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In-Depth Guide To Playing Double Shield By A High Masters Coach

Intro:

  • TL;DR: This comp is very in-depth and confusing, and you have to read it to understand it.

  • I am not a professional player, I am a decently high player looking to raise the skill level of your average team and average player.

  • This is 100% original content, I wrote all of this myself, I gained knowledge from the occasional guide from coaches, my own watching of OWL, and my experience playing in competitive and watching my team play it.

  • This guide is not perfect, if you’d like to contribute your thoughts, please comment below and let me know.

  • This guide is to be used for the specific comp of Orisa/Sigma/Doomfist/Reaper/Moira/Lucio against a mirror match of the exact same comp.

  • This guide requires an advanced knowledge of the character you plan to play. This guide is the very rudimentary beginnings of this comp and how to play it. Professional play is completely different, and takes this comp to the next level.

  • This guide also requires good knowledge of basic Overwatch Lingo, it will not be explained in this guide.

  • Please tell me what you think, and give any notes you have, thanks for reading! enjoy!

In a Nutshell:
  • What the comp does:

    • The comp itself is fantastic at holding one area and demanding space, similar to goats

    • Also similar to goats, the name of the game is point presence, no one can go near you without massive cc, damage, all the while you can’t damage them because of shields, and they can break your shields before you even get there.

  • Rotations:

    • Defense:

      • This comp wants to play right in front of chokes and walls to force enemies through an area where they are all grouped, and then into an area where one Doomfist punch is death

      • Holding point is also very viable due to the versatility of protection, so open spaces aren’t too big of an issue.

      • If a choke is a viable place to hold, that’s the best, due to the natural nature of the enemy team having to push through a small confined space in order to get where they’re going, allowing for easy damage, flanks, and better ults since everyone is naturally grouped up. If there aren’t really any chokes that lead to point, then point is where you hold, since eventually the enemy has to get to point, you force them to come to you in order to gain the point back, which is what you want because you have alot of close range damage. Also the enemy team has to make a long trip to the point, giving you extra point percentage, or cart progression.

    • Attack:

      • Sigma shield and speed boost are to be used to get you into a position where you can mimic the former points, and force them either into a choke, or the backside of point and gain point control.

      • You more than likely have to use ultimates to gain an advantage, whereas the defense does not.

Basic Combos/things to be doing:
  • Neutral Fight:

    • Halt-punch:

      • Orisa halts upwards, as to not get it eaten by sigma

      • As halt is going up, Doomfist charges his punch

      • Everyone gets halted together

      • Doomfist releases the punch

      • Aim for a squishy who can be one-shot

      • If no squishies can be hit, aim for Orisa if she doesn’t have fortify, to force your team to take space or sigma if Orisa has fortify

    • Halt-rock:

      • Same concept, but sigma charges rock as the orb is flying, and it should release once the target(s) are in the middle

      • Used for when Doomfist e-shifts the frontline, it makes him vulnerable and available to be punished because his cancelled punch isn’t fast enough if done correctly.

Ultimate Combos:
  • Every combo should have a halt to start it off, it works with every combo, and in the case of meteor strike, is fight-winning in and of itself

  • Bongo:

    • Can pretty much be used the fight you have it, combos with everyone and everything, its just really good

    • Bongo-Coal is the best of these combos, due to its ability to go through shields, and its very hard to cancel coalescence

  • Flux:

    • Nothing really needs to be comboed with this ult, if they don’t have beat, this ult wipes almost every time

    • If they do have beat, then coal is good to use with it, because it will strip the rest of their beat, while stopping them from pushing onto you with the remaining beat health, and healing your team if they try

    • Flux-Meteor strike:

      • Great to use if the enemy team plans to use beat to counter flux, it finishes off leftover shields, and if bongo has been placed, it will kill squishies

      • Halt groups everyone together

      • Sigma uses ult

      • Doomfist ults

      • Sigma lifts them up

      • About halfway through the lifting animation, doomfist follows through the second half of the ult

      • Everyone should land at the same time as doomfist slams the ground dealing massive burst damage

    • Flux-Blossom:

      • Similar to strike, but not as good due to Sigma being able to shut down almost all of it with either rock or grasp

      • Combo is good if the enemy doesn’t have flux, so try and bait it out with a reaper flank first

      • Combo isn’t amazing vs. beat, since its damage is relatively slow, but it should get the job done and kill at least one, and strip beat off of everyone

      • With bongo, and without flux or grasp, this ult should kill pretty consistently

  • Meteor Strike:

    • Not that great of an ult if not comboed

    • If comboed with halt correctly, can win teamfights by itself

    • Often used to kill bongo

    • When you have this ultimate, you can overextend and go for an early assassination with either a punch in, and e-uppercut the front line or vice-versa

      • Use a set of abilities (Punch in, e-shift frontline; e-shift in, and punch one person)

      • Orisa throws halt

      • Follow the halt with the center of your ultimate

      • The moment that the halt stops moving, and starts grouping people up, finish the ultimate.

