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Symmetra is a Specialist Damage hero in Overwatch. She is one of the 21 heroes included in the game's release on 24 May 2016.

Overview

Symmetra utilizes her light-bending Photon Projector to dispatch adversaries, shield her associates, construct teleportation pads and deploy particle-blasting Sentry Turrets.

Abilities

Passive Abilities

Sub-Role: Specialist
Hero-ability-circle
Sub-Role Damage Specialist Circle
Type
Passive Ability
Eliminating an enemy briefly increases your reload speed.
Reload time:
-33%
Duration:
3 seconds

Additional details:
  • Reload speed is 1.5x faster after an elimination. This only lasts for 3 seconds, but is refreshed if another elimination is earned.
  • An indicator is shown to the right of the crosshair to show when the reload increase is active.

Weapons

Photon Projector
Key mouse 1
Hero-ability-circle
Ability-symmetra1
Type
Weapon (Primary Fire)
Effect Type
Beam Beam
Blocked by barriers.
Ignores barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Short-range beam weapon with increasing damage.
Damage:
60/120/180 per second (level 1/2/3)
Headshot:
Ammo consumption:
10 per second
Ammo:
100
Reload time:
1.5 seconds animation
Shields:
10/20/30 per second against barrier or shield health (depending on her charge level)
Duration:
2 seconds (decay delay)
1.7 seconds (decay per level)
Max. range:
12 meters
Projectile radius:
0.25 meters
beam
Ignores Negate Projectile abilities and cannot deal Critical damage. Deals 30% reduced damage to Armor.
Symmetra’s weapon emits a ranged beam. It deals continuous damage that increases the longer it is connected.

Additional details:
  • Charge level increases after hitting an enemy hero or deployable (e.g. barrier, turret, mine, etc.) for 0.9 seconds.
  • When damaging an enemy's barrier or shield health with her beam, Symmetra regenerates 10 ammo per second and 10/20/30 shields per second, depending on her charge level (1/2/3). This does not affect her base health.

Keywords:
beam
Ignores Negate Projectile abilities and cannot deal Critical damage. Deals 30% reduced damage to Armor.

Photon Projector Alt Fire
Key mouse 2
Hero-ability-circle
Photon Projector Alt Fire
Type
Weapon (Secondary Fire)
Effect Type
Projectile Projectile
Area of effect Area of effect
Blocked by barriers.
Ignores barriers.
Ignores barriers.
!
Partially blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
!
Partially blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
!
Partially affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Hold to charge, release to fire explosive orb.
Damage:
5 - 100 (direct hit, min - max charge)
2.5 - 50 (aoe at falloff start, min - max charge)
2.5 - 12.5 (aoe at max radius, min - max charge)
Headshot:
Rate of fire:
3.9 shots/s (min charge)
0.8 shots/s (max charge)
Ammo consumption:
1 - 10 (min - max charge)
Ammo:
100
Reload time:
1.5 seconds animation
Duration:
1 second (to max charge)
Radius:
0.5 meters (falloff start)
0.5 - 2.0 meters (max radius, min - max charge)
Projectile speed:
50 m/s
Projectile radius:
0.115 - 0.475 meters (min - max charge)
Spread:
None
area of effect
Affects targets in a spherical area.
travel time
Projectile attacks and healing with travel time. Can be Negated.
The projector can also release an explosive energy ball that deals high damage on contact.

Additional details:
  • Damage per second: 80 while firing at full charge (71.43 w/ reload)
  • If the center of the projectile circle does not touch the wall, then the projectile will not explode against the wall. This allows you to shoot at enemies that are located at the edges of shelters.
  • The shots can be charged to increase their damage, projectile radius and maximum explosion radius.
    • A shot takes 1 second to fully charge, and can be held for an additional 1 second upon reaching maximum charge before automatically firing.
    • Charge can be canceled by using any ability, including just entering the targeting mode. Any ammo that went to charging the shot is consumed.
    • The damage is scaled off charge time, not ammo consumption. Minimum of 1 ammo will be consumed.
    • As long as there is any ammo left, an energy ball can still be fired at full charge.
  • The projectile can be destroyed while in air by Ability-dva3 Defense Matrix, Abilities-sigma3 Kinetic Grasp, Ability JavelinSpin Javelin Spin, Perk PowerMatrix Power Matrix and ULT Kekkai Sancturary Kekkai Sanctuary and reflected by Ability-genji2 Deflect, but the explosion is unaffected.
  • Baptiste-ability4 Amplification Matrix affects all damage dealt, if the projectile passes through it. Splash damage alone going through is not amplified.

Keywords:
area of effect
Affects targets in a spherical area.
travel time
Projectile attacks and healing with travel time. Can be Negated.

Special Abilities

Sentry Turret
LSHIFT
Hero-ability-circle
Ability-symmetra2
Cooldown Icon
10 seconds,
3 charges
Type
Ability
Effect Type
Projectile Projectile (before deployment)
Beam Beam (turret beam)
!
Partially blocked by barriers.
Ignores barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Deploy a small turret that damages and slows enemies.
Damage:
30 per second
Headshot:
Health:
40
Cast time:
0.22 seconds for throw + 0.28 s. recovery for shoot
~1 second (deployment)
Duration:
Until destroyed or replaced
Max. range:
10 meters (turret beam)
Movement slow:
−15% per turret
Projectile speed:
20 meters per second
beam
Ignores Negate Projectile abilities and cannot deal Critical damage. Deals 30% reduced damage to Armor.
deployable
A non-player entity with a unique health pool.
fixed
This Deployable's damage is unaffected when Amp is applied to the owner.
ignore barrier
This Deployable does not collide with Barriers or heroes during deployment..
Symmetra launches a small turret that automatically fires speed-reducing blasts at the nearest enemy within range. Up to three turrets can be built on the battlefield at once.

Additional details:
  • If the ability throw is interrupted, the charge will not be spent.
  • Turrets are projectiles until they hit a wall, at which point they will deploy.
  • The turrets pass through enemy heroes, barriers and other objects.
  • While in the air, Sentry Turrets cannot attack but can still be destroyed.
  • Sentry Turrets reveal their target to allies while firing at the enemy and for 1 second afterward.
  • Sentry Turrets can detect and fire at Sombra if she attempts to use Ability Sombra Hack Hack from Ability Sombra Thermoptic Camo Stealth in their range.
  • Sentry Turrets can be placed and lifted by Petal Platform Icon Petal Platform if the latter was deployed first. When the platform is destroyed, the turrets will fall on ground.
  • Turrets can attach to fences and other breakables.

Keywords:
beam
Ignores Negate Projectile abilities and cannot deal Critical damage. Deals 30% reduced damage to Armor.
deployable
A non-player entity with a unique health pool.
fixed
This Deployable's damage is unaffected when Amp is applied to the owner.
ignore barrier
This Deployable does not collide with Barriers or heroes during deployment..

Teleporter
E
Hero-ability-circle
Ability-symmetra4
Cooldown Icon
12 seconds
Type
Ability
Create two temporary teleporters that enable instance travel between them.
Health:
100
Shields:
200
Cast time:
1 + 0.72 seconds (deployment)
Duration:
10 seconds
Max. range:
30 meters
Radius:
1.5 meter (interact range)
break
Removes Tether effects.
deployable
A non-player entity with a unique health pool.
requires interaction
Requires allies to use the "interact" key/button to accept/use.
Symmetra places a temporary teleporter exit pad at a distance and connects it to a teleporter entry pad at her current location. Allies (and some of their abilities, such as Junkrat’s RIP-Tire) can travel from the entry pad to the exit pad instantly.

