Any Torb tips please?

I’ve started playing some Torb in quickplay and I’m having so much fun playing him. Most of the time, I put turret in annoying spots, that can block specific angle, rather than going for “good spots” that can cover half of the map (I see they are getting destroyed way to easily). Then when I put it down, I try to position myself in place, where I can shoot diffrent way, so I block more ways with Torb gun and the turret.

Should I reposition turret often? Sometimes I feel like I should put it closer to the fight, but then I can lose some flank protection and turret is in vulnerable spot. I put it closer when I feel like I should increase my dps in big fights and then I put it right next to corner half covered (so it’s harder to take down).

I have won probably like 17/20 games, so I think I get used to Torb, but I don’t know if this would work in actual Comp game with double shield. In double shield scenario probably I should put it behind Orisa’s shield, just for dps increase, since it’s hard to destroy anyway behind her 900hp shield?

Also his ult is kinda weird, most of the time I will use it to cover point, choke or payload, when I lost one member of my team (while defending) or we got a pick (while attacking). How should I use my ult? And how I should play on koth maps? Torb is so interesting character, that I want to put hours into learning him. Any tips are appreciate, I’m curious if I’m already doing it :slight_smile:

PS. How to play him into double sniper? They give me REALLY hard time. I try to hide my turret where sniper is forced to take aggresive angle to take it down, but still they are limiting my playstyle just by existing and being able to take turret easily from far away :c

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flank torb is best torb

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Based on what i’ve read from your post and how torb is currently balanced I think the best place to start would be to spend a lot of time getting very accurate hitting moving targets at medium to long range with his left click. He’s going to be an overload bot post PTR with the turret as mostly an afterthought.

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Hmm, yeah. His weapon does surprising amount of damage at long distances if you can land shots. I spam chokes with it and aim for easy targets most of the time. I think his weapon is too easy to dodge, if someone is paying attention to you. BUT i took down many Ana’s when they were scoped. Also I pressure Widow a lot from off angles. One dink force them to drop from highground.

I don’t play huge amounts of torb, but here’s some things I’ve learned along the way. More experienced torbs will probably have some thoughts on these, but they work for me.

  1. Torb turrets block rein charges and doom punches. If you see a doom or rein charging in for you, look straight at them and throw a turret at your feet. You can also save teammates by doing this.
  2. Torb can avoid getting killed by high noon by crouching behind his turret, as long as the enemy mccree is on the same elevation.
  3. Don’t feel like you have to have a turret placed at all times. There’s times where you want one placed and there’s times when you want to have it ready to throw down.
  4. On defense, move your turret between fights to prevent the enemy team from avoiding it or focusing it down. Moving it means they never know which areas are safe to move through or where to go to destroy it quickly.
  5. Put your turrets in places where the enemy has to expose themselves to destroy it. If they can kill it without being shot at by your team, it’s in a bad spot.
  6. Don’t use shotgun if you can avoid it. It chews up your ammo and doesn’t do a ton of damage even if you land all pellets. Using it during overload is especially wasteful.
  7. If your aim sucks, abuse your turret’s auto aim. Spam your primary attack on the thing you want to kill. The turret will shoot at whoever you hit with it.
  8. Your primary should be your main source of damage. The turret is mostly a deterrant and/or distraction.
  9. With your ult, don’t just hold LMB and blow it all in a small area. You’ve got some time to use it, so tap-fire it to get maximum area coverage.
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It blocks shatter? That’s interesting, but can I deploy it in time, or I need to start putting it before Rein starts his animation? (let’s calculate average 200ms reaction time, even if you expect it)

Nice, I didn’t know that also.

Disagree on this one. There is almost zero punish in having it deployed all the time (the one I can think about is when it has chance to spam one little damage from time to time, and you may not be able to reposition it when you need it. But most of the time you should put it where it gives you big value, or where it doesn’t shoot anything). You have cooldown ready even if it’s deployed, so why hide it?

Yup, I try to do it if I have time for it. But not too much, because some spots are hard to reach, and you may die for trying go for them outside first setup (like for example some spots on Hanamura or Temple of Anubis top left)

Check. In hot teamfight like I said, I put it half covered, and outside teamfight i hide it behind cover for deny specific angle.