      • It will deal 300 damage to everyone that got caught in the halt, killing most people, and leaving the tanks with minimal health and easily finished off

  • Blossom:

    • Used mostly to win lost fights, ult is very countered/avoided

    • Most lack-luster ult of the team comp

    • Blossom-Flux:

      • Listed above

    • Works well with halt/bongo like every other ultimate

      • If you do go for a bongo-blossom, Doomfist needs to punch the enemy sigma, as he will eat the ultimate if you do not.

    • Best used when both teams are down players to give that extra push to gain an advantage.

    • Used also as a “win-more” ultimate

      • Used to finish off fights that you have an advantage, but is still winnable from the enemy team

  • Coalescence:

    • One of the most versatile ults in the comp. Very good due to its ability, to heal and deal damage forcing rotations from the enemy team.

      • Can be used to engage, and assist rotations to lessen cooldowns used to get to point

      • Combos with every ult relatively well, due to its ability to heal the caster of the ultimate, as well as finish off kills that the ultimate doesn’t kill

      • A decent counter to Flux due to its ability to heal after it, as well as it can stop the enemy from being able to follow up on the damage it does

      • If enemy uses coal, you’ll most likely have to use it as well depending on if you can safely back up to point or not, to be able to keep the space you have, and basically undo everything their coal is doing

      • Can be used as a counter to bongo, it can go through both shields to take it out.

  • Beat:

    • In professional play is sometimes used in early fights to push an advantage and be aggressive and quickly win a fight when the enemy team doesn’t have the ults to punish you.

    • Mostly used to counter flux.

      • If in the middle of a choke, ult before the lift-up to assure the frontline doesn’t get split by LOS

      • Any other situation use right after the lift, the 50 damage can be healed, and the beat allows the team to not be killed while in the air, nor on the slam back down.

Orisa:
  • Basic Idea:

    • You are the anchor of your dps and supports, you find a spot to set up, and everyone returns to that spot for healing and to reset cooldowns.

    • You set up kills/combos with halt

    • You keep the space that Sigma helps you take by getting in the enemy Orisa’s face and not moving until something forces you too, like cc, or an ultimate.

    • Ideally should be the shotcaller in this comp because of the importance of halt.

  • Primary Fire:

    • Shoot enemy Orisa shield, but prioritize sigma shield if its out in the open

    • Focus front, even if flankers

    • Shooting needs to be prioritized in this order:

      • People out in the open

      • Sigma Shield

      • Orisa Shield

  • Bongo: Extremely good IF it isn’t killed, it can also be extremely useless

    • Place bongo against walls and behind corners so it cant be killed by coal

    • Place bongo at the very beginning of a fight

    • Use bongo to supplement other ultis like coal and blossom

  • Halt: Use to set up kills/ultimates

    • Halt-Punch combo almost off-cooldown (make sure Doomfist is ready)

    • Only halt enemy Doomfist if he e-shifts into the team

    • Once ults are online, save halt for exclusively those ultimates, Flux, Blossom, Meteor Strike, and Coal.

      • The above ults are game-winning with a good halt, setting up ults is your most important job

  • Fortify: Stopping cc before it gets to your team

    • Stop Doomfist punches if you can see them coming

    • When taking space, use it to stop rock

    • If reaper jumps on you, you have the option to use it

    • If you know the enemy has flux, save fortify for it

    • Use fortify if everyone gets halted to stop rocks/ Punch

  • Shield: Basic frontline shield stopping damage from coming to your team

    • 2 types of shields:

      • Aggressive:

      • Put your shield PAST theirs, and aggressively take their space

      • Passive:

      • Match where they put theres, literally put the deployable part on top of theirs

    • Don’t be afraid to take space with it, and also back up

    • Put shields where you want to be, not where you are

    • You should almost never use shield to rotate, leave that to sigma

Sigma:
  • Basic Idea:

    • You are an extension of Orisa, you do everything she can’t do. You deal with pharah, reaper, and Doomfist (to a degree). And you make rotations easy for her.

    • Your ultimate is arguably the best in this comp, and requires a beat, or great positioning from the enemy team to be countered.

    • You use your shield to protect anyone that can’t be protected by the Orisa barrier.