Additional details:
  • Requires the player to use the Interact key to activate, unless it's an entity separate from a player, in which case it will teleport automatically. (Turrets, D.Va's MEKA when self-destructing, etc)
    • Teleporter is prioritized over most other actions that require using the Interaction key.
  • Cannot be used while in spawn.
  • Can be manually destroyed by pressing the ability key again, including while dead.
  • If the entrance and exit are more than 40 meters apart, they are automatically destroyed.
  • After Teleporting, there is a 1 second cooldown before it can be reused again for that same player.
  • You can hold down the interaction button before the teleport appears and teleport as soon as possible.
  • Teleporter can be placed on and lifted by Petal Platform Icon Petal Platform regardless of which was deployed first. When the platform is detroyed, the teleporter falls on ground.
  • Teleporter destroys fences and other breakables in its way.

Keywords:
break
Removes Tether effects.
deployable
A non-player entity with a unique health pool.
requires interaction
Requires allies to use the "interact" key/button to accept/use.

Ultimate Ability

Photon Barrier
Q
Hero-ability-circle
Photon Barrier
Ultimate Ready
2025
Type
Ultimate Ability
Deploy a massive energy barrier.
Barrier health:
4000
Duration:
12 seconds
Max. range:
25 meters
Height:
50 meters
Width:
484 meters
barrier
A physical construct with health that absorbs most ranged attacks and abilities but does not block hero movement. Pierced by Melee.
deployable
A non-player entity with a unique health pool.
Symmetra deploys a massive energy barrier which prevents ranged attacks and is big enough to cut through the entire map.

Additional details:
  • After cast time starts, there is 1 second recovery period where Symmetra cannot use her weapon.
  • Can be placed from anywhere (including from the spawn room), since it covers the entire map.
  • Orientation can be changed by pressing the Ultimate key again (like Mei's Ice Wall).

Keywords:
barrier
A physical construct with health that absorbs most ranged attacks and abilities but does not block hero movement. Pierced by Melee.
deployable
A non-player entity with a unique health pool.

Perks

Minor Perks

A Minor Perk can be chosen at level 2.

Sentry Capacity
Hero-ability-circle
Perk SentryCapacity
Type
Minor Perk
Sentry Turret gains an additional charge.

    Perfect Alignment
    Hero-ability-circle
    Perk PerfectAlignment
    Type
    Minor Perk
    Effect Type
    Beam Beam
    Blocked by barriers.
    Ignores barriers.
    Ignores barriers.
    Blocked by Defense Matrix/Kinetic Grasp.
    Ignores Defense Matrix/Kinetic Grasp.
    Ignores Defense Matrix/Kinetic Grasp.
    Blocked by Deflect/Javelin Spin.
    Ignores Deflect/Javelin Spin.
    Ignores Deflect/Javelin Spin.
    Affected by damage boosts.
    Ignores damage boosts.
    Ignores damage boosts.
    Affected by Amplification Matrix.
    Ignores Amplification Matrix.
    Ignores Amplification Matrix.
    Increase the range of Photon Projector's primary fire by 20%.
    Max. range:
    12 → 14.4

      Major perks

      A Major Perk can be chosen at level 3.

      Hovering Barrier
      E
      Hero-ability-circle
      Ability Symmetra Photon Barrier
      Cooldown Icon
      12 seconds
      Type
      Major Perk
      Effect Type
      Projectile Projectile
      Blocked by barriers.
      Ignores barriers.
      Ignores barriers.
      Blocked by Defense Matrix/Kinetic Grasp.
      Ignores Defense Matrix/Kinetic Grasp.
      Ignores Defense Matrix/Kinetic Grasp.
      Blocked by Deflect/Javelin Spin.
      Ignores Deflect/Javelin Spin.
      Ignores Deflect/Javelin Spin.
      Affected by damage boosts.
      Ignores damage boosts.
      Ignores damage boosts.
      Affected by Amplification Matrix.
      Ignores Amplification Matrix.
      Ignores Amplification Matrix.
      Teleporter gains the option to create a forward moving barrier instead. Pressing Ability 2 again slows down the barrier's movement.
      Barrier health:
      600
      Duration:
      6 seconds
      Projectile speed:
      5.5 m/s

      Additional details:
      • Shares a cooldown with Ability-symmetra4 Teleporter.
      • This barrier will destroyed when it touch the wall.

      Shield Battery
      Hero-ability-circle
      Perk ShieldBattery
      Type
      Major Perk
      Effect Type
      Beam Beam (no target, indicator)
      Blocked by barriers.
      Ignores barriers.
      Ignores barriers.
      Blocked by Defense Matrix/Kinetic Grasp.
      Ignores Defense Matrix/Kinetic Grasp.
      Ignores Defense Matrix/Kinetic Grasp.
      Blocked by Deflect/Javelin Spin.
      Ignores Deflect/Javelin Spin.
      Ignores Deflect/Javelin Spin.
      Affected by damage boosts.
      Ignores damage boosts.
      Ignores damage boosts.
      Affected by Amplification Matrix.
      Ignores Amplification Matrix.
      Ignores Amplification Matrix.
      Symmetra regenerates 20 shields per second while within 10 meters of her teleporter.
      Shields:
      20 per second
      Max. range:
      10 meters

        Hero-specific options

        Setting name Options Description
        Toggle Secondary Fire Off (default) Secondary Fire fires when player stops holding the button.
        On Secondary Fire fires when player presses the button again.
        Hold to deploy Sentry Turret Off (default) Redundant setting. Remnant from old Sentry Turret targeting scheme.
        On
        Teleporter and Photon Barrier confirmation input Primary Fire (default) Teleporter and Photon Barrier is activated by pressing the Ability key then Primary Fire. Secondary Fire to cancel. Ability key to rotate Photon Barrier.
        Secondary Fire Teleporter and Photon Barrier is activated by pressing the Ability key then Secondary Fire. Primary Fire to cancel. Ability key to rotate Photon Barrier.
        Ability press Teleporter and Photon Barrier is activated by pressing the Ability key twice. Secondary Fire to cancel. Primary Fire to rotate Photon Barrier.
        Ability release Teleporter and Photon Barrier is activated by pressing and releasing the Ability key. Secondary Fire to cancel. Primary Fire to rotate Photon Barrier.
        Default Photon Barrier rotation Horizontal Photon Barrier is deployed perpendicular to the direction the player is facing by default.
        Vertical Photon Barrier is deployed along the direction the player is facing by default.
        Hide Photon Barrier timer Off (default) Timer UI element is displayed to the left of the crosshair.
        On Timer UI element is hidden.

        Strategy

        Symmetra's abilities provide both defensive and positional advantages to her team. She can cover chokepoints with her Sentry Turrents, deploy a Teleporter to provide teammates higher ground or ambush the enemy team, and split the map in half with her Ultimate. Her low health and mobility means that she must coordinate with her team in order to survive.

        Weapons & Abilities

        Ability-symmetra1 Photon Projector (weapon): Symmetra's main weapon. The projector has two modes of fire: a short range beam, and a chargeable, explosive energy ball.

        • Primary fire's range is rather lacking (at 12 meters), so it is best used in combination with Teleporter.
        • Primary fire also has a high tickrate, meaning it doesn't fare very well against armor, and it is a bit difficult to consistently maintain the beam on the target. However, given that attacking barriers recharges the weapon's ammo as well as helping ramp up its damage levels, it is a good idea to target nearby enemy barriers first, then firing at enemies, taking advantage of the fully charged and reloaded beam.
        • Secondary fire requires quite a bit of leading at longer ranges, but it makes up for primary fire's low range. A fully charged orb deals considerable damage (120), requiring only one full charge and one semi charged orb to secure a kill. Rapid firing orbs is only recommended if you need to hit very low health targets, since it has low damage per second.

        Ability-symmetra2 Sentry Turret: Symmetra launches a small turret that fires slow beams at enemies.

        • Another very good ranged tool in her arsenal, her turrets can help cover different parts of the map at once, such as chokepoints.
        • Throwing turrets at a full enemy team is not very effective, as they can be shot out of the air.

