A question for supports and dps:

What can I do as a tank to make your job easier?

I’ve gotten myself stuck at 2700, and I’m trying to improve as much as possible.
So, what do you like seeing in a tank?

Support main, reporting in.

Make space. This means not standing in choke all game waiting for the enemy to break your shield. Push in and force them back. But don’t just charge in through their shields either. Pay attention to where I’m positioned and try to stay in LoS/range. Don’t aggressively chase someone away if it’s going to put you in risk of dying.

If you’re Zarya, Hog or Dva, pay attention to the flankers. If they dive me, help would be nice. If nothing else, a big bulky body is nice to mitigate around.

In terms of what to actually do in these situations, or the logistics of them… well, you’d have to ask a tank main.

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I like to see a Rine that’s about it rest of the tanks feel lack luster or take to much to do good on.
Rine pick forces the other team to go Rine and if they dont they can lose a teamfight just from his ulty.
Imho if you master Rine you can even go off and Carry on him.
Orisa is good only when you have Torb or Bastion.
Dva, Winston, Wreaking ball are dive tanks. You pick them when you see your team going for dive/flank heroes like genji/tracer.
Zarya and Rine are good for team fight.
Brigitte is a good pick as a 3ed off tank that can stop ults and divers.
But imho Rine is just the bset tank in the game.
Someone dives your team ? just charge him.
Snipers or ranged dmg ? just shield.
Other team doesn’t have a shiled ? Team fight wining ulty that can stop Nano blades and such.
Has a combo to bust 200 heros Attack Fire strike attack is fast and will kill any 200 hp heroes.
Jump in a direction and then use shield, repeat that to move abit faster with him if needed be. Mostly use to jump backword or forwords to make or cut distance.
Don’t go for charges that arent shot, long charges gets you killed.
Even vs CC heavy teams Rine can still do well with a Zarya.
Use voice comp and let your team know when your shield will brake or when you need to recharge it.
Don’t worry about comboing his ulty since its not needed but a nice shatter into a dva bomb or something is good but a shatter with a good team can wipe the other team.
Imho when you play as rine you will most likly do great every game so if you can’t win their is noting to feel bad for since eather your team played a little off or the other team did good plays. Just dont be scared to let your team know that you will drop the shield to get some swings in for ulty charge.
Make sure you use Auto and then shield if you know that you can’t kill the other target to just poke and move them a little. And Auto firestrike auto when you need to burst this combo is really good and you need to learn how do to it really fast getting the timing is key. Hitting short charges is nice since you will get off the full charge dmg much quicker since the dmg when you hit someone in a wall will aways be 300 making it useful in rooms and closed places.

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Personally I think that the tank role in overwatch is in essence similar to the tank role in WoW. The tank should initiate a fight (or fallback) and your team is supposed to follow. I see it too often that a tank sees himself as a hybrid between support and dd and because of that waits for someone else to initiate a fight all the while the dds are waiting for the tank to push and the supports try to keep everyone alive.

Of course there are variations with flankers and “creative” team comps but generally that’s how it works.

This might not be the most elaborate and complete answer to your question but I am quite tired and this is the best I can do at this point in time.

Tell me when you’re going to drop your shield and give me a chance to get out of the way. Too many Reins drop their shield instantly and run behind cover, leaving all their teammates left unprotected. As a Zen main, I rely on that shield.

dps here, think its been covered on attack do not dilly dally at choke points the longer you stand there the more chance of losing people before we can engage, unless you have a pick comp.

on D way to often main tank sits right on cart, this means if we have to give ground they are pushing objective. move up to the farthest choke/conner you can and make them fight for every inch

off tanks need to be the ones to peel more often then not, or contest a point that a tracer or sombra is sneaking in on. dont force main tank to lose choke to go deal with someone that is just going to run away. as far as peeling recognize your carry lets say you have a widow popping off so the other team switch to a genji to pressure her, sit your dva bottom up with widow and dm dat booty. same goes for if a main heal is getting pressured or even main tank. off tanks main roll is to re enforce a critical element of your team.

number 1 main tanks need to be very active on mic. it is your job to shape a team fight we fallow you, you have to pick rutes call the engage and disengage, what ground has to be taken. call out problems that are not allowing you to push in ext you are the spear head we fallow you.

almost every tank ult needs to be the first ult of the team fight. do not hold onto them till half way through then drop when half the team is dead. a big grav or shatter to start off a fight wins every time. even if you only get 2 people but they instantly die 99% you will still win that fight.