Ramattra is the latest Tank to join the roster in Overwatch 2 and was initially underwhelming when Season 2 launched. However, he’s received some buffs to Nemesis Form, making him much more of a menace. In essence, he’s the first Tempo Tank with the ability to switch between two forms – Omnic and Nemesis – at the press of a button. In Omnic Form, his Primary attack is Void Accelerator which fires a stream of projectiles with no damage fall-off. He can also deploy Void Barrier, which has 1000 health and stays active for four seconds in a single spot.
Nemesis Form is active for eight seconds and grants 225 armor on top of his base health. His Primary attack becomes Pummel, a melee strike that sends short-range energy waves forward. These can bypass barriers, Defense Matrix, and Kinetic Grasp. It will also damage those behind a barrier and hit heroes in a straight line.
Ramattra can also block, reducing damage taken from the front by 75 percent and has no cooldown. His movement speed is reduced by 50 percent, but he no longer has a movement speed debuff when not blocking.
Both Forms can use Ravenous Vortex, a slowing field which last three seconds, deals 15 damage per second and slows enemy movement by 40 percent. It can also ground flying units. Finally, his Ultimate, Annihilation, sends out a stream of Nanobots to deal constant damage to enemies in a 13-meter radius. It only lasts three seconds, but as long as it’s tethered to an enemy, the Ultimate keeps going, dealing 30 damage per second.
The play is thus to attack from afar in Omnic Form, close the distance and then slow enemies with Ravenous Vortex, before transforming into Nemesis Form to pummel them. You need to be careful and push together with the team, because, despite the added armor, enemies can shred you quickly with focus fire. The same goes for Annihilation, so it’s sometimes a good idea to block, especially on Control points, to keep dealing constant damage and extend the Ultimate’s duration. Beware of Roadhog and Doomfist, since they can hook and punch you out of blocks, respectively.
How to Play Moira
Moira can be extremely annoying to play with and against. This is because the Secondary attack of Biotic Grasp deals 50 damage per second and heals her for 24 HP per second. Combine this with Fade, which makes her invulnerable, increases movement speed to allow for quickly getting away, and has a short cooldown of six seconds, and you get DPS Moira. She’ll infiltrate your backline and probably feed her brains out, or take down half your team.
However, a good Moira is a proper menace. The Primary attack of Biotic Grasp heals allies for 70 HP per second, then provides lingering 35 healing for two seconds. The Second attack charges it, encouraging you to switch between them often. Biotic Orb can deal 50 damage per second up to 200 or 65 healing per second up to 300 and lasts seven seconds.
Her Ultimate, Coalescence, is a beam that heals allies and damages opponents in its path. With a 30-meter range and 50 percent buff to Moira’s movement speed, it can be very potent as a survival tool or bursting down low health targets.
If you’re playing in a death ball composition, Moira is good for keeping everyone topped off. A hybrid damage/healing play style with occasional flanking is also possible, and since her Secondary doesn’t require much aiming, it can be easy to pick up. Just remember to support your team and keep them topped up whenever possible.
How to Play Orisa
Along with Doomfist, Sombra and Bastion, Orisa received a major rework in Overwatch 2 and has only become stronger. Her Primary, Fusion Driver, doesn’t have ammo and overheats when held down constantly. Her Secondary is Energy Javelin, which deals 60 damage on its own and 40 additional damage if the target hits a wall. It also briefly stuns them, making it easier to finish off kills.
Fortify grants 40 percent damage reduction, makes her immune to crowd-control and headshots, reduces the heat from Fusion Driver by 50 percent, and grants 125 extra temporary health. Javelin Spin sees Orisa spinning her javelin and destroying incoming projectiles. It can knock back enemies and deal slight damage while increasing movement speed.
Finally, Terra Surge, her new Ultimate, activates Fortify and pulls enemies towards Orisa. They’re also slowed, and upon charging up the attack, she’ll slam down and release the energy. The longer it’s charged, the more damage dealt. However, enemies also have more time to escape. Nonetheless, it’s gone from horrendous to decent with updates, especially since it pierce barriers.
Despite not having one-shot potential like Roadhog or the ability to dive on Supports like Doomfist, Orisa is still very strong and can match up against most other Tanks without much issue.
How to Play Zarya
Even though she’s no longer the meta, Zarya is still pretty strong. Her Particle Cannon fires a beam with Primary attack and a projectile with Secondary. Particle Barrier creates a barrier around her that absorbs damage while increasing the damage of the Particle Cannon. Projected Barrier allows for placing a barrier on an ally, protecting them while still feeding you charge. Both share the same cooldown, grant up to 40 charge each, and can break when taking too much damage.
Zarya’s Ultimate, Graviton Surge, fires a projectile that gathers enemies together, dealing a small amount of damage. It’s best combined with Ultimates like Barrage, Pulse Bomb, Self-Destruct, Dragon Strike, or even area of effect skills like Ashe’s Dynamite and Sojourn’s Disruption Field. Because it’s a projectile, it can be eaten by Defense Matrix, and your enemies can still attack when caught in the Surge.
The only reason that Zarya has fallen off in terms of usage is due to the slightly increased cooldown to her barriers, making her more vulnerable for slightly longer periods, and Roadhog’s viability. Otherwise, she’s an excellent damage-dealing Tank, well-suited for carrying a team. It takes some practice to know when to best use barriers and how to track enemies with the beam, but it’s well worth it.