Sigma - Overwatch Wiki
Sigma
Yann Guillemot (French) Richard Gonlag (German) Liu Yijia (Mandarin (Chinese)) Huang Tianyou (Mandarin (Taiwanese)) Shimada Takahiro (Japanese) Luca Semeraro (Italian) Luis Ferrando Rios (Spanish-European) Marcelo Pissardini (Portuguese-Brazilian) Wojciech Karals (Polish) Igor Taradaikin (Russian)
Cosmetics Source Role Health Shield Video CharacterSigma is a tank hero in Overwatch. He was released on August 13, 2019, and was the 31st hero added.
Contents
- 1 Overview
- 2 Abilities
- 3 Special Hero Options
- 4 Strategies
- 4. 1 Weapons and Abilities
- 4. 2 General Strategies
- 4. 3 Advanced Tips
- 5. 1 Tank
- 5. 2 Damage
- 5. 3 Support
- 6. 1 Background
- 6. 1. 1 Accidents
- 8. 1 Cultural Background
- 8. 2 Other Character Info
- 8. 2. 1 Conflicted Info
- 9. 1 Concept Art
- 9. 2 Video
Overview
Sigma is an eccentric astrophysicist and wayward tank who gained the power to control gravity after a failed orbital experiment. Operated by Talon and deployed as a living weapon, Sigma's presence on the battlefield cannot be ignored.
Abilities
Role: Tank Type Passive AbilityDecreases hit rate and critical damage taken. Decreases final damage from healing and damage taken. Increases base health in Role Playing Quest mode.
Ability Details- Decreases the speed of knockback you receive by 40%.
- Decreases final power output by 40%.
- Decreases total damage taken from critical hits such as headshots by 25%.
- Weapons with a head modifier as low as 1. 5x completely ignore this damage reduction.
- The effect on abilities that deal critical damage in ways other than headshots is ambiguous: EarthShatter and overrun are affected by the damage reduction, but Virus and Volatile chaingun's forced critical hits against burn targets are not affected.
- Damage reduction stacks with other modifiers that affect damage.
Sigma fires two gravity balls. The gravity balls bounce off walls and are destroyed in a short time, destroying enemies within a significant range.
Ability Details- Damage per second:~73. 3 when fired.
- Bounce back to the wall, floor, and ceiling. Charge is activated when a hero or object hits.
- The charge will be activated automatically when you go 22 meters along the track. However, since the charge moves downward, the maximum range of the supernatural is slightly shorter than 22m.
- Supernatural can trigger confidence when sinking near Sigma.
- The enemy who hits the blast is slightly drawn toward the center. This effect is counted as knockback.
- Throwing can be blocked before launching due to defensive matrix, exercise perception, rotation, and javelin bias. The blast itself is not affected.
- The reinforced matrix affects all the damage given when the launch passes. The damage of the launch itself does not increase.
Sigma presses the floating barrier to the place where it is. Barriers can be collected at any time.
Ability Details- In the default setting, the barrier moves forward while pressing the ability key, and stops when separated.
- Barrier health is recovered for 2 seconds and starts to play at 85 per second.
- The growth of the block is channeling action. The use of fire and abilities is restricted, and stuns, hits, and hijacks (including dorter effects) interrupt the cast.
- While developing the block, Sigma cannot use the main shooting or normal abilities. The gravity flow can be used, and the activation of the barrier can be stopped at the current location.
- Stunning and knockdown stop the barrier, but there is no effect to release the barrier.
- Exercise understanding is a channeling skill. There is a limit to shooting and the use of other abilities, and if the sigma is stunned, hits, and hijacked, the ability, including those auxiliary effects, is interrupted.
- Sigma cannot use a primary fire or develop an experimental barrier while active.
- An experimental barrier can withdraw without interruption.
- By activating gravitational or gravitational flow, you can cancel your understanding of exercise.
- If you interrupt or cancel your exercise, you will not get a shield.
- The hit box is rectangular, located in front of the sigma, and moves according to the sigma perspective. The width and depth are almost the same as the swirling area, but the height is growing to the height of the sigma.
- Abilities that generate AOE and abilities that move as bullets with AOE can generally block them before landing. (Including final abilities such as graviton surge, blizzard, dragon strike (arrow))
- Aug maintenance is a channeling ability. The use of firepower and other abilities is restricted, and if the sigma is fainted, hit, or hijacked, the ability, including the accompanying effect, is interrupted.
- An experimental barrier can withdraw without interruption.
- Sigma cannot use primary fires and other abilities while losing ogg maintenance.
5 seconds (aim) 1 second (startup delay) 2, 3 seconds (suspension) 0, 6 seconds (high gravity after SLAM)
Maximum range 35 meters Area of effect A radius of 8 meters (horizontal)~8-10 meters (vertical) Moving speed 7. 15 m/sSigma uses the full force of his power to lift the enemy to the targeted area and launch them into the sky before counterattacking.
Ability Details- The target area of Gravitic Flux is cylindrical. Its base is a flat circle with a radius of 8 meters, located 5, 5 meters below the target's location (ground).~8-10 meters above the ground.
- Targeting is done offline from the dark circle in the center of the selected area. Enemies who can block the line of sight from the center, for example by hiding behind a wall, are not affected by the initial lift.