        Ability-symmetra4 Teleporter: Symmetra builds a teleporter between two locations.

        • This ability can give you free reign over high ground, or otherwise inaccesable parts of the map, for both you and your team.
        • It is a decent ambush tool, given you can teleport an unlimited amount of allies and things over its duration. A common tactic is to set up 3 turrets on the ground, and then placing a teleporter into the enemy team, giving them a sudden burst of damage that they have to deal with. However, it has drawbacks. The enemy can see (and hear) the ambush coming, since it has a lengthy deploy time. During this time, they can prepare for the attack, or plainly destroy the teleporter.
        • Synergises well with immobile compositions that consist of heroes like Ana, Bastion, Orisa, among others.

        Photon Barrier Photon Barrier (Ultimate): Symmetra sets up a barrier that cuts the map in half.

        • Useful for blocking enemy snipers' line of sight, used reactively against enemy Ultimates, or to protect choke points from "poke" damage.
        • Given its infinite range and ability to change orientation, Symmetra can cast this ability from spawn, or anywhere else on the map and still be effective. A good tip for such usage is to point at the objective marker, and checking your teammates chevrons.
        • Not many heroes can break the barrier on their own before time runs out, but if the whole enemy team is dealing a large amount of damage, it will not stop them for long.

        General Strategy

        Match-Ups and Team Synergy

        Tank

        Hero Match-Up Team Synergy
        Icon-D.Va
        D.Va
        Due to her high health, excellent close-range damage output, and supreme mobility, D.Va is one of your worst enemies. If she leads her team into battle, she can allow herself to be targeted by your Sentry Turrets and quickly take them out without any difficulty. Her Boosters let her engage and disengage at will; even if you're targeting her with your Photon Projector and have her near death, she can escape at a moment's notice to regroup and heal, leaving you few ways to pursue. That being said, her Defense Matrix can't protect her from your primary fire, and as she is a stationary, slow-moving enemy, you can very rapidly build up your power. If the D.Va isn't able to quickly take you out or if she chooses not to flee, your Photon Projector will eventually rip through her Mech. When D.Va's out of her Mech, her low health and complete lack of mobility makes her a prime target; whether you see a Pilot D.Va roaming around or take out her Mech yourself, make it your mission to finish her off before she gets her Mech back. This is especially easy if you take out her Mech with your Photon Projector; your increased damage will carry over, so you can target D.Va right after she jumps out of her Mech to finish her off in an instant. Photon Barrier can protect your team from an incoming Self-Destruct; just be sure to position the barrier so your team is safely behind it. If a friendly D.Va wants to be tricky with you, you can deploy a Teleporter behind enemy lines and she can send her Mech through it during Self-Destruct. If timed right, you can catch the opposing team off guard and wipe them out.
        Icon-Orisa
        Orisa
        (To be added) (To be added)
        Icon-Reinhardt
        Reinhardt
        Your Photon Projector actually gains ammunition rather than using it when attacking an enemy barrier. With this in mind, if you keep your weapon trained on an enemy Reinhardt, you will rip through his barrier in seconds while charging yourself to maximum power; should he drop the barrier or have it be destroyed, you can follow up by running him down with your charged up Photon Projector. This makes Symmetra an effective counter to Reinhardt, drastically reducing the ability of his barrier to protect himself and his team. Just don't get too arrogant and up in his face, as a quick Charge or a few hammer blows can easily kill you. If he's caught by your Sentry Turrets, he can gradually take them down in a few hammer swings if they're close enough. Your turrets won't affect him much; he's already slow and bulky, so slowing him down further and dealing slight damage won't matter much in the long run. If you anticipate an oncoming Earthshatter, quick deployment of Photon Barrier can protect yourself and your team; if you attempt to do it in reaction to him using it, though, you'll most likely be a second too late. (To be added)
        Icon-Roadhog
        Roadhog
        Like most low health heroes, all it takes is a single Hook from Roadhog and you're down for the count. You can counter this by keeping your distance, but this won't help take him out any quicker. Like other Tanks, your Sentry Turrets won't effect him that greatly, and if left to his own devices he can take them out without much difficulty and follow up with Take a Breather. If you're forced into a close range fight with him and he doesn't hit you with his Chain Hook his large hitbox can allow you to rapidly charge up your Photon Projector; even if he heals himself with Take a Breather, you should be able to quickly run through his health, so long he doesn't hit you with his Chain Hook once its cooldown has worn off. In general, outside of close quarters team fights, keep your distance and let your team deal with him. (To be added)
        Icon-Sigma
        Sigma
        (To be added) (To be added)
        Icon-Wrecking Ball
        Wrecking Ball
        (To be added) (To be added)
        Icon-Winston
        Winston
        It's debatable whether D.Va or Winston is Symmetra's worst nightmare. Whichever is the case, Winston will spell instant doom for you and your efforts. His Tesla Cannon can track multiple weak enemies at a time, letting him instantly annihilate a clustered Sentry nest in seconds. Your Photon Projector may be able to quickly ramp up, but his Tesla Cannon will be able to track you even if you try to avoid it. A direct one on one fight comes down to who has higher health walking in, and considering Winston has 400 Health and 100 Armor compared to your 100 health and 100 Shields, a direct encounter will rarely end well in your favor. If you have a healer supporting you, your ramped up damage will prevail in a prolonged battle. Winston has his Projected Barrier to reduce incoming damage, and while attacking it can charge up your Photon Projector and refill its ammunition, in that amount of time he can either attack you from the safety of the barrier or use his Jump Jet to easily escape from an encounter that isn't going in his favor. Even if you bring him down to low health, don't assume the battle is over; he can trigger Primal Rage at a moment's notice, instantly restoring his health and letting him knock you away with ease. Try to stay with your team and never stray alone, otherwise you'll be easy pickings for Winston. (To be added)
        Icon-Zarya
        Zarya
        Due to the tendency of your Sentry Turrets to continue attacking the first target they see, an enemy Zarya can easily activate a Barrier to soak up damage and power up her Particle Cannon prior to destroying the Turret. This also provides a quandary on whether or not you should pressure her with your Photon Projector, increasing both your and her offensive output, or if you should wait until the barrier is down, entering a fight with a weaker Photon Projector. As a rule of thumb, whichever of you has a more charged-up weapon at the start of the fight will most likely win it. If you and your team are grabbed by Graviton Surge, you can quickly throw donw a Teleporter for you and your team to escape through. However, this not only requires instant reaction time from you, but also communication with your teammates so they realize what you're doing and to use your Teleporter. (To be added)