  • Primary Fire:

    • Deal damage over and around shields to get ult

    • Prioritize squishies

  • Shield:

    • Your shield is so dynamic, it can do multiple things in very quick succession, so be aware of anything and everything, and what is the most pressing issue at the current moment: Prioritization should go in this order:

    • Frontline:

      • Use shield when Orisa wants to take space

      • Use it to rotate from one position to another

      • Put your shield in the front if Orisa’s is destroyed

    • Anti-Flank:

      • Use shield to block reaper from the targets he wants to kill, and force him backwards

    • Supplemental:

      • You can use shield to assist flanks and ultimates, one of the best uses for shield is to stop rock, considering its one of the only cc’s in the comp.

      • Push the shield way back past both shields and get to the ally going for an ultimate or a play.

  • Rock:

    • Best use is rocking a halted Doomfist after his combo

    • Prioritize Flankers (Doom and Reaper)

    • Can also rock into halts

  • Grasp:

    • If a halt comes towards you instead of above you, you HAVE to eat it, it is the best cooldown in the game right now.

    • Might have to use during rotation as a pseudo-shield if yours breaks

    • Use if reaper gets too close to his target and shield no longer works as a deterrent

    • Use if your shield is currently doing an important job, but reaper needs to be dealt with

    • If the enemy reaper has blossom, you HAVE to save grasp for it, even over halt.

  • Flux:

    • Use with halt

    • If you know Lucio is dead, or doesn’t have ult, use it, and you win

    • Use it when teams squeeze through chokes they will be more grouped

    • Flux immediately after you press q, or you risk getting rocked

Doomfist:
  • Basic Idea:

    • Most mechanically demanding character in the comp, can do more the more you know about the character.

    • Assassinate targets to gain an advantage

    • Get in/ get out rotate your cooldowns and hide behind Orisa shield when those cooldowns are down

      • Possible Rotations:

      • Punch and then shift-e back behind Orisa shield

      • Use when:

      • Orisa halts for a Halt-Punch combo

      • Someone is out of position

      • Orisa has used fortify

      • E-shift to knock up the frontline, and then punch out

      • Use when:

      • Enemy halt is down

  • Primary Fire:

    • Used mid-combo for maximum damage

    • Very good at finishing off low targets due to its spread, range, and damage

  • Punch:

    • One of the only hard cc’s in the comp, so use accordingly to cancel ultimates or important abilities

    • Most often used with halt

    • Can be used defensively to either force a reaper wraith or doomfist cooldowns

  • Meteor Strike:

    • Not that great of an ult if not comboed

      • If used without halt, try and go for someone without mobility/tanking options, like:

      • Ulting reaper

      • Sigma

      • Orisa w/o Fortify

      • Moira w/o Fade

      • Reaper w/o Wraith

    • If comboed with halt correctly, can win teamfights by itself

    • Often used to kill bongo

    • When you have this ultimate, you can overextend and go for an early assassination with either a punch in, and e-uppercut the front line or vice-versa

      • Use a set of abilities (Punch in, e-shift frontline; e-shift in, and punch one person)

      • Orisa throws halt

      • Follow the halt with the center of your ultimate

      • The moment that the halt stops moving, and starts grouping people up, finish the ultimate.

      • It will deal 300 damage to everyone that got caught in the halt, killing most people, and leaving the tanks with minimal health and easily finished off

Reaper:
  • Basic Idea:

    • Use your teleport to be able to get into the enemy backline, force cooldowns, and then get back to the bunker with wraith form.

    • Your high damage output also discourages pushes from the enemy team until you either flank or die.

    • Your mobility and high damage allows you to kill bongo relatively fast and easy.

    • Does really well on flank angles, he forces cooldowns from the enemy team because of earlier said high damage and mobility

      • Quick flanks are the best way to go about playing reaper, stay front, and dip out on a small flank, and you’re on their frontline before they even know you’re gone.

      • When flanking or tp-ing focus in this order:

      • Any low target

      • Orisa

      • Sigma

      • Either DPS

      • Either Support

  • Primary Fire:

    • Should be used on tanks to build ult fast, as well as force moira’s attention and cooldowns.

    • When waiting for cooldowns and behind Orisa shield, reaper shield break is very good especially up close, so follow the same targeting rules listed in Orisa’s primary fire. With the exception of focusing tanks over squishies (Still focus low targets before tanks)

  • Teleport:

    • Use to get into the enemy backline and focus the low targets and tanks

    • Use when:

      • Allied Moira is about to coalescence:

      • Enemy Bongo is placed:

      • You have the advantage in a fight

      • You are planning to blossom

      • Pre-fight Positioning

      • Your team is planning to halt-punch

      • Low Target in the backline

  • Wraith Form:

    • Mostly used after a flank to return to the team

    • Can also be used to bait a doomfist’s punch when he flanks

    • Can maybe be used to reload, if you have an advantage, and are not at risk of immediate death to cc

  • Blossom:

    • Used mostly to win lost fights, ult is very countered/avoided

    • Most lack-luster ult of the team comp

    • Blossom-Flux:

      • Listed above

    • Works well with halt/bongo like every other ultimate

    • Best used when both teams are down players to give that extra push to gain an advantage.