- This means that certain physical objects that block the line of sight, such as the Tree of Life or the Horseshoe Platform, can prevent targeting. In fact, due to the Tree of Life's large size, if it is placed directly in the center of the selection area, it will block all targets that would ultimately finish early.
- Gravity Flux targets enemies through barriers.
- The area of effect of Gravitic Flux is slightly wider than the marker, so enemies within 0. 5-1m of the edge of the marker will also be affected.
- Venture's Mauga and Burrow's Overrun can prevent heroes from slamming into the air, but the effect cannot be removed once slammed into the air, and movement abilities cannot be used while slamming into the air.
- Heroes affected by Gravity Flow can use Symmetra's TV Teleporter, but the effect cannot be removed.
- Orissa can use Fortify to prevent and remove the effect.
- D. VA can use Self Destruct to remove the effect herself while the exploded mech is suspended.
- D. VA can also escape the suspension by re-entering her mech, but must activate it before being hit by gravity flow, as Call Mech is deactivated while suspended.
- If the ability is interrupted before SLAM or the target escapes the suspension, the target will fall naturally without taking damage.
- Slam damage ignores all damage modifiers for both Sigma and the target.
- Roots and obstacles temporarily disable Sigma from flying, but do not prevent activation or immediately end the ability.
- Gravitic Flux is an ability that can be activated or ended by being physically assaulted, stunned, punched, or put to sleep.
- Vertical and horizontal speeds are related; Sigma cannot move faster than 7 or 15 meters per second both horizontally and vertically at the same time.
- Vertical Speed
- If the crosshair is exactly in the center, pinch forward/backward, jump/right/left, the vertical and horizontal speeds are 5. 06 meters per second.
- If the crosshair is exactly in the center, pinch forward/back/left and jump/ctrl, the vertical speed = 3, 58 and the horizontal speed = 6, 19.
Hero-specific options
Setting Name Option Setting Content Experimental Block Toggle Disabled (default) When the player stops pressing the button, the Experimental Barrier stops moving forward. On When the player presses the button again, the Experimental Barrier stops moving forward. Gravity Flux Confirm Input Main Fire (default) Pressing Primary Fire will activate Gravitic Flux. Secondary Fire Pressing Secondary Fire will activate Gravitic Flux. Experimental Barrier User Interface Active (default) The Experimental Barrier user interface will be displayed above the D-pad. Away Experimental Barrier user interface is hidden for users. Experimental Barrier Reload Disabled (default) Experimental Barrier cannot be released without pressing Secondary Fire. On Experimental Barrier can be released by pressing Secondary Fire or Reload. Hide Gravitic Flux Timer Disabled (default) Timer user interface elements are displayed around the crosshairs. on Timer user interface elements are hidden. Climbing during Gravitic Flux at Capacity 3 Disabled (default) Pressing and holding jump will cause Sigma to rise only during Gravitic Flux. On Pressing and holding the jump button or ultimate ability button will cause Sigma to rise during Gravitic Flux. Strategy
Sigma is a tank hero with fixed attack and defense power. However, his long cooldown requires him to think ahead instead of using his abilities freely. Although he can deal high damage, he is best used by keeping his distance using Accretion and Hyperspheres to create openings and protect his team with the versatile Experimental Barrier, but he requires quick thinking and good situational awareness when using Kinetic Grasp to protect himself and his team.
The player wants to use him too aggressive, as Sigma's abilities can give the impression that they are stronger than the actual one. Sigma has the ability to do great damage, but because of lack of mobility, the isolated and unbelievable situation surrounded by enemies is the worst. If you use Sigma to ove r-th e-counter, you will almost always die. Similarly, if your teammates are nearby, you are likely to be eliminated in the same way if you are already leaving the battle. Nevertheless, the aqueousion and its super spheres can quickly eliminate one escape enemy like Lucio and Tracer. In such a case, it is the correct play to dipper before they leave. The timing you need to come forward and whether you can determine the timing of being behind the team is greatly involved in the survival of yourself and the team.
Weapons & Abilities
- Super Sculpia: Sigma's main shooting. It can damage multiple enemies at once using a tw o-fire bullet that explodes immediately after launch. The explosion is HALT of Orisa! It has a small gravity effect similar to that, but is much weaker.
- The damage of the bullet is moderate and stable, but the head shot cannot be applied. Superball can bounce off obstacles and damage multiple enemy players and hidden players in the corners.
- Due to the short range, there is a limit to the battle in the opened place. Stay in places where enemies are concentrated, such as near the enemy's cover or narrow areas.
- The secondary gravity effect can slow the movement of a quick hero like Lucio, Soldier: 76, and Genji.
- Although the range is narrow, moderate damage can be used to limit enemy obstacles.
- If you use Melee correctly after the second shot, the time to the next attack will not increase. As a result, the DPS at short distances rises significantly by interweaving melee attacks between shooting.
- Super Barrett is a bullet that draws an arc like a Grenade launcher of Jean Clut and Thorbjorn, but the lower direction of the Sigma Super Barrett is very small and the enemy is approaching the maximum range. There is no need to consider moving. The player wants to use him too aggressive, as he can give the impression that Sigma's abilities are stronger than the actual. Sigma has the ability to do great damage, but because of lack of mobility, the isolated and unbelievable situation surrounded by enemies is the worst. If you use Sigma to ove r-th e-counter, you will almost always die. Similarly, if your teammates are nearby, you are likely to be eliminated in the same way if you are already leaving the battle. Nevertheless, the aqueousion and its super spheres can quickly eliminate one escape enemy like Lucio and Tracer. In such a case, it is the correct play to dipper before they leave. The timing you need to come forward and whether you can determine the timing of being behind the team is greatly involved in the survival of yourself and the team.