        Damage

        Hero Match-Up Team Synergy
        Icon-ashe
        Ashe
        (To be added) (To be added)
        Icon-Bastion
        Bastion
        You can't do much against a planted Bastion. You can heckle him with secondary fire from your Photon Projector, but if he doesn't gun you down while you peek your head around corners, he can heal himself in the period between your shots. Your Sentry Turrets won't effect him quite as much since he most likely won't be roaming the battlefield. If your Sentry Turrets catch him by surprise, he can Self-Repair to withstand long enough to focus fire on them. You can deploy a Teleporter behind him to catch him off guard, but if he notices and snaps around, he can gun down both the Teleporter and any teammates who have traveled through it. Your best bet is wait for your team to take him on together. (To be added)
        Icon-Cassidy
        Cassidy
        When fighting Cassidy at close range, it is crucial to avoid his Flashbang, as this will spell instant death. While you can use your secondary fire to launch energy balls his way, it's generally best not to engage him at long range where he has the advantage unless you're protected behind a barrier. Instead, try to lure him into one of your Sentry traps; his slow but powerful fire won't matter if he's being targeted by multiple Turrets, making him easy to take out. In the time between when you hear Cassidy announce his Deadeye and when he shoots, you can quickly deploy your Photon Barrier to completely block his attack. (To be added)
        Icon-Doomfist
        Doomfist
        (To be added) (To be added)
        Icon-Echo
        Echo
        (To be added) (To be added)
        Icon-Genji
        Genji
        Genji's Deflect ability does nothing to counteract your Photon Projector's primary fire, leaving him with only Swift Strike and his Shuriken. However, as Genji can use his agility to constantly jump around, it may be difficult to keep your laser trained on him. Your Sentry Turrets will lock on to Genji and slow him to a crawl, so if possible try to draw him into an enclosed area where you have turrets set up. His Shuriken can't easily deal with your Turrets, meaning a well-placed trap can cause instant death for him, especially if your team can pressure him before he can escape. (To be added)
        Icon-Hanzo
        Hanzo
        At range, Hanzo easily has you beat. One lucky shot can instantly take you out. If you manage to sneak up on him and bring the fight to close quarters, you still have Storm Arrows to worry about. Should you avoid them, you may stand a chance if you can efficiently avoid his shots. He will have difficulty with turrets, needing to charge his bow to take them out one at a time; if you catch him trapped in a turret nest, you can take this opportunity to ambush him and take him out. (To be added)
        Icon-Junkrat
        Junkrat
        With access to a large number of area of effect abilities, Junkrat can quickly destroy Sentry Turret nests as well as your Teleporter. Even if kill him at close range, his death will trigger Total Mayhem, which can be difficult for you to escape from alive. Be extra cautious around Junkrat. (To be added)
        Icon-Mei
        Mei
        You and Mei both have abilities that are more effective the longer you're in combat. Mei's Endothermic Blaster will freeze you if she hits you with it long enough, and your Photon Projector will get more and more powerful the longer you're targeting her with it. However, if Mei is close to death, she can enter Cryo-Freeze to restore health. During this time, your Shields will regenerate, albeit not at the same rate of her self-healing. Mei can't do much against your Sentry Turrets, so rather than following her into a fight, try to goad her your way so you can lure her into a trap. (To be added)
        Icon-Pharah
        Pharah
        The splash damage from Pharah's rockets makes it easy for her to destroy Sentry nests as well as your Teleporter without putting herself at risk. In addition, Pharah can easily avoid both the primary and secondary fire from Photon Projector while she is in the air, making her extremely difficult to attack. However, if Pharah uses Barrage against your team while Photon Barrier is ready, you can quickly break it down to negate all of the damage and/or cause Pharah to take recoil damage and kill herself. If you catch Pharah at a low altitude, especially if she's being hit by one of your Turrets, you may be able to quickly finish her off before she takes to the skies; otherwise, be extremely cautious around her and stay out of sight. (To be added)
        Icon-Reaper
        Reaper
        You may be lethal at close range with a charged Photon Projector, but Reaper can hit even harder without the need to charge his weapon up. Even if you get him near death or catch him in a Sentry trap, he can simply enter Wraith Form to regain his lost speed and make a hasty retreat, whereas you have no means of escape if you're close to death unless you happen to be near your Teleporter. If he flees with Wraith Form, do not attempt to follow him unless none of his allies are around to protect him, and even then you should only chase him if he's on the brink of death. You can attempt to heckle him with secondary fire from your Photon Projector at a distance, but he may be able to avoid your attacks. Only engage if he's at low health, if you're in a group fight protected by your team, or if he's caught in a trap and hasn't activated Wraith Form yet. A quick Photon Barrier can protect your team from being hit by Reaper's Death Blossom. (To be added)
        Icon-Soldier 76
        Soldier: 76
        Soldier: 76's Helix Rockets can make quick work of a Sentry Turret or a cluster grouped close together, though their long recharge means he'll have to rely on his Heavy Pulse Rifle to deal with any remaining turrets. Due to the thin effective range of your Photon Projector, a jumpy Soldier: 76 may be able to avoid your attacks while hitting you with his own, making a one on one fight dangerous. If he attempts to Sprint away, only try to follow him and finish him off if he's near death; if he gains too great of a distance or still has substantial health, let him go and deal with him later. Be certain not to leave your Turrets or Teleporter out in the open, or else he can pelt them with his Helix Rockets without breaking a sweat. If possible, try to trick Soldier: 76 into fleeing to an area where you have turrets set up; in the time it takes him to react to him, you should be able to catch up and finish him off. Photon Barrier can help protect your team when Soldier: 76 activates his Tactical Visor. (To be added)
        Icon-Sombra
        Sombra
        Sombra's Hack barely affects you; you lose the ability to deploy Turrets, your Teleporter and your Photon Barrier for a time, but if you're caught in a firefight with her, that means very little. Your Sentry Turrets will strip her of her exceptional mobility, making her an easy target. If she wishes to escape, she can fling her Translocator away and warp to safety. If this happens, it's usually not worth chasing after her; with Thermoptic Camo, she can easily outrun you and regroup with her team. Be cautious of where your Sentry Turrets and Teleporter are located, as she can sneak behind enemy lines to hit them from a distance. Her EMP can be devastating to you; not only will it disable any Sentry Turrets and your Teleporter within line of sight, it will remove Shields on both you and your allies, reducing you to a measly 100 health, and it will destroy your Photon Barrier Ultimate in an instant. If you're hit by EMP, try to take cover until it wears off; at 100 health and no turrets to assist you, you'll be an easy target for any opponent. (To be added)
        Icon-Symmetra
        Symmetra
        Symmetra mirror matches are rare, but they always come down to who lures who into whom's trap. Unless the enemy Symmetra is on the verge of death, do not follow her past a choke point, or else you'll be playing right into her hand and stepping into a probable Sentry Turret nest. When an enemy Symmetra uses Photon Barrier, it may be tempting to just fire away at it with your Photon Projector to power it up to maximum strength. However, you'll never run through its massive health in time, so instead you should briefly use the Photon Barrier to charge up your Photon Projector before turning your weapon on any foes who are on your side of the enemy barrier. If they are all staying on the opposite side of the barrier, don't pass through it without your team nearby, because even with your maximum-power gun you'll still be torn apart. Keep the inverse of these tips in mind regarding the opposing Symmetra; try to lure her into your own Sentry nest if possible, and be wary of her having a fully-charged Photon Projector if you've activated your Photon Barrier. (To be added)
        Icon-Torbjörn
        Torbjörn
        You can heckle Torbjörn's Turret from a distance with your secondary fire; this will deal a decent amount of damage, but not so great that the Torbjörn can't repair it. This also requires you to peek in and out of corners, and unless you're being protected by a shield, the Turret can chip away at your health at a distance. If you manage to close the gap on Torbjörn, you'll have a better shot at fighting him up close than at a distance. Just try not to fight him and his Turret at the same time; wait until his Turret is down, or wait until you have teammates to help you take him down. A Turret deployed by Torbjörn through your Teleporter will come out on the other end; this can be handy if you wish to deploy his Turret at a far away location, or even at a higher altitude where he normally wouldn't be able to reach.
        Icon-Tracer
        Tracer
        Tracer's high mobility allows her to avoid your Photon Projector. She can also Blink through Sentry Turret nests and can quickly find and destroy your Teleporter. Your best bet to combat Tracer is to have Turrets nearby, which will slow her to a crawl and make her easier to pin down. Tracer will have difficulty destroying your turrets unless she attacks them at extremely close range, which will leave her weak enough to kill of if you reach her before she can Blink or Recall away. (To be added)
        Icon-Widowmaker
        Widowmaker
        A fully-charged headshot from Widowmaker is enough to take you out; if you stand in the open, your lack of mobility makes it incredibly easy for Widowmaker to kill you in a shot or two. You can handle yourself much better at close range, but Widowmaker's Grappling Hook can make it difficult to keep her pinned down. She will also most likely be keeping away from close corridors, making your Sentry Turrets less viable against her (not to mention if you leave them out in the open, she can easily take them out from a distance). If you leave your Teleporter unprotected, Widowmaker can destroy it from a distance as well. If an enemy Widowmaker uses Infra-Sight, you can use Photon Barrier to keep your team safe from enemy fire if the situation calls for it. (To be added)