Yeah, since nerf to shotgun damage I only sometimes shoot it. But I actually use it often with overload. If you have full ammo, you should shoot full magazine with it. Probably this means one dead enemy or very hurt tank.

Check, I knew it. If your turret can shoot someone, then always try to hit squishy target. It provides way more useful damage against 200-250 hp hero rather than tank with shield.

While I agree that primary fire is main source of damage, I wouldn’t say turret usage is mostly for distraction. 56 extra dps is great for fighting with mobile heroes (Hammond, Tracer, Genji, Doomfist especially). I throw it close to me, whenever enemy is running something annoying and mobile. It put’s many pressure on them, and if they ignore it, it’s free value - easy kills, many ult charge from Hammond.

Correct, I learned that quickly. But taking time often means dead Torb. You can’t defend yourself with shotgun if you are ulting, so I don’t know how much time you can actually take with it. Probably like 1.5 second should be the way, so the enemy can’t just leave or focus you down immediately.

Not shatter, charge. It doesn’t block shatter.

The issue is that it goes on cooldown if it gets destroyed or if you destroy it yourself. Sometimes it’s better to avoid that by not placing it until you spot those big-value situations, because they’re not always obvious in advance.

Going at it too quickly often means the ult doesn’t get as much value as it should. It’s definitely situational. IMO it’s usually wasted if you don’t hit Q until you’re in a situation where you could die.

Another turret tip: you can hit someone with your shotgun from range to make your turret focus a specific target easier. This is helpful for pressuring a genji or another squishy.

Probably the most important thing is to get comfortable with his primary fire. If you can consistently land headshots on a tank they will die fast. Overload + headshot spam will delete tanks and win you fights easily. Rip Orisas

Molten core is very powerful if used correctly. It’s especially useful when an enemy is transitioning through a choke. Molten core is probably best used by flanking first, to bypass shields and lay down some lava behind them. You’ll probably fail at this a lot of times first though.

I think what everyone said up above and to also get ready for him to be trash again. (He will)

Whoops, I don’t know how I misread that.

You don’t need to destroy it though. You can press shift instead EVEN IF it’s already deployed. The only time when you should use destroy button, is in situation I described - turret is poking few shots from time to time, and you can’t reposition it, because you are not allowed, so you need self destroy it (and put it on 10 second cooldown).

Yeah, highly situational, agree.

Oh yeah, Orisa, Hog and Winston are pure farm for Torb

Why should you flank while doing it? Torb ult has big range, you can throw lava behind enemy even from your team position.

Yeah I know that, I’m saying that it goes on cooldown if it gets destroyed, and that sometimes it’s preferable to not let that be a risk. 10 seconds is a long, long time.

A lot of what has already been said is good advice but i’ll toss a few out there as well.

First off know your team. Now torb is pretty versatile but he does work better with some hero’s over others. IF your team has static shields like Orisa, try and keep your turret near it. It doesn’t have to be dirrectly behind it sitting next to Orisa herself, but try and at least have your life of fire go through the shield to protect your turret.

The range is quite long, 20m I believe, use it. People often ignore things further away than the main action. Basically always try and toss your turret to the side or back of your team, so it’s not near the focus of the fight. It’s more likely to be ignored, or in the very least not die to spam fire that missed some one else.

Back to other hero’s, Torb does a lot of dmg but it’s generally not Burst dmg and can have some trouble finishing people off. Because of this the 2nd dps on your team can be pretty important. Accurate high dmg hero’s like Hanzo, Widow, Mcree etc can work really well with Torb. They either wound an enemy and your turret finished it off, or your turret hurts enemies enough to turn it into a one shot for them.

Basically the right kind of DPS helps you get more eliminations, instead of just doing trash dmg as Torb.

Know your healers, and try and get a feel if you can expect to be healed or not. Torb is by and large a low priority target for most healers, despite the fact he’s quite an easy target and prone to taking tons of dmg. Since he lost his armor pack ability his self sustain is pretty bad.

Because of this Torb works best with AoE Healers of any kind. IF you have a Lucio, Brig, or even a Moira/Bapsiste stick near them and the tank to get healed regularly. If however you have a Mercy, Ana or Zen you really can’t expect to much heals. I usually try and play more mid range with them, which if your decent with your left click is one of Torb’s best ranges.