- Super Sculpia: Sigma's main shooting. It can damage multiple enemies at once using a tw o-fire bullet that explodes immediately after launch. The explosion is HALT of Orisa! It has a small gravity effect similar to that, but is much weaker.
- The damage of the bullet is moderate and stable, but the head shot cannot be applied. Superball can bounce off obstacles and damage multiple enemy players and hidden players in the corners.
- Due to the short range, there is a limit to the battle in the opened place. Stay in places where enemies are concentrated, such as near the enemy's cover or narrow areas.
- The secondary gravity effect can slow the movement of a quick hero like Lucio, Soldier: 76, and Genji.
- Although the range is narrow, moderate damage can be used to limit enemy obstacles.
- If you use Melee correctly after the second shot, the time to the next attack will not increase. As a result, the DPS at short distances rises significantly by interweaving melee attacks between shooting.
- Super Barrett is a bullet that draws an arc like a Grenade launcher of Jean Clut and Thorbjorn, but the lower direction of the Sigma Super Barrett is very small and the enemy is approaching the maximum range. There is no need to consider moving. The player wants to use him too aggressive, as Sigma's abilities can give the impression that they are stronger than the actual one. Sigma has the ability to do great damage, but because of lack of mobility, the isolated and unbelievable situation surrounded by enemies is the worst. If you use Sigma to ove r-th e-counter, you will almost always die. Similarly, if your teammates are nearby, you are likely to be eliminated in the same way if you are already leaving the battle. Nevertheless, the aqueousion and its super spheres can quickly eliminate one escape enemy like Lucio and Tracer. In such a case, it is the correct play to dipper before they leave. The timing you need to come forward and whether you can determine the timing of being behind the team is greatly involved in the survival of yourself and the team.
- Super Sculpia: Sigma's main shooting. It can damage multiple enemies at once using a tw o-fire bullet that explodes immediately after launch. The explosion is HALT of Orisa! It has a small gravity effect similar to that, but is much weaker.
- The damage of the bullet is moderate and stable, but the head shot cannot be applied. Superball can bounce off obstacles and damage multiple enemy players and hidden players in the corners.
- Due to the short range, there is a limit to the battle in the opened place. Stay in places where enemies are concentrated, such as near the enemy's cover or narrow areas.
- The secondary gravity effect can slow the movement of a quick hero like Lucio, Soldier: 76, and Genji.
- Although the range is narrow, moderate damage can be used to limit enemy obstacles.
- If you use Melee correctly after the second shot, the time to the next attack will not increase. As a result, the DPS at short distances rises significantly by interweaving melee attacks between shooting.
- Super Barrett is a bullet that draws an arc like a Grenade launcher of Jean Clut and Thorbjorn, but the lower direction of the Sigma Super Barrett is very small and the enemy is approaching the maximum range. There is no need to consider moving.
- An experimental obstacle: A large barrier that can be freely deployed and withdrawn, and can be deployed anywhere within the Sigma view.
- It is best to use this barrier on its own to cross dangerous places, hinder explosions and important abilities. Depending on the situation, it can be used to support the team, but it should be used mainly for your own survival.
- An experimental barrier can be used in various situations to save yourself and the team, and greatly depends on the ability to respond quickly to the situation in front of you.
- Using the barrier speed can prevent the use of Soldier 76, Pharah, Reaper, Reinhardt, Cassidy, ASHE (B. O. B.), Bastion, Roadhog, and sometimes D. VA. This may deny playing the game, which delays/ eliminates the ability to use enemy ends.
- If you use a barrier, you can quickly pass the chalk point and redrite the barrier after passing.
- When an experimental barrier is placed near an enemy who uses explosive weapons (for example, Fara's barrier and echo sticky bomb), explosive weapons adhere to the barrier, exploding near the enemy and killing the enemy. However, this is the price of a normal barrier.
- Kinetic Grasp: Kinetic Grasp resembles D. VA's defense matrix, but is short. The width is synthesized because the length is not enough. Not only Sigma himself, but also a hero who is right outside or behind him.
- This is the ability you want to use when you want to protect your teammates more than yourself or when a large amount of bullet damage is flying towards the group.
General strategies
- If you can remove the throwing ceremony during the match, it may lead to a change of games.
- If you use this abilities during the barrage, you can earn valuable time for the team. Sigma is also a natural shield that absorbs the final. The combination of motion understanding and experimental barrier can completely stop the Barrage damage while giving a full shield charge to the sigma.
- Rise: Sigma's augmentation ability gives overwatc h-specific stun skills. You can stun the hero for a long time while dealing medium damage. < SPAN> An experimental obstacle: A large barrier that can be freely deployed and withdrawn, and can be deployed anywhere within Sigma's view.
- It is best to use this barrier on its own to cross dangerous places, hinder explosions and important abilities. Depending on the situation, it can be used to support the team, but it should be used mainly for your own survival.
Advanced tips
- An experimental barrier can be used in various situations to save yourself and the team, and greatly depends on the ability to respond quickly to the situation in front of you.