        Support

        Hero Match-Up Team Synergy
        Icon-Ana
        Ana
        If you leave your Turrets in the open, Ana can take them out from a distance. However, should you close the gap on her, or lure her into a Sentry nest, you should have the upper hand. Biotic Grenade can cause trouble, though, so be cautious. (To be added)
        Icon-Baptiste
        Baptiste
        (To be added) (To be added)
        Icon-Brigitte
        Brigitte
        (To be added) (To be added)
        Icon-Lúcio
        Lúcio
        One of Lúcio's greatest strengths is his ability to glide around an objective consistently out of reach to confuse his opponent. Your Turrets will be a great boon in lowering his speed and unpredictability, helping you keep a consistent aim to take him down. When fighting a Lúcio, it's best to keep your turrets spread out so they can't be destroyed in succession; even one turret's slowdown will be enough for your team to take the shot and take him out. (To be added)
        Icon-Mercy
        Mercy
        Mercy's Guardian Angel will allow her to flee from a fight with you, but often not so far that you can't chase after her. If she's being protected by her team, don't go charging in after her. If possible, try to lure her into a position where you have turrets set up, which will slow her down enough for you to get an easy kill. (To be added)
        Icon-Moira
        Moira
        (To be added) (To be added)
        Icon-Zenyatta
        Zenyatta
        Zenyatta is easy enough to take down at close range, but at mid to long range, he has you beat. He can hit you with an Orb of Discord and swiftly take you out with a couple of shots. Use your Teleporter to close the gap or take him by surprise, and you should have little difficulty eliminating him. Otherwise, try to lure him into a Sentry Turret nest where he'll be brought to a crawl and can be easily disposed of. (To be added)

        Map Strategies

        Control

        Control  Control Map Strategies
        Map Strategy & Stage Tips
        Control

        Overall Strategy

        TBA RATING | TBA FEATURE
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        Antarctic Peninsula 1

         Antarctic Peninsula

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        Labs
        Strategy details missing.
        Sublevel
        Strategy details missing.
        Icebreaker
        Strategy details missing.
        Overwatch Busan

        South Korea Busan

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        Downtown
        Strategy details missing.
        Sanctuary
        Strategy details missing.
        MEKA Base
        Strategy details missing.
        Ilios

        Greece Ilios

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        Lighthouse
        Strategy details missing.
        Well
        Strategy details missing.
        Ruins
        Strategy details missing.
        Lijiang Tower loading screen

        China Lijiang Tower

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        Control Center
        Strategy details missing.
        Garden
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        Night Market
        Strategy details missing.
        Nepal loading screen

        Nepal Nepal

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        Village
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        Shrine
        Strategy details missing.
        Sanctum
        Strategy details missing.
        Oasis

        Iraq Oasis

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        City Center
        Strategy details missing.
        Gardens
        Strategy details missing.
        University
        Strategy details missing.
        Samoa beach

        Samoa Samoa

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        Beach
        Strategy details missing.
        Downtown
        Strategy details missing.
        Volcano
        Strategy details missing.

        Escort

        Escort  Escort Map Strategies
        Map Strategy & Stage Tips
        Escort

        Overall Strategy

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        Monte Carlo

        Monaco Circuit Royal

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        Attack
        Strategy details missing.
        Defense
        Strategy details missing.
        Dorado-streets2

        Mexico Dorado

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        Attack
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        Defense
        Strategy details missing.
        Havana

        Cuba Havana

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        Attack
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        Strategy details missing.
        Junkertown

        Australia Junkertown

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        Attack
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        Strategy details missing.
        Rialto

        Italy Rialto

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        Attack
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        Defense
        Strategy details missing.
        Route 66

        USA Route 66

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        Attack
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        Strategy details missing.
        ShambaliEscort

        Nepal Shambali Monastery

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        Attack
        Strategy details missing.
        Defense
        Strategy details missing.
        Gibraltar

        Gibraltar Watchpoint: Gibraltar

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        Attack
        Strategy details missing.
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        Strategy details missing.

        Hybrid

        Hybrid  Hybrid Map Strategies
        Map Strategy & Stage Tips
        Hybrid

        Overall Strategy

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        Blizzard World

        Blizzard World

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        Attack
        Strategy details missing.
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        Strategy details missing.
        Eichenwalde

        Germany Eichenwalde

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        Attack
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        Hollywood-set

        USA Hollywood

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        Attack
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        Strategy details missing.
        King's Row concept

        United Kingdom King's Row

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        Attack
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        Strategy details missing.
        MidtownLoading

        USA Midtown

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        Attack
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        Numbani Loading Screen

        Numbani

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        Attack
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        Defense
        Strategy details missing.
        Paraíso pvp

        Brazil Paraíso

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        Attack
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        Strategy details missing.

        Push

        Push  Push Map Strategies
        Map Strategy & Stage Tips
        Push

        Overall Strategy

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        Colosseo (day)

        Italy Colosseo

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        Pushing
        Strategy details missing.
        Defending
        Strategy details missing.
        PortugalPush

        Portugal Esperança

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        Pushing
        Strategy details missing.
        Defending
        Strategy details missing.
        Toronto

        Canada New Queen Street

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        Pushing
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        Defending
        Strategy details missing.
        Runasapi 2

        Peru Runasapi

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        Pushing
        Strategy details missing.
        Defending
        Strategy details missing.

        Flashpoint

        Flashpoint  Flashpoint Map Strategies
        Map Strategy & Stage Tips
        Flashpoint

        Overall Strategy

        TBA RATING | TBA FEATURE
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        Aatlis loading screen

        Morocco Aatlis

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        Station
        Strategy details missing.
        Garden
        Strategy details missing.
        Town Center
        Strategy details missing.
        Bazaar
        Strategy details missing.
        Resort
        Strategy details missing.
        New Junk City

        Australia New Junk City

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        Arena
        Strategy details missing.
        The Ducts
        Strategy details missing.
        Refinery
        Strategy details missing.
        Junkyard
        Strategy details missing.
        Bomb Flats
        Strategy details missing.
        Suravasa

        India Suravasa

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        Market
        Strategy details missing.
        Garden
        Strategy details missing.
        Palace
        Strategy details missing.
        Temple
        Strategy details missing.
        Ruins
        Strategy details missing.

        Achievements

        Name Icon Description Reward
        The Car Wash
        Achievement The Car Wash Hit an enemy with 3 beams simultaneously as Symmetra in Quick or Competitive play.
        Spray Symmetra Pixel
        Pixel
        Huge Success
        Ability-symmetra4 Teleport 15 players in a single Quick or Competitive play game as Symmetra.
        Spray Symmetra Cute
        Cute

        Trivia

        Vampire Symmetra figure

        Vampire Symmetra figure

        • Chris Metzen has hinted at Symmetra possessing ulterior motivations.[1] According to Michael Chu, Symmetra is not an "evil" character in the same vein as Reaper or Widowmaker, though her actions could lead individuals within the setting to view her as a villain.[2]
        • A magazine image of Symmetra could be found in an outhouse on Route 66. The image was removed in a later patch.[3]
        • Symmetra is an amputee, missing her left arm. It is unknown how or when she lost it, and whether or not her glove is a permanent prosthetic replacement or simply a glove.[4]
        • As of September 2016, Symmetra was the least played hero in Overwatch.[5]
        • Prior to her June 2018 rework in Patch 1.25, Symmetra was the only hero to have a choice between two Ultimates: Teleporter and Shield Generator.
        • As of June 2018, Symmetra is currently the only hero to receive more than one total rework. The Developers have hinted that Symmetra may be reworked a third time in the future.
        • Symmetra can place sentry turrets on a basketball in spawn rooms, and then carry said ball out onto the field using her Photon Projector. However, the turrets will be destroyed if they make contact with any walls, floors, and objects in the environment.
        • A "Vampire Symmetra" Cute but Deadly figure was made available during the Halloween Terror 2018 Event.[6]

        Misc. Character Information

        • Symmetra wears her hair up during business meetings.[7]
        • Symmetra dislikes wearing her Vishkar uniform, and prefers custom dresses made by a tailor from her old neighborhood. The dresses allow her to do her best work, whether she be dancing, light-weaving, or fighting. The uniform makes it easier to focus on the job at hand however.[7]
        • Symmetra's secondary fire from her Photon Projector, is called an icosahedron, which is a 20 sided three dimensional polygon.

