destroyed, it gets put on a 12 second cooldown, which is an ETERNITY. Pull it back when you don’t need it, kind of like sigma shield

jsels
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Another tip is not only is her shift omnidireccional but you can also hold space to get a small jump in any direction. This works very well during 1v1s when coupled with its boop. Look to shoot an enemy once close range then shift jump towards them booping them up slightly for a predictable headshot as they can’t strafe in the air. If you get two headshots it will kill AND if you get a body shot, boop, headshot, melee it’ll also kill

kennyjohnson
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First support I've felt have the same carry potential as Baptiste

Both have great kill potential, sufficient healing, survivability, and ULT which can be used selfishly for picks

Higher skill ceiling than Baptiste because of her charge gun, but holy cow is she fun to play.

I played with a Winston/Genji/Junkrat/Lucio and she can enable dive so well

Lkneel
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Another tip is every action cancels the recharge for her primary fire including alternate fire, any ability, and even punching. So try using your abilities right after shooting so you don’t have a half charge bullet in the chamber. This doesn’t apply to the healing recharge however as it will always recharge after a small delay after using it

kennyjohnson
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Do you like her design? I love that she's a new hero with relatively few abilities but it's all unique and fun. It synergizes somewhat but mostly it's satisfying. A simple but elegant hero, and with number changes can be quite good without being op

dmnoodle
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Thanks! Heres some extra things to know. Hope your internet is fixed soon.

Healing turret does 50hps, 40healing/0.8seconds.

Healing turret priorities lowest %hp not overall.

Primary fire does 25dmg with 0 charge and 75dmg at full charge. It is linear.

Primary fire has a 1.5x headshot multiplier.

Primary fire falloff starts at 30m and ends at 50m with a maximum reduction of 70% (a lot).

Secondary fire does 120hps (this is broken imo)

Ult has an 8m range, does 50dmg on impact, target needs to take 90dmg to explode, explosion does 120dmg
Cheers

SynchroFPS
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Fun tip. Currently the shot from her ult goes through shields

runicknight
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I think dps when fully charged may be better on paper but it also assumes you hit all your shots which you have less of if you wait to fully charge. The most efficient charge level is going to depend on the players accuracy imo.

jonasan-san
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That ult range looks pretty ridiculous for what it does.

aggrogahu
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I think she synergies well with characters that hold powerful angles, toss the pylon to a high ground and a hitscan character gets s76 sustain. Sigma, Orisa, Ram, can do similar work pressuring a choke or an enemy high ground. Though she leaves herself vulnerable without the pylon if pressured.

pikminstar
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I'm not very good, but I found aiming with her very comfortable and feel like she's absurdly broken.

BrofUJu
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Seems like there are a few interesting and unique ideas that went into making her, and i don't doubt that she'll be fun to play, but i have a few worries:

1: her heal bot has an insane amount of healing over a large area, meaning that if she ever gets dove by, let's say, a tracer, it'll be almost impossible for the tracer to kill her. Especially so since illari is hitscan. And if she places the turret 14 meters up a wall, it is impossible for tracer to hit all her bullets on it. I also think this ability might just make it impossible to dive whoever she is with since the healing of this thing is really significant.

2: her jump has an incredible amount of knockback, and i mean insane. So much so that the primary purpose for it might not even be movement. It is obviously meant as a defense from divers and flankers, and i think it is too strong in that sense. It is never fun to have your movement interupted, but when the other supports do it, they have skillshots that can be avoided. Illaris knockback cannot be avoided and it requires no skill from her to use, and the effect is so powerful that whoever dived her will be alone way out of position and risk dying. I'm suspecting illari players will not use it as movement to get somewhere at all since whenever they have it off cooldown, they are invulnerable to dives. Another concern i have is that since she'll be played a lot in brawl comps, she can just stand with her tank at the choke and repeatedly jump whenever the enemy tank tries to push, knocking the tank basically back to spawn. When the tank get's back the ability will almost ready and can be used again. This might not be all too strong on it's own, but let's not forget that she'll be played with lucio, which allows them to cycle boop and jump. It would not be the first time we would see an ability best used in a manner it was not intended to be used in at all.

3: her ult is axtremely easy to hit. If the enemy team is not playing really spread out, you are almost guaranteed to hit all of them. Then just one of them has to get hit by anything for them to explode, causing enough damage to triggers the bombs on the others. During this time it is also more or less impossible to split up from your team since there is a significant movement debuff on you.


That is my somewhat pessimistic take on the new hero. But i guess i just have to wait and see and it'll be really apparent if these are actually problems. It wouldn't be too difficult to mostly fix her then since you could just nerf the jump knockback (maybe in exhange for a 6 second cooldown instead of 7) and remove the ult slow. I'd like to hear your take on these potential issues. Maybe I just have a problem with change i guess, since i don't like the new gamemode either. Anyways, let's hope I'm wrong. I'd love to hear your take on her too!

lulleloleswedish
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Which types of comps do you think she will be played in? And the best other support combination?

Santi_Q
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As a dps main who play Baptiste and Kiriko intensively, I love the new heroes design cus now I can play a dps heroes who can heal herself 😊😊

therebelfrogy
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small tip for her shift, you can bhop if you do a forward w to keep more momentum

suuda
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ngl I think healing turret is gonna make ana even more meta since it gives more opportunities for big nades

remittri
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What is she better at than the other supports?

Where and when is that gonna be more valuable than what the others do?

My guess is off-angle poking. (Like Bap but with more lateral mobility but less sustain)

As for where and when, that's whenever the map has room for a split comp, and the team wants help reaching out and disrupting enemy approaches and rotations.

val
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I've already seen so many people playing her refusing to heal or only using Pylon for themselves flanking basically trying to be s76 lol

CherryBerry
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What abilties counter her ult? (Always great to try to bait out abilties that could very well disrupt or make her ult not impactful) my immeaditate thoughts would be Kiriko Suzu, Ana Sleep, Maybe Anything that disrupts her like Sigma Rock? One Think I do want to try out is what happens of if a Doomfist is marked with the Debuff, if they use ult will the ult remove the effect?

thomasbrodie-sangsteredits
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I need math numbers. On what EVERYTHING

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