    • Used also as a “win-more” ultimate

      • Used to finish off fights that you have an advantage, but is still winnable from the enemy team

Moira:
  • Basic Idea:

    • Moira is the best character in the game to keep multiple people alive during chaotic fights.

    • She can also heal through shields, which is very good in a meta with 2 shields per team.

    • Her healing is the highest in the game and she has no issues keeping an entire team alive by herself.

    • Coalescence is one of the only ults in this comp that can go through shields

  • Primary fire (Healing):

    • Used to keep the whole team alive, position yourself to get as many allies in the cloud as possible

    • Heal the dps when they’re done flanking/ comboing with Orisa

    • Tap heal doomfist/ reaper when they go for flanks, to give them a few seconds of healing, they wouldn’t normally have

  • Secondary Fire (Damage):

    • Use When:

      • Everyone on your team is completely topped off

      • You are finishing off a kill WITHIN your range

      • You are getting your healing bar back up

  • Orbs:

    • Damage:

      • Damage Orbs should be thrown almost off cooldown, unless you know they are prepping for something big, like an ultimate combo, or unless you have your ulti

    • Healing:

      • Rarely should be thrown, everyone in this comp is relatively tanky

      • Use when:

      • You are low, and lucio isn’t close enough to heal

      • You know they are prepping for a push and save it to heal the tanks

  • Fade:

    • Use as needed to:

      • Escape flankers

      • Escape ultimate combos

      • Bait punch

      • Escape halts to heal

      • Re-positioning

  • Coalescence:

    • One of the most versatile ults in the comp. Very good due to its ability, to heal and deal damage forcing rotations from the enemy team.

      • Can be used to engage, and assist rotations to lessen cooldowns used to get to point

      • Combos with every ult relatively well, due to its ability to heal the caster of the ultimate, as well as finish off kills that the ultimate doesn’t kill

      • A decent counter to Flux due to its ability to heal after it, as well as it can stop the enemy from being able to follow up on the damage it does

      • If enemy uses coal, you’ll most likely have to use it as well depending on if you can safely back up to point or not, to be able to keep the space you have, and basically undo everything their coal is doing

      • Can be used as a counter to bongo, it can go through both shields to take it out.

Lucio:
  • Basic Idea:

    • Used to speed around a group of fairly immobile tanks

    • Beat is the best counter to Flux right now

    • Lucio can protect the team from reaper and doomfist with boops

    • Lucio can do many many things, so its up to the individual player to figure out what is most pressing at the current moment.

  • Things to do:

    • Build ulti

    • Flank with reaper and help finish off his kills

    • Protect the tanks from the reaper

    • Rotate the team with speed

    • Heal the team when Moira is dead or out of heals

    • Set-up ultimates along with halt

  • Primary fire:

    • Use wallride to get high above the enemy shields, and try to get as much damage as possible to build ult as fast as possible to be able to counter beat.

    • Can use to help finish off low targets and encourage moira to heal herself if you can hit her enough

  • Boop:

    • The most dynamic and versatile ability in this comp, has many many uses, such as:

      • Booping the flankers off of their targets

      • Booping reaper/doomfist off of the high ground they want to take

      • Boop enemy reaper during blossom

      • Boop the enemy Lucio before he can boop your reaper

      • Booping the entire team off of a high ground platform

      • Boop to regain space the orisa has taken after she uses fortify

      • Boop people away when your team gets halted

      • Boop into allied ultimates (flux, blossom, meteor strike, coal)

      • Boop enemy frontline into your frontline

      • Boop out-of-position enemies into your team

    • There are a few that I might be missing, but these are entirely based on map geometry, if your team is aggressive/ passive. If their team is aggressive/passive. There isnt a special way to do it correctly, it entirely changes based on game to game, these are just some examples.

  • Speed Amp:

    • Use to get your team out of spawn

    • Use to rotate your team through a tough choke, or an open area you don’t want to be in

  • Heal Amp:

    • Used more than speed amp, and more liberally

    • Used to Heal when moira is dead or out of healing

    • Used when the team gets comboed by doom, or is being flanked by reaper

    • Be careful with heal amp, use it liberally, but it can be the difference between anyone on your team living or dying.

  • Beat:

    • In professional play is sometimes used in early fights to push an advantage and be aggressive and quickly win a fight when the enemy team doesn’t have the ults to punish you.

    • Mostly used to counter flux.

      • If in the middle of a choke, ult before the lift-up to assure the frontline doesn’t get split by LOS

      • Any other situation use right after the lift, the 50 damage can be healed, and the beat allows the team to not be killed while in the air, nor on the slam back down, while leaving residual beat health to push in.

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