        Development

        The Architect class

        The Architect class

        Symmetra's design originated as a playable class called the Architect in the cancelled Project Titan. In the original pitch for the game that would become Overwatch, she was envisioned as wielding an arc welder and blaster, and could deploy sentry turrets and shield generators. In a later pitch she was given "orb buffs," which were ultimately given to Zenyatta. Her arc welder and blaster were later changed when the idea of hard light constructs were incorporated into her design. Her teleporter was taken from the Engineer class, which served as the basis for Torbjörn, and she would eventually receive the Architect's shield generator as a second ultimate in Overwatch.[8]

        Symmetra's backstory was expanded through the development of Lúcio, as his backstory includes involvement with Vishkar as well.[9] Symmetra being autistic was initially hinted at in the "A Better World" comic, and later officially confirmed by a letter from Jeff Kaplan to a fan.[10]

        Symmetra is the only hero so far to have been recieved two significant ability reworks since the game launched; one in patch 1.6.2 (2017) and another in patch 1.25 (2018).

        Overwatch 2

        Like almost all Overwatch Heroes, Symmetra was redesigned and given a new look for Overwatch 2. David Kang was the concept artist behind her Overwatch 2 look, but otherwise not much is known about the idea behind her new look. It was stated that the general scheme concept for all new hero looks for Overwatch 2 to be aimed at keeping the "essence" of the hero, while showing some evolution and character growth in the design.[11]

        Removed Abilities

        Photon Shield
        E
        Hero-ability-circle
        Ability-symmetra3
        Cooldown Icon
        1 second
        Type
        Ability
        Symmetra surrounds an ally with a hard-light shield that absorbs damage and persists as long as that ally remains alive.
        Shields:
        +25
        Duration:
        Until target dies
        Max. range:
        20 meters

        Additional details:
        • The shields will deactivate if Symmetra is switched to another hero.

        Example video:

        Photon Barrier (old)
        E
        Hero-ability-circle
        Ability Symmetra Photon Barrier
        Cooldown Icon
        10 seconds
        Type
        Ability
        Symmetra projects a moving barrier that absorbs damage as it travels forward.
        Barrier health:
        1000
        Duration:
        Until impact
        Width:
        5 meters
        Projectile speed:
        5.5 meters per second

        Additional details:
        • The barrier moves at the same speed as most heroes, with the exception of Tracer, Genji and Lúcio with Crossfade: Speed.

        Teleporter (old)
        Q
        Hero-ability-circle
        Ability-symmetra4
        Ultimate Ready
        1000
        Type
        Ultimate Ability
        Symmetra places a teleporter exit pad at her current location, and connects it to a teleporter entry pad at her team’s starting point. Allies can travel through the entry pad to the exit pad instantly, enabling them to return to the fight swiftly after being defeated.
        Ammo:
        6 uses
        Health:
        50
        Shields:
        350
        Cast time:
        2 seconds
        Duration:
        Until destroyed or out of uses

        Additional details:
        • Symmetra does not gain Ultimate charge while the Teleporter is active.
        • The teleporter is refunded if there is a change in objective (e.g. point captured/lost).
        • It can be interchanged with Shield Generator using the Ultimate key before deployment.

        Example video:

        Shield Generator
        Q
        Hero-ability-circle
        Ability Symmetra Shield Generator
        Ultimate Ready
        1000
        Type
        Ultimate Ability
        Symmetra deploys a wide-radius generator that provides increased shielding to her entire team.
        Health:
        50
        Shields:
        350 (teleporter)
        +75 (to allies)
        Cast time:
        2 seconds
        Duration:
        5 seconds fade delay
        Until destroyed (Generator)
        Radius:
        50 meters

        Additional details:
        • Symmetra does not gain Ultimate charge while the Shield Generator is active.
        • The shield generator ignores line-of-sight, meaning that it can be placed in a concealed position or behind cover while still providing the full shield effect.
        • It can be interchanged with Teleporter using the Ultimate key before deployment.
        • The generator is refunded if there is a change in objective (e.g. point captured/lost).
        • It can be destroyed just like the teleporter
        • Strangely, newer heros such as Juno have voice lines for destroying a "Shield Generator" despite it not being in the game since OW1

        Advanced Teleportation
        Hero-ability-circle
        Perk AdvancedTeleportation
        Type
        Minor Perk
        Teleporter’s range is increased by 50%.

        Additional details:
        • Removed in Season 18.

        Media

        Images

        Former Portrait
        Gameplay Screenshots
        Concept Art

        Videos

        Old Abilities

        Balance Change Logs

        For more information, see Patch Notes.

        Overwatch PvP
        Patch
        Description
        Reducing the secondary-fire projectile size increases the precision required to use it effectively. Lowering Teleporter durability provides clearer counterplay and encourages more deliberate placement.

        Ability-symmetra1 Photon Projector Secondary fire

        • Base projectile size reduced from 0.5 to 0.4 meters.

        Ability-symmetra4 Teleporter

        • Base shield health reduced from 250 to 200.

        Perk AdvancedTeleportation Advanced Teleportation - Minor Perk

        • Removed.

        Perk PerfectAlignment Perfect Alignment - Minor Perk

        • Changed to a Minor Perk.
        • Now only increases the range of Photon Projector's primary fire by 20% regardless of the charge level of the beam.

        Ability Symmetra Photon Barrier Hovering Barrier - Major Perk

        • New Major Perk.
        • Teleporter gains the option to create a forward moving barrier instead. Pressing E again slows down the barrier's movement.
        Hero Perks

        Perk SentryCapacity Sentry Capacity

        • Sentry Turret gains an additional charge.

        Perk AdvancedTeleportation Advanced Teleportation

        • Teleporter's range is increased by 50%.

        Perk PerfectAlignment Perfect Alignment

        • Primary Fire's range increases by 15% with each additional charge level.

        Perk ShieldBattery Shield Battery

        • Symmetra regenerates 20 shields per second while within 10 meters of her teleporter.
        Developer Comment: Symmetra is performing quite well but we'd like to further enable teamplay around an interesting ability like the Teleporter by making it more difficult to destroy.

        Ability-symmetra4 Teleporter

        • Base shield health increased from 200 to 250.
        Developer Comments: To help solidify Symmetra as a close-range threat, we're increasing her health to better survive in that range, along with how quickly her primary fire beam damage ramps up.
        • Base health increased from 100 to 125 (Total health increased from 250 to 275).

        Ability-symmetra1 Photon Projector

        • Primary fire charge rate increased 25%.
          (This change has been silently reverted at an unknown date)

        Ability-symmetra1 Photon Projector

        • Primary fire damage per second decreased from 65 to 60, scaling with all levels. Maximum damage per second is 180.

        Ability-symmetra2 Sentry Turret

        • Health decreased from 50 to 40.
        General updates
        • Global projectile size modifier for travel time projectiles with a speed greater than 50 meters per second reduced from 0.1 to 0.075 meters.
        Hero updates

        Ability-symmetra1 Photon Projector

        • Primary fire damage per second increased from 60 to 65, scaling with each stage. The new maximum damage per second is 195.