- Using the barrier speed can prevent the use of Soldier 76, Pharah, Reaper, Reinhardt, Cassidy, Ashe (B. O. B.), Bastion, Roadhog, and sometimes D. VA. This may deny playing the game, which delays/ eliminates the ability to use enemy ends.
- If you use a barrier, you can quickly pass the chalk point and redrite the barrier after passing.
- When an experimental barrier is placed near an enemy who uses explosive weapons (for example, Fara's barrier and echo sticky bomb), explosive weapons adhere to the barrier, exploding near the enemy and killing the enemy. However, this is the price of a normal barrier.
Match-ups and team synergy
Tank
Kinetic Grasp: Kinetic Grasp resembles D. VA's defense matrix, but is short. The width is synthesized because the length is not enough. Not only Sigma himself, but also a hero who is right outside or behind him. This is the ability you want to use when you want to protect your teammates more than yourself or when a large amount of bullet damage is flying towards the group. If you can remove the throwing ceremony during the match, it may lead to a change of games. If you use this abilities during the barrage, you can earn valuable time for the team. Sigma is also a natural shield that absorbs the final. The combination of motion understanding and experimental barrier can completely stop the Barrage damage while giving a full shield charge to the sigma. Rise: Sigma's augmentation ability gives overwatc h-specific stun skills. You can stun the hero for a long time while dealing medium damage. An experimental obstacle: A large barrier that can be freely deployed and withdrawn, and can be deployed anywhere within Sigma's view. It is best to use this barrier on its own to cross dangerous places, hinder explosions and important abilities. Depending on the situation, it can be used to support the team, but it should be used mainly for your own survival. An experimental barrier can be used in various situations to save yourself and the team, and greatly depends on the ability to respond quickly to the situation in front of you. Using the barrier speed can prevent the use of Soldier 76, Pharah, Reaper, Reinhardt, Cassidy, Ashe (B. O. B.), Bastion, Roadhog, and sometimes D. VA. This can deny the play to change the game, and it helps to challenge the purpose by delaying/ eliminating the ability to use enemy ends. If you use a barrier, you can quickly pass the chalk point and redrite the barrier after passing. When an experimental barrier is placed near an enemy who uses explosive weapons (for example, Fara's barrier or echo sticky bomb), explosive weapons adhere to the barrier, exploding near the enemy and killing the enemy. However, this is the price of a normal barrier. Kinetic Grasp: Kinetic Grasp is similar to D. VA's defense matrix, but is short. The width is synthesized because the length is not enough. Not only Sigma himself, but also a hero who is right outside or behind him. This is the ability you want to use when you want to protect your teammates more than yourself or when a large amount of bullet damage flies towards the group. If you can remove the throwing ceremony during the match, it may lead to a change of games. If you use this abilities during the barrage, you can earn valuable time for the team. Sigma is also a natural shield that absorbs the final. The combination of motion understanding and experimental barrier can completely stop the Barrage damage while giving a full shield charge to the sigma. Rise: Sigma's augmentation ability gives overwatch's unique stun skills. You can stun the hero for a long time while dealing medium damage. Use this ability sparingly, as the long cooldown means you can't use it later in the match when you can get a quick pick with it. Attraction can be used to save a punished support on a side damage hero or a Bruiser type tank like D. Va. It's best to use it when an enemy hero is caught alone or low enough to be picked up with a boost or follow-up damage. Throwing this ability at a hero who is using their last channeling ability can stop this ultimate. These include Reaper, Pharah, Moira, and Sigma. While using the augmentation comes with a high skill gap, the ability to land a long surplus can push your team towards an easy pick or simply incapacitate the enemy player for 0, 8 seconds. Gravitic Flux: A powerful ability, it can be used to disrupt the enemy team where they are down or to end the team's challenge from that point on a crit. Because it is a powerful ability, it is easy to use it on several heroes at once, so try to limit its use when enemies are crowded together or when many heroes are in low positions. Similar to Meteor Strike, while using this, the enemy team will spread out to avoid being caught in the last shot, so try to distract them. Pair your ultimate with EarthShatter or Graviton Surge to have heroes on your final when it spills. If you lose Graviton Flow, contact a "DPS" hero. By dealing damage or using your final while airborne, DPS heroes can utilize Graviton Flow. This ultimate is great in open areas and objectives, but don't underestimate its mortality in tight areas. Using this ultimate indoors gives you a chance that is not available outdoors, such as Rip Tire and Death Blossom. With practice, this ability can also be used on minefields and self-destructs. Timing and communication are key, as the three ultimates warm up before dealing damage. Using this ability on a target can cause them to be shut down by Overtime during the suspend phase, so if there are only a few heroes at the challenge point, it is highly recommended to use it forcefully or push them into the air. Sigma has a longer effective range than other tanks, so keeping an appropriate distance from enemy heroes is key to his play. The ability to fall back when necessary and use a wall to bounce Supernaturals will be more useful than fighting head-on. Sigma excels at covering weak spots in team defenses and pushing enemies out from a distance. Use your shield to allow Sigma or your damage dealers to safely fire from corners, and use motion recognition to survive when the enemy team engages. Barrier management is the core of Sigma's kit. It is recommended to play it cool, such as protecting yourself with Experimental Barrier until Kinetic Perception is ready. Until the barrier is completed, protect yourself with Experimental Barrier, and when the barrier is completed, remove the barrier to absorb all damage, allowing you to fight more aggressively. Raze is a powerful way to eliminate aggression, but it is also effective for blocking a wide range of abilities. For example, landing against an enemy Sigma while using Motor Awareness denies him the extra shield from that skill, forcing him to play safer. Sigma floats like Zenyatta, so he doesn't take a sonic step. This is very useful for flanking and hiding from enemies, or trying to acquire a target while the enemy team is distracted. Experimental Barrier can be used to clear a lot of mines from the final shot ability. This is the ability you want to use when you want to protect your teammates more than yourself or when a large amount of bullet damage flies towards the group. Barrier can also be used proactively to block enemy heals by placing it between you and the enemy support. Hero Match Damage
Kinetic Grasp: Kinetic Grasp resembles D. VA's defense matrix, but is short. The width is synthesized because the length is not enough. Not only Sigma himself, but also a hero who is right outside or behind him. This is the ability you want to use when you want to protect your teammates more than yourself or when a large amount of bullet damage is flying towards the group. If you can remove the throwing ceremony during the match, it may lead to a change of games. If you have D. Va on your team, it's surprisingly easy to block incoming bullets and cover each other's bases. However, you'll have a hard time with beam weapons like Zarya and Symmetra. Play a more defensive role, as D. Va. is likely to be aggressive. Native Doomfist is a very threatening character to fight, as he can destroy Sigma with his kinetic understanding and experimental block with his earthquake slam and rocket punch. You need to time your rocket punch before using kinetic vision, and save the mass increment when you try to use energy block. Be careful when punching with supernatural and augmentation, as it will charge his fist. Be careful when using gravity flow during rocket punch, as you can get hit from gravity flow. Abilities aside, Doomfist cannot do any noticeable damage to Sigma, considering Sigma's low damage, Sigma's high health and shields, and high kinetic understanding. Doomfist is a very aggressive melee hero, so you can jump back and let Doomfist set up the enemy team for your thrust. He can use Meteor Strike after you cast Gravity Flow, dealing almost unavoidable damage to the enemy team. Queen Against Junker Queen, you need to make angles and long views as Sigma. Once she closes the distance with you, she is quite survivable due to your low health and high confidence, combined with the self-damage of your Supernatural. Force her voice out and deal big damage to her. Slaughter and Depend have decent cast times and are very predictable choreography, so use Accretion Mass to cancel. Absorb her saw blades and try to use Movement Understanding or Experimental Barrier. You can also use Experimental Barrier to block LOS and block her Depend. There is no noticeable synergy between these heroes. Orista While you have the advantage in range, Orisa has a high ability to close the gap, making her a huge threat. You need to play with angles and long vision, as Orisa will be forced to use her skills to survive. Be careful when you get close to Orisa, as she can boost Body Block with Javelin Spin to push you into the corner. Try to use Energy Javelin early, as it can easily cancel Gravity Flow, given how fast it is. Terra Surge is completely unblockable, just like Sigma, so if you see that the enemy Orisa has Terra Surge, play around the corner. This is a very high damage composition. ORISA can stagger enemy players into your effective turn, Terra Surge can be used to pull enemies in for Gravity Flow, and Terra Surge damage can be used to finish off the enemy team after Gravity Flow. Orista Orista With the ally Rhinhardt, it becomes a heavy blocking team formation. Since the position of Reinhardt is fixed, the degree of freedom to attack aggressively increases, but still needs to be separated from Reinhardt. If Reinhardt hits a large number of opponents with earth shutters, if you pursue it with a gravity floor, you can easily annihilate the fainted opponent. The experimental barrier moves at the same speed as Reinhardt's charge, so he will work with his ally Reinhardt during dangerous charge. Red You can win in a lon g-range battle, but once the Ramatra is closed, it will be a very on e-sided battle because the form and PUMMEL can do a lot of damage to yourself and the team without being blocked. Nemesis and Void Barrier will be forcibly taken, and the trout should be preserved for a close battle. If you are blocked when the nemesis form is low, use a settlement trout to fain and weaken it extremely. It is difficult to block the disappearance because the experimental barrier is static and cool down. Lamatra and Sigma covers each other's weaknesses and has a very powerful synergy effect. Ramattra is difficult to shut down the enemy team without using VOID BARRIER, but SIGMA's experimental barrier can reduce this risk with a lighter investment. Ramatra's Nemesis form is also useful for putting pressure on the enemy team trying to fight Sigma. As an interesting interaction, Ravenous Vortex pulls the enemy on the gravity flow to the ground before hitting under the sigma. Orista You and the road hog are almost valid in the short distance. However, if you get caught with a chain hook, you will easily be dominant. It is important to put an experimental barrier between Road Hog and yourself so that the roadhog does not connect to the chain hook. Roadhog has a large body and slow movements, so it is easy to target not only for downturn and gravity, but also for super head. It's best to use attractions when road hog is using breath. If he offers a whole attack against you or the team, try to cancel quickly with either movement recognition or inner rotation. An experimental barrier is not very effective. The high damage of the low spread will be shredded by the barrier in an instant. Roadhog, the second tank of the team, will force you to support the team in a defensive. Also, because of the slow movement speed, it is difficult to approach the enemy together. However, if you know each other's position, you can work well. An