Oh and if you can stick with the payload, especially on attack as the payload healing is quite good for Torb. He’s also so short it provides basically full body cover and you can easily run around it blowing peoples toes off from beneath.

Don’t know how it works with double shield, but with single Orisa I would say it’s bad advise. Turret behind shield dies often right after shield is destroyed. It may work on some hardcore static bunkers, like first point Numbani or Horizon, but other than that shield is first priority in teamfights. When it goes down, turret one second later. I don’t like setting turrets behind single Orisa shield.

Yeah, the further the better as long turret can reach its target.

Torb is all about burst damage. He either deal 70/140 or miss and deals 0. No fall off. Agree on having someone who can finish the target. Well… I would say that can be said about any long range burst hero. Junk also can’t finish his target easily, so little help from team is welcome. But double spam dps can work together very well, just like close range combat heroes. It’s all about timing.

There isn’t anything like trash damage. Any damage slows down the push from enemy team and put pressure on them. It also charge your ultimate. There is no point in no shooting enemy as long you don’t have your ult or there is even 1% chance on killing someone.

As long as you stay mid-long range, you are fine. I actually die less on Torb than on other dps, just because he has 250HP with armor (no Hanzo one shot), Overload which give +100 armor instantly and because I don’t need to be right next to the enemy to deal full damage.

Like above - Torb doesn’t need much heals, because he has range and stays away from enemy. He is pretty self dependant.

Heh, it might be fun. But yeah, I try to abuse every unpredictable angle on any hero if I can see someone toes :smiley:

Torb is the only DPS I use and I’ve found he works great in competitive.

I use his turret to stop flankers. Sometimes I put it at the back of my team to protect the healers. I play him as an offtank by sticking close to the tanks and pressurising the enemy from distance. I use the overload both for a speed boost and to spam targets even if they are far off.

The most important thing is not to waste his ult as it is one of the best DPS ults in the game. Sometimes you feel ineffective then he gets his ult and you wipe out most of the enemy team.

He is however vulnerable to snipers so there will be times he needs help from his team. Also it is important not to rely too heavily on his turret as it will often get destroyed quickly and anyway does little burst damage. For that it is important to land headshots with his weapon.

That is why I said don’t put it right next to Orisa, generally further back but still have the turrets LoS go through the shielded area. This does a couple major things. One lets your turret contribute without being easily one shot by a sniper from the shields direction.

Secondly it helps protect Orisa and any one around her from flankers as the turret will generally fire on them, drawing attention to the flanker.

This also helps prevent your turret form getting destroyed by AoE or missed shots fired at Orisa. It’s perhaps the best situation for Torb, allowing your turret to do decent dmg without being in a super out of the way spot. Plus in general you just have to accept your turret is going to die since the rework.

Far to many hero’s can 1 or 2 shot the turret for it to be something that last, just try to balance between putting it surviving and the dmg it deals. In the very least it should always be a distraction and force the enemy to waste a couple shots trying to kill it. Giving your team an extra second or two deal with the enemy.

Just start hammering.

I miss the hammer, since the rework it’s just not as cool as it used to be. Especially in repairs. The turret really needs to have at least 50 armor or something imo.

Depends. On defense I put turret in a way so it spots and annoys flankers. Turrets damage is low and so its health, thats the best use of it -> protect your healers.

On attack I always reposition turret so it provides additional backfire from somewhere behind. I have preferred spots on every map.

His ult I use either to divide both teams (If enemy attacks) so our team doesn’t explode. Or to prevent enemy team from eecaping. If you use it to try kill enemy team its a pure waste in most cases - they will just hide and wait till its gone.

Also it works great if enemy dives you - Nano-genji, doomfist and every composition that dives - you ult your own team and it helps a lot. Basically as both Hanzo/Torb player, it appears that I use both Dragon and Molten in the same way.

If its Hanzo attacking him is best when he is using Storm Arrow (Has storm arrows enabled). Hanzo cant one-shot Torb so its a relief, and Storm arrows deal even less damage. enable E and bit the crap out of him → if you attack him blindly, very likely youll eat very painful headshot and get finished by storm arrows. Torb head hitbox is huge, remember that.

If you approach widow, never try to duel her without pressing E, cause she will simply one-shot you. Widow is cancer

PS One of my most favorite plays of all time was done with me boy Torb :joy: