Sneaky Echo trick makes leaving spawn a nightmare for Overwatch players - Dexerto

Sneaky Echo trick makes leaving spawn a nightmare for Overwatch players

Published: 22/Mar/2020 23:13 Updated: 23/Mar/2020 1:45

by Michael Gwilliam


Overwatch’s newest hero, Echo, is looking to be one of the game’s strongest with her super powerful Duplicate Ultimate and Focusing Beam, but it’s her Sticky Bombs that may need to be nerfed before she hits the live client.

While Echo’s mobility has already been adjusted on the PTR, her kit remains very strong, with Sticky Bombs able to deal a ton of damage.


Every six seconds, the hero can launch a volley of six projectiles that do five damage upon impact and stick to a target. After a short delay, the detonate dealing thirty damage per bomb.

Echo’s kit is extremely powerful.

If every bomb sticks to an enemy, you’re looking at 180 explosion damage or 210 when factoring in the five for impact. This number is key because it means any squishy hero can instantly die.


Overwatch League MVP Jay ‘Sinatraa’ Won demonstrated how powerful this ability is during a special exhibition game on Junkertown against the Seoul Dynasty on March 22.

Right out of the gate, the San Francisco Shock star fired Sticky Bombs at the Seoul players as they left the spawn. With some help from a Mercy damage boost and Ana Bionade, Echo’s ability was able to claim two victims only three seconds after the round began. (Timestamp 23:45 for mobile viewers)

Not only was he able to pick up two quick frags, but he earned 41% Ultimate charge in the process.


Sinatraa wasn’t the only pro to discover some spawn tricks with Echo either, although this next one is a bit more advanced.

Overwatch pro Liam ‘Mangachu’ Campbell, who won a Silver Medal with Canada in the 2017 World Cup, found the best way to use Sticky Bombs is right when an enemy is leaving the spawn.

In a short Twitter clip, the Canadian DPS showed that if you can read the spawn timer for the enemy perfectly, you can time your Sticky Bombs to hit them right as they’re leaving the spawn room.


Due to Echo’s powerful vertical mobility, she can easily see the enemy spawn without ever needing to be directly in front of it. As the second part of the clip shows, Mangachu is able to time exactly when his adversary is leaving the spawn, use Flight, and use Sticky Bombs in combination with his primary fire to score easy kills

Additionally, in the event that an enemy barely survives the burst of damage, Echo has plenty of tools in her kit to finish them off. Focusing Beam can easily confirm those kills considering it does 200 damage per second on any target (including barriers) under half health.


It’s unclear if Echo’s Sticky Bombs will receive any nerfs before she ends up going live, but if they don’t, players everywhere should be wary of the incredible damage they will be up against.


Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun


Blizzard Entertainment’s Vice President and Overwatch’s beloved Game Director Jeff Kaplan has revealed what he thinks is the ideal competitive meta for the expansive title.

Overwatch exists in many forms, from its highest ranks to its lowest, but the game’s competitive meta at the professional level has also varied greatly since the original release back in May 2016. 


In the olden days, teams prioritized dive compositions led by Winston’s jumps and Tracer’s blinks. Then, in 2019, fans around the world either groaned or cheered as the divisive GOATS meta took center-stage, featuring a hefty squad built entirely with tanks and supports. 

Now, Kaplan is explaining his perspective on the game’s ideal state, following criticisms he levied back in July against the game’s double-shield reliance. Examining the game’s departure from a static, Orisa and Sigma-dependent environment, he dissects his compository ideology. 

Brigitte stuns Junkrat on Volskaya
Blizzard Entertainment
Barriers have held an uncomfortably powerful role in Overwatch for a long time.

As discussed in an interview with the Loadout, Kaplan is both aware of the professional scene’s interests and the casual base’s tendencies. Coupling those factors, he believes the game is at its best when there is some blend of high skill caps and diverse team compositions.

“The most ideal, healthiest state of the game is when the meta is somewhat fluid, when the meta is more map dependent or team match up dependent than it is static. We’ve all seen those moments when the meta has been completely static and all six players will just play the same six heroes every time. I think that’s fun from a mastery standpoint, but I think it’s a lot more exciting for viewers when creativity and curiosity come into play,” he said.

When Kaplan refers to a “static” meta, the simplest example is 2019’s GOATS, where three healers (Brigitte, Lucio, and Moira) were coupled with three tanks (D.Va, Reinhardt, and Zarya) and would barrel into opponents.


It took tremendous teamwork to be pulled off successfully against other professional teams, but many fans considered it more tedious than entertaining after months of gameplay.

In its current state, Overwatch is not completely balanced, but there is a degree of variety to it. That diversity seen in the Overwatch League spans downward into the casual ranks. Kaplan indicates that this is in line with his department’s hopes.

“I think most of our players would say in the ideal meta, all our heroes would be viable in some way competitively. I think as a competitive goal from a game designing and game balancing perspective that is extremely challenging, but it’s obviously what we strive to achieve.”


While he assures that Overwatch would be completely balanced in an ideal world, in the meantime, his team would at least like to push toward a game that varies to some extent based on coaching, player preference, and map.

It remains to be seen if current and upcoming patches can accomplish that, but Kaplan’s emphasis on “fluidity” is a welcome driving force.