enemy peeled off from the road hog chain hook tends to be a target of superheads and boosts. If Road Hog is next to you, you can separate enemies that attack the side with a chain hook. sigma Put on the enemy Sigma Experimental Barrier and focus on remembering your remorse. Your super power can be absorbed by understanding exercise, but you can't absorb the augmentation, so focus on the stunning of the sigma as much as possible and refusing additional shields. Also, try to prevent Sigma's augmentation with an experimental barrier. If you know that the Sigma enemy has a gravity flow, save your rays to stun and cancel the Ultimate. Sigma has the ability to open and close, damage and surprise, and have the ability to absorb bullets, and slums. One sigma protects the team from behind, and another sigma can protect the team from the front. One of the sigma uses abilities, and the other can use the same abilities while cool down. Orista High mobility and knockback attack with destruction balls are difficult to deal with by itself. Kinetic Persapling can block his square cannon, but his damage output does not give him many bonus shields. Especially if a pile driver is used in the center of the team, focus on the boost to aim for the ball. Ogment is also a valuable tool that stops the ball to stop the point spinner. Experimental barriers can prevent damage to the players behind the pile driver. Roadhog, the second tank of the Sigma has almost no mobility, so it's hard to coordinate with your wrecking ball. What you can do to help him is to put up an Experimental Barrier to protect him, but this leaves your team with a lack of shields. You can also use your boost to stun enemies you hit with Piledriver. It should be easy to hit enemies you hit with Piledriver, as their trajectory is locked. Gravity Flow can also be used in conjunction with minefields to quickly eliminate groups of enemies. Winston Winston's Tesla Cannon damage can't be eliminated by either Experimental Obstacles or Motion Perception, so save both for bigger damage sources. His effective range is longer than Winston's, and his hitbox is larger, so it's easier to hit him with Super Link, but if he's countered by Barrier Spotlight, it's harder to damage Winston. If Winston tries to jump directly into your team, his predictable path allows you to hit him with Incremental Easy, but Winston can be countered with Barrage Spotlight. Instead, focus on stunning Winston as he tries to break away with his jump package. If you can hit him, Winston's momentum will be negated and he will remain defenseless. It is easy to roll up Winston in Primal Rage due to his low mobility and large hitbox. Also, his high health and jump cooldown pack reduction make the boost surprisingly ineffective unless the whole team is focused on him, so focus on distracting Winston from your teammates by shooting at him. There is no noticeable synergy between these heroes. Dice At high energy, Zarya can shred experimental obstacles in seconds, and her beams cannot be blocked by Kinetic Perception, but you can absorb the secondary flamethrower. Avoid using bubbles to reduce the amount of damage, and wait to use them before the gravity flow spills. Kinetic can absorb the gravity increase, but it is difficult due to its short range and long cooldown. Zarya can team up with Sigma in the same way as Reinhardt, but her smaller and weaker barrier, as well as her lower health pool, make this a less than optimal duo. Orista Match Synergy Group Tetrarch You can use the Experimental Barrier to block Ash's perspective, which can only be an instant during the ash change in the position. Since burn damage is an important factor in increasing the number of ash's final charge, focus on using Experimental Barriers to prevent dynamite. There is no need to use Kinetic Grasp for B. O. B. Since the shield does not increase so much, use Experimental Barrier to prevent B. O. B damage. If the ally ash and B. O. B. and GRAVITIC FLUX are used, B. O. B. will crash into a group and stun, grab it with Gravitic Flux, and at that point the B. O. B. You can put it out. Bastion Bastion's turret mode fireworks will destroy your experience barrier very quickly. Use it instantaneously to block the damage burst only while the team is trying to cross the bathtion area. The best way to use Kinetic Grasp to fill the bathtion. This is because the high damage output of the bastion can get a large amount of shields. If you don't have a barrier to protect the bastion, use the aquadition to stun and watch the damage. Vastions that use Artillery mode often hide behind the cover, but can block the bombardment shots using Experimental Barrier and absorb the shots (probably) using Kinetic Grasp. Also, if you find it using an According Mass, you can fain from the bombardment form. Use Experimental Barrier to support the bastion during the turret form. While he is out of the turret form, the potential forces of the team decrease considerably. Cassidi (Scheduled to be added) Experimental barrier mobility is a good support for allies Cassido to approach and damage enemies, and provide sufficient defense. If you float the enemy team in the air with a gravitic flux, Cassidi can easily shoot the enemy with a dead air. However, Reinhardt is to be careful of Reinhardt at high places, as Rhinhardt can deploy a barrier and protect his teammates behind. echo (Scheduled to be added) (Scheduled to be added) Genji With some practice, Gravitic Flux can be used effectively to counter Dragonblade (preferably with nano boost assist). First, wait for Genji to pull out his blade and then charge at your first target. Then, if he charges at your Ana, for example, use Gravitic Flux while he is relatively stationary. This window is pretty short, but it's more than long enough to get him caught in the flow and finish him off. This game is worth trading two ults for one and saving a lot of allies. Once you catch a lot of enemies and shoot them down with Gravitic Flux, all survivors will be significantly weakened and will be easy targets for your Genji using Swift Strike or Dragonblade. Hanzo (To be added) Sigma and Hanzo's team synergy is nothing to write home about. Support