        Ability-symmetra2 Sentry Turret

        • Health increased from 30 to 50.
        • Damage per second increased from 25 to 30.

        Ability-symmetra4 Teleporter

        • Health increased from 50 to 100.
        • Shields increased from 150 to 200.
        General updates

        Most damage-dealing projectile sizes have been increased by a new global modifier added to their base size.

        • +0.05 meters for hitscan projectiles with a high rate of fire or spread (e.g., Tracer's Pulse Pistols or Reaper's Hellfire Shotguns).
        • +0.08 meters for hitscan projectiles that are more precise (e.g., Cassidy's Peacekeeper or Soldier:76's Heavy Pulse Rifle).
        • +0.05 meters for travel time projectiles that are shotguns or have a very high rate of fire (e.g., Roadhog's Scrap Gun or Ramattra's Void Accelerator).
        • +0.10 meters for travel time projectile with a speed greater than 50 meters per second (e.g., Zenyatta's Destruction Orb).
        • +0.15 meters for travel time projectile with a speed less than or equal to 50 meters per second (e.g., Pharah's Rocket Launcher).
        • Very large projectiles with a base size greater than 0.5 meters have been excluded from these increases (e.g., Orisa's Energy Javelin or Reinhardt's Fire Strike).

        Hero combined HP (base health/armor/shields) increased by 15-25%.

        • 150-175 HP heroes increased by 25 HP.
        • 200-300 HP heroes increased by 50 HP.
        • 300+ HP (Tanks) increased by 75-100 HP.
        • Each hero's precise health increases are listed in their patch notes below.

        Ultimate Charge

        • All Ultimate ability costs increased by 10%.

        Regenerative Passive for All Heroes

        • All heroes now regenerate 20 health per second after 5 seconds of not taking damage.

        Support Role Passive

        • Now reduces the delay before regeneration begins by half (2.5 seconds).

        Damage Role Passive

        • Reload speed bonus on elimination has been removed.
        • New role passive: Dealing damage reduces enemy healing received by 20% for 2 seconds.

        Quick Melee

        • Damage increased from 30 to 40.
        Hero updates
        • Shields increased from 100 to 150.

        Ability-symmetra1 Photon Projector

        • Primary fire beam width increased from 0.2 to 0.25 meters.
        Developer comments: With Symmetra recently gaining more lethality in her long-ranged secondary fire, she's no longer as reliant on playing at close range, so we're reverting her total health back to 200.
        • Base shield health reduced from 125 to 100 (total 200 HP).
        Developer Comments: Symmetra is exceptionally map dependent, to the point where she is oppressive in certain situations yet ineffectual in others. The following changes increase her weapon effectiveness while lessening some of the frustrations caused by her turrets. The Photon Projector primary fire is now an even more pointed counter against certain heroes due to its conditional shield health regeneration, and the secondary fire now takes one less fully charged projectile to eliminate most heroes. Symmetra's turrets are especially powerful when focusing on the same target due to their combined total damage output coupled with their slowing effect. We are lowering their raw damage and angling them towards utility to make spreading them out a more viable option.

        Ability-symmetra1 Photon Projector

        • Secondary Fire maximum impact damage increased from 45 to 50.
        • Secondary Fire maximum explosion damage increased from 45 to 50.
        • Regenerate up to 30 shield health per second when primary fire deals damage to barriers or enemies with shield health.

        Ability-symmetra2 Sentry Turret

        • Damage per second reduced from 40 to 25.
        • Turrets now reveal enemy heroes to allies while dealing damage and for 1 additional second afterwards.

        Photon Barrier Photon Barrier

        • Ultimate cost increased 10%
        The changes to Symmetra's primary fire will make her gameplay faster by enabling her to charge the beam up to dangerous levels more quickly. However, it will also drain to less lethal levels at an increased rate when not damaging a target. We're reverting the adjustments to her ammo management because, while it helped with matchups where there were no barriers, it lost something interesting to its interactions.

        Ability-symmetra1 Photon Projector Primary Fire

        • Beam charge rate and decay rate increased by 20%
        • Primary fire ammo consumption rate increased from 7 to 10 per second
        • Primary fire gains ammo from damaging barriers again

        Photon Projector Alt Fire Photon Projector (Secondary Fire)

        • Charge time reduced from 1.2 seconds to 1 second
        • Projectile radius increased from 0.4 to 0.5 meters

        Ability-symmetra4 Teleporter

        • Cooldown reduced from 16 to 12 seconds

        Ability-symmetra1 Photon Projector (Primary Fire)

        • Maximum ammo increased from 70 to 100
        • No longer generates ammo when damaging barriers

        Photon Projector Alt Fire Photon Projector (Secondary Fire)

        • Projectile speed increased from 25 to 50
        • Max damage reduced from 120 to 90 (45 impact, 45 explosion)
        • Max charge projectile size reduced from 0.5 to 0.4
        • Ammo cost increased from 7 to 10
        • Charge time increased from 1 to 1.2 seconds

        Ability-symmetra4 Teleporter

        • Build time reduced from 2 to 1 second
        • Now has a maximum lifetime of 10 seconds
        • Cooldown increased from 10 to 16 seconds
        • Cooldown starts when Teleporter is placed
        • Health reduced from 300 to 200 (50 health, 150 shields)

        Ability-symmetra2 Sentry Turret

        • Travel speed increased from 15 to 20
        • Movement speed reduction on targets reduced from 20% per turret to 15% per turret

        Overwatch 1
        Patch
        Description

        Ability-symmetra2 Sentry Turret

        • (Parity Adjustment) No longer deals less damage on console platforms

        Ability-symmetra4 Teleporter

        • Can now be manually destroyed while dead
        • Base shields increased from 100 to 125

        Ability-symmetra1 Photon Projector

        Secondary Fire

        • Max damage reduced from 140 to 120

        Ability-symmetra4 Teleporter

        • Cooldown reduced from 12 to 10 seconds

        Developer Comment: We're reducing the cooldown of the Teleporter to help lower the friction between needing to use it as both a personal and team-focused mobility tool.

        Photon Projector Alt Fire Photon Projector (Secondary Fire)

        • Damage increased from 120 to 140

        Ability-symmetra2 Sentry Turret

        • [Console-Only Update] Turret DPS reduced from 34 to 30

        Developer Comment: Increasing Photon Projectors max damage allows Symmetra to play more effectively at a safer range when necessary.

        Photon Barrier Photon Barrier
        • Duration reduced from 15 to 12 seconds
        • Health reduced from 5000 to 4000

        Ability-symmetra2 Sentry Turret

        • Damage per second reduced from 50 to 40

        Ability-symmetra1 Photon Projector

        • Players impacted by the primary fire beam should now hear a louder impact sound

        Developer Comment: The duration of Photon Barrier was too high considering its impact on a battle. Recent changes have seen large increases in Symmetra’s overall damage output, so we’re reducing her turret damage in lieu of making further damage adjustments to her Photon Projector.

        General

        • Reverted edge-placement change for ground targeted abilities (Reaper's Shadowstep, Mei's Icewall, Symmetra's Teleporter, etc)

        General

        • Ground targeted abilities (Reaper’s Shadowstep, Mei’s Icewall, Symmetra’s Teleporter, etc) will now more heavily prefer edges over placing as far away as possible.

        Ability-symmetra1 Photon Projector (Primary Fire)

        • Beam width lowered from 0.3 meters to 0.2
        • Beam DPS per level lowered from 65/130/195 to 60/120/180
        Ability-symmetra4 Teleporter
        • Now lasts an infinite duration until destroyed
        • Players can destroy their Teleporter with the ability 2 input
        • Cooldown now starts when Teleporter is destroyed
        • Maximum range increased from 25 to 30 meters
        • Teleporter is destroyed if the entrance is more than 40 meters from the exit

        Developer Comment: Symmetra’s Teleporter is an interesting tool but often felt too restricting to use. Making the Teleporter last indefinitely opens up new opportunities for how Symmetra is used in various maps and group compositions.

        Ability-symmetra4 Teleporter
        • Teleporter interact range increased from 1 meter to 1.5 meters.

        Developer Comments: This is primarily a quality of life improvement as it was possible to create a teleporter that Symmetra was unable to interact with unless she moved toward it.

        Ability-symmetra4 Teleporter
        • Railings and other breakable objects no longer block teleporter placement and teleporting
        Ability-symmetra1 Photon Projector
        • Primary Fire’s damage ramps up 20% faster

        Developer Comments: This will allow Symmetra to more consistently reach peak damage output from her Photon Projector.

        Ability-symmetra1 Photon Projector
        • Primary fire beam charges up 20% faster

        Developer Comments: It's still difficult to use Symmetra's Photon Projector beam effectively, even after its range was increased. By speeding up the primary fire charge rate, it takes less time to ramp up to its full damage potential and will be a stronger option when she’s presented with targets to charge up on.

        General

        • Enemies’ health bars will now become visible to players if an entity they create deals damage to an enemy (e.g. Symmetra’s turrets)
        Ability-symmetra1 Photon Projector
        • Primary fire range increased from 10 to 12

        Developer Comments: Symmetra’s primary fire has huge damage potential but it is too difficult to charge because of its low range and slow charge rate. We’re increasing the range to see how it plays out, giving her more opportunities to use it, especially against enemy barriers.

        Role Update
        • Now a damage hero

        Ability-symmetra1 Photon Projector

        • No longer locks onto targets
        • Range increased to 10 meters
        • Damage ramping now takes 2 seconds per damage level instead of 1 second
        • Damage ramp increased from 30/60/120 to 60/120/180
        • Now generates ammo instead of spending it when hitting a barrier
        • Ammo reduced from 100 to 70

        Photon Projector Alt Fire Photon Projector (Secondary Fire)

        • No longer pierces targets
        • Now explodes on contact
        • Projectile speed increased
        • Charge up speed increased
        • Damage changed to 60 impact / 60 explosive

        Ability-symmetra2 Sentry Turret

        • Turret is now placed like a projectile instead of being set in place
        • Can hold a max of 3, down from 6
        • Can now deploy a max 3, down from 6
        • Damage increased
        • Amount of slowing effect increased

        Ability-symmetra4 Teleporter

        • Can now place the exit up to 25 meters away from Symmetra
        • Entrance will automatically be built in front of Symmetra, rather than at her team’s spawn point
        • Lasts 10 seconds
        • Health lowered to 300
        • More things can teleport through it (e.g. Junkrat’s RIP-Tire)
        • Entrance can be destroyed
          • If either the entrance or exit is destroyed, the other is removed

        Photon Barrier New Ultimate: Photon Barrier

        • Deploys a barrier that is big enough to span and cut through an entire map
        • Orientation can be changed by pressing the ultimate button again
        • Lasts 15 seconds
        • Has 5000 health

        Developer Comments: The goal of these changes is to move Symmetra to her new damage role and make her more flexible and viable across more areas of the game than she was previously. Now that Symmetra is no longer a support hero, she is expected to be able to dish out heavy damage, and these changes allow for her to do so. She should be more powerful and interesting in more team compositions and maps, and she should also be stronger on offense and defense.

        Ability Symmetra Photon Barrier Photon Barrier (New Ability)
        • Replaces her existing Photon Shield ability
        • Generates a large energy barrier in front of Symmetra that blocks enemy fire as it travels forward

        Ability Symmetra Shield Generator Shield Generator (New Ultimate Ability Option)

        • Symmetra's Ultimate ability now offers a choice between Teleporter and a new option: Shield Generator
        • Shield Generator places a device that grants additional shields to allies within its effective radius (regardless of barriers, walls, or obstacles between them and the Shield Generator)

        Ability-symmetra1 Photon Projector (Primary Fire)

        • Range has been increased from 5 meters to 7 meters

        Ability-symmetra2 Sentry Turret

        • Turrets that can be carried have been increased from 3 turrets to 6 turrets
        • Cooldown has been reduced from 12 seconds to 10 seconds

        Ability-symmetra3 Photon Shield

        • Replaced with the new Photon Barrier ability

        Ability-symmetra4 Teleporter

        • Health has been decreased from 200 to 50
        • Shields have been increased from 0 to 350

        Developer Comments: We wanted to address two main issues with Symmetra. First, on the whole, we felt that she didn’t feel active enough. Second, due to the nature of her Teleporter, she felt weak in certain situations on different maps and game modes. To address the first point, we replaced her more passive Photon Shield ability with a much more active ability: Photon Barrier. Now, Symmetra can help lead the charge on offense or help shut down a big push on defense by actively blocking damage for your team. For the second point, we noticed players would often switch off of Symmetra once they found themselves in a situation where her Teleporter wasn’t as useful. For example, when playing her on defense on an Assault map, players often used her to defend the first capture point, then quickly switched to another hero if that point fell. To help her feel more useful in more situations, we've given her an alternative to her Teleporter. The Shield Generator is just as important for the enemy to deal with, but is useful in more situations. The turret changes allow her to rebuild her turret nests faster. Even if all her turrets are wiped out, it's now easier for players to build them all back up before the next push. We’re also increasing the range on her Photon Projector to make it easier for her to build up and keep a powerful charge on her target.

        • Dealing damage to things other than players (like Torbjorn's turret or Symmetra's teleporter) no longer charges ultimate abilities

        Developer Comment: Game-changing ultimate abilities were coming up a bit too frequently. This change helps keep them in check while still allowing them to be powerful.

        General Update
        • When activating the "Ultimate Status" communication, Symmetra now reports the number of charges left on her teleporter
        Hero Balance Update
        • Ultimates that consume the ultimate meter when activated will now drain the meter more quickly (.25 second instead of 1 second)
        • Reverted a recent change that reduced the size of heroes' projectiles
        • Most hero abilities will no longer interrupt quick melee attacks
        • Ultimate abilities will now interrupt quick melee attacks

        Developer Comments: Altering the size of projectiles in flight had too many unintended side effects to keep in the game, at least in its current form. We will continue watching this and make additional changes if necessary. We’re also making quick melee more consistent when interacting with enemy abilities.

        Hero Balance Change (PS4 and XB1 exclusively)
        • Turrets damage decrease by 30%

        References

        1. 2014-11-24, BlizzCon 2014 – Overwatch Unveiled Panel Transcript. Blizzplanet, accessed on 2015-03-08
        2. 2015-08-16, Reddit Q&A about Solider[sic] 76 | Overwatch. Blizzplanet, accessed on 2015-08-06
        3. 2016-03-26, Blizzard Patches Masturbation Gag Out Of Overwatch. Kotaku, accessed on 2016-03-26
        4. 2016-12-10, Blizzcon 2016 Overwatch Q&A Panel Transcript. BlizzPlanet, accessed on 2018-11-16
        5. Game Informer #81: Designing Overwatch: From Titan to Torbjörn
        6. 2018-10-09, OVERWATCH HALLOWEEN TERROR GEAR AVAILABLE NOW. Blizzard Entertainment, accessed on 2018-10-10
        7. 7.0 7.1 Cite error: Invalid <ref> tag; no text was provided for refs named RebuildingRuins
        8. Blizzcon 2017, Overwatch: Archives
        9. 2015-12-10, How Blizzard is making up Overwatch's story as it goes. PC Gamer, accessed on 2015-12-24
        10. 2017-03-09, Overwatch fan theory about Symmetra finally confirmed by Blizzard. Polygon, accessed on 2017-03-10
        11. 2021-02-19, BlizzConline 2021 | Behind the Scenes of Overwatch 2 | Overwatch. Youtube @PlayOverwatch, accessed on 2024-04-16

        External links

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