Kinetic Grasp: Kinetic Grasp resembles D. VA's defense matrix, but is short. The width is synthesized because the length is not enough. Not only Sigma himself, but also a hero who is right outside or behind him. This is the ability you want to use when you want to protect your teammates more than yourself or when a large amount of bullet damage is flying towards the group. If you can remove the throwing ceremony during the match, it may lead to a change of games. Moon (To be added) Blizzard works well with Gravitic Flux. Enemies that are not detected quickly enough will not be able to escape the range of Gravitic Flux, and once down, they will quickly disappear either due to teammates or the slow damage caused by Blizzard's freezing. Outside of her ultimate, enemies frozen by Mei are easy targets for Supersphere and Boost. Mei can also freeze fast enemies that try to crush her at close range with her Endothermic Blaster. Pharah Because she is constantly hovering in the air, Pharah is usually prone to hovering outside the protective range of the Experimental Barrier, making her shots difficult to block. However, by responding to her rocket barrage and quickly deploying it, you can save your team and prevent Pharah from dying from the recoil. You can also use Kinetic Grasp to absorb both regular missile fire and rockets. Don't expect to do much damage to Pharah unless she is hovering close to the ground. Sigma doesn't have any notable team synergy with Pharah. Reaper Of all the shield tanks, Sigma has arguably the best matchup against Reaper. Here's a combo to remember against Reaper: hit with your Super until they use Wraith Form, use your Augmentation, and finish them off with your Super. This combo can all be done after you've gained a shield using Kinetic Agreement, while your shield is dancing with Experimental Barrier, to minimize damage taken. It's important to hit your Augmentation and all your Supernaturals, but this is very easy since Reaper's style forces you to get in close. Sigma doesn't have a noticeable team synergy with Reaper. Soldier (To be added) Soldier 76's ultimate ability, Tactical Visor, works very well with Ultimate Sigma in open areas. It gives your Soldier 76 free range by elevating everything that ends up caught up above any possible cover (other than obstacles). Use this Gravitic Flux and Tactical Visor combo to pick valuable targets in the back row or isolated targets like healers to get the upper hand in the fight. Temporary Containment Sojourn can beat Sigma with her primary fire and Railgun, as well as her invisibility for quick repositioning. Her primary fire is projectile and pretty easy to absorb, so make sure to use kinetic vision when trying to build up a charge on you. If you use invisibility, you're very vulnerable considering her large hitbox, so use Mass Accretion to stun her and get your team to follow up and kill her. Overclock is handled pretty well by her kit, as she does bad damage to obstacles and can figure out her shots. Be careful using Flow against a Stay with a slide, as there's a good chance she'll slip. With Sigma, you can play at a safer angle, as you can effectively peel Sojourn away from being killed. Gravitic Flux also combos well with Overclock, as it lines up the enemy team and immobilizes them for a short time. Sobra When it is hacked, the Experimental Barrier will forcibly return, so avoid hack as much as possible. If the reaction speed is fast, you can put a shield with Sombra and block the gaze of the hack, and you can block her bullet to refuse the last charge. Also, if the team is focusing on Sombra to prevent Sombra from trying to escape on a teleport, Sombra can be stunned in the aqueousition. Hack will completely disable gravitic flux, so let's use it before the last broadcast. EMP is a great threat to you, your expeling barrier will be brought back and caused a lot of damage. If your ally Sombra defeats the enemy team using EMP, it will be easier to grab it with a gravitic flux and kill it with a single blow. symmetry Sinmetra's Photon Projector Beam charges and gains ammunition from the Experimental Barrier, so if you don't manage it carefully, the barrier will be shredded in a few seconds. The beam cannot be prevented by kinetic glusp, so if the charge is high, it may die immediately. In addition, it is difficult to apply a super ball because the frame is small. However, the range is slightly advantageous, so if possible, aim outside the beam range. Kinetic Grasp can absorb her second fireball, but it is difficult to absorb multiple multiple firing speeds. Experimental barrier can prevent her and the damage of her St. Retlets while the team is destroying Central Taret. Symmetra teleporters helps to improve low mobility and take them to high places and places that are usually difficult to reach. If she activates a photon spectrum, she usually wants to call an experience barrier to save energy. Story
TolbjornTolbjorn < Span> When the Experimental Barrier is forcibly returned, avoid hacks as much as possible. If the reaction speed is fast, you can put a shield with Sombra and block the gaze of the hack, and you can block her bullet to refuse the last charge. Also, if the team is focusing on Sombra to prevent Sombra from trying to escape on a teleport, Sombra can be stunned in the aqueousition. Hack will completely disable gravitic flux, so let's use it before the last broadcast. EMP is a great threat to you, your expeling barrier will be brought back and caused a lot of damage.
If your ally Sombra defeats the enemy team using EMP, it will be easier to grab it with a gravitic flux and kill it with a single blow.
Background
symmetry
Sinmetra's Photon Projector Beam charges and gains ammunition from the Experimental Barrier, so if you don't manage it carefully, the barrier will be shredded in a few seconds. The beam cannot be prevented by kinetic glusp, so if the charge is high, it may die immediately. In addition, it is difficult to apply a super ball because the frame is small. However, the range is slightly advantageous, so if possible, aim outside the beam range. Kinetic Grasp can absorb her second fireball, but it is difficult to absorb multiple multiple firing speeds. Experimental barrier can prevent her and the damage of her St. Retlets while the team is destroying Central Taret.
Symmetra teleporters helps to improve low mobility and take them to high places and places that are usually difficult to reach. If she activates a photon spectrum, she usually wants to call an experience barrier to save energy.
Tolbjorn
When the Tolbjorn hacks are forced, the Experimental Barrier will forcibly return, so avoid hacks as much as possible. If the reaction speed is fast, you can put a shield with Sombra and block the gaze of the hack, and you can block her bullet to refuse the last charge. Also, if the team is focusing on Sombra to prevent Sombra from trying to escape on a teleport, Sombra can be stunned in the aqueousition. Hack will completely disable gravitic flux, so let's use it before the last broadcast. EMP is a great threat to you, your expeling barrier will be brought back and caused a lot of damage.
If your ally Sombra defeats the enemy team using EMP, it will be easier to grab it with a gravitic flux and kill it with a single blow.
The Accident
“ symmetry „ ~Sinmetra's Photon Projector Beam charges and gains ammunition from the Experimental Barrier, so if you don't manage it carefully, the barrier will be shredded in a few seconds. The beam cannot be prevented by kinetic glusp, so if the charge is high, it may die immediately. In addition, it is difficult to apply a super ball because the frame is small. However, the range is slightly advantageous, so if possible, aim outside the beam range. Kinetic Grasp can absorb her second fireball, but it is difficult to absorb multiple multiple firing speeds. Experimental barrier can prevent her and the damage of her St. Retlets while the team is destroying Central Taret. Symmetra teleporters helps to improve low mobility and take them to high places and places that are usually difficult to reach. If she activates a photon spectrum, she usually wants to call an experience barrier to save energy.
Tolbjorn
Tolbjorn
Because it is short, it will be harder to rely on super balls than other characters. Torbjörn's battery does not move, so if you engage with him with an experimental obstacle, you can help your teammates and reduce Torbjörn's final gain and overall damage. It can also absorb the melted core of Torbjörn by kinetic understanding. When using gravity flows, pay attention to the Torbjörn turret position. Since gravity flows cannot be picked up, if you have enough physical strength, you can do sufficient damage to kill you and refuse the ultimate.
Talon
In a pinch, you can keep Torbjörn turret safely with an experimental barrier.
Tracker
It's difficult to hit her because of the irregular movement of Tracer and a small hit box. It can be stunned by boosting, but the casting speed is relatively slow, making it easier for tracers to avoid. However, if one or two super bubble hits, it is usually forcibly recalled from there. It can also absorb pulse bomb using kinetic perception.
Achievements
Trivia
- Sigma does not have a tracer and a special team synergy.
- Successor
- If you find an enemy widow trying to hit your team, you can develop an experimental barrier and cover her position to block a shot. Note that this is a temporary solution. Widow may eventually move, and this act will take away the team's shield. Use this tactics to use this tactic to defeat her and defeat her, or at least for a long time to concentrate on your team again. Kinetic can absorb her shots, but she rarely shoots multiple shots and wait for your abilities to expire.
- Using Sigma's Ultimate allows you to decide on a several shots of the widow while the enemy is in the air.
- hero
Cultural References
- Match
- Team synergy
- Ana
- You can put an experimental barrier between Ana and its team so that Ana cannot recover the team. One of the most important things is to use an experimental barrier to prevent biotic grenade and sleep arrow. < SPAN> Because it is short, it will be harder to hit super ball than other characters. Torbjörn's battery does not move, so if you engage with him with an experimental obstacle, you can help your teammates and reduce Torbjörn's final gain and overall damage. It can also absorb the melted core of Torbjörn by kinetic understanding. When using gravity flows, pay attention to the Torbjörn turret position. Since gravity flows cannot be picked up, if you have enough physical strength, you can do sufficient damage to kill you and refuse the ultimate.
- In a pinch, you can keep Torbjörn turret safely with an experimental barrier.
- Tracker
- It's difficult to hit her because of the irregular movement of Tracer and a small hit box. It can be stunned by boosting, but the casting speed is relatively slow, making it easier for tracers to avoid. However, if one or two super bubble hits, it is usually forcibly recalled from there. It can also absorb pulse bomb using kinetic perception.
Misc. Character Information
- Sigma does not have a tracer and a special team synergy.
- Successor
Disputed Information
If you find an enemy widow trying to hit your team, you can develop an experimental barrier and cover her position to block a shot. Note that this is a temporary solution. Widow may eventually move, and this act will take away the team's shield. Use this tactics to use this tactic to defeat her and defeat her, or at least for a long time to concentrate on your team again. Kinetic can absorb her shots, but she rarely shoots multiple shots and wait for your abilities to expire.
Using Sigma's Ultimate allows you to decide on a several shots of the widow while the enemy is in the air.
Development
hero
Match
Team synergy
Ana
You can put an experimental barrier between Ana and its team so that Ana cannot recover the team. One of the most important things is to use an experimental barrier to prevent biotic grenade and sleep arrow. Because it is short, it will be harder to rely on super balls than other characters. Torbjörn's battery does not move, so if you engage with him with an experimental obstacle, you can help your teammates and reduce Torbjörn's final gain and overall damage. It can also absorb the melted core of Torbjörn by kinetic understanding. When using gravity flows, pay attention to the Torbjörn turret position. Since gravity flows cannot be picked up, if you have enough physical strength, you can do sufficient damage to kill you and refuse the ultimate.
In a pinch, you can keep Torbjörn turret safely with an experimental barrier.
Tracker