How much dmg boosted dmg should i have per match with mercy?

never quite knew if i was overhealing or under damage boosting as mercy, whats a good ratio of healing and damage boost for mercy and how much damage boost should i have per match with her?

Around 9000

There isn’t really a ‘right’ answer.

It’s going to change based on who you’re playing with. Bursty damage dealers like Widowmaker or Ashe will see less overall damage boosting since they do ‘clean’ damage- when they fire, it should be for a kill. In contrast, someone like Junkrat or Torb is doing a lot more spam or ‘dirty’ damage, which might see a higher number of boosted damage

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You really should just be doing what works. Not saying you should TRY to be a heal bot or a boost bot, but if it works you should do it.

People intentionally limit themselves because they’re, I don’t know, trying to play honorably? Like a McCree who won’t flash + fan. Instead players should play in the way that helps their team optimally.

Season 26 at the height of Mercy’s usage in months upon months in top 200 on Americas top 500 players has 8000-10000 healing per 10min avg with 1000-2000 dmg boosted per 10min average. Usually, those that did more damage boosting had lower healing and vice versa. Though nearly all were in the top 200.

I wouldn’t say its honorable, simply the fact that there is a trade-off on fan the hammer or not. If you flashbang + headshot you dealt 165 damage which if anyone else on your team did any damage to that character they should be dead. 1 ability, 1 shot. No other resources used.

Trying to get the fan the hammer kill requires a full ammo meaning you might have to roll into someone rather than away. Which if you dump flashbang, roll, and fan the hammer into someone you are now closer to the enemy team forced into a reload animation, and no roll to escape distance.

per 10 min??? bloody hell

Amazing. And I usually have max 1.5k at a match end lmao. I gotta improve at mercy.

Personally I average between 1000 - 2000 these days, playing in lobbies from people ranging from Platinum to Masters. But it really does depend on the team composition and how the match progresses. Personally I wouldn’t say there is any “good” amount of damage-boosting as long as you’re assisting your team in the way they need assisting.

Part of the damage boost stat is that it relies upon your allies as well. There are things you can do such as smarter Valkyrie usage and juggling. THough at the same time you’ll always be limited by the capacity of your teammates though you might still find whichever teammate has the best accuracy in general.

me too, i usually get around 1.5k to 2k, and sometimes in good matches were i can focuse on dmg boosting 3k. so i guess it really depends what your team needs at the time

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Are you sure that isn’t per game? I looked at the gm stats yesterday and it was showing an average of 1-2000 per game

There is no per game stat within the top 500 when you look at them from within Overwatch itself. The game always shows avg/10min.

Overbuff stats per game are garbage. Its does it as total healing divided by total wins since Overbuff when it was created never had access to losses, draws, and total games played. It only saw how many times a person won their games. Blizzard added that later on, but overbuff never got updated. Another issue with the per game stat is that it doesn’t take into account the length of the game either.

Regardless of win, loss, ties, and time the avg/10min is a better indicator especially for top 500. It shows you within a season how multiple people are performing.

Dmg boost numbers will vary depending what kind of team composition you have. But regardless of the numbers, boosting to score additional eliminations is still going to be the most effective tactic. Pure damage without eliminations will feed both teams ultimate charges, but even a little bit of additional boost, even if it’s not for high damage value, can be the difference between Genji running away with wall climb back to high ground or your Zarya able to beam him down just before he jukes out of sight (a real example of what dmg boost can accomplish).

Sure, raw damage can often be a key between a kill and someone escaping because burst damage means less time to react, but it’s not always so.

Basically, if you boost a high raw dmg source like junkrat, but they’re not getting any effective kills, you will get nice dmg amp numbers but your offensive assists will be low.

So you want to not only boost the high raw damage source, but also someone who is bringing consistent value, so they are more likely to score an elimination than inconsistent damage spam. This varies person to person, rank to rank, but some characters are very effective in constant value that they are usually high priority targets, such as Ashe. That and anybody who is actively attacking the enemy team is a good boost target. Just one boost flick for rein hammer swing may turn a near kill into 1hit ko.

I know one streamer averages at like 2.6k damageboost values per 10, but just with team composition alone he got an average of 5.5k dmg boost per 10min during one game, which frankly is an insane number. But as I said, values vary greatly depending of team composition.

Tl;dr Boost people who are hitting stuff.

The correct answer is as close to 100% uptime while your team is healthy…

If the enemy team has constant pressure then it might be lower because you have healing priorities.

It will differ from game to game and there is no set number.

Which is why I say as much uptime as possible while the team is healthy

when I first looked at the comment, i thought 10mins is not alot of time. but the more I thought about it, an average qp game lasts like 10-15 mins so its honestly not super hard to get.

Definitely :+1: :face_with_raised_eyebrow:

i was researching this about a year ago and found good averages were about 1400+ per 10min across all games, about 4k in games with a pharah or ashe where you’re not main healing, or 2k per game with dps that synergise with you. The top mercys pretty much all had ~18(+) off assists per game and 2k amped per game :slight_smile:

However, at the time, these mercys also had like 8k healing per 10 average and ~20(+) def assists per game. However when i researched this like 6 months ago I was seeing the top mercys healing more like 12k per 10min, one i remember was even 14k per 10min, with like 26 def assists per game.

So it really depends on the patch and what mercy’s role is in the team. If you have a pharah ofc youre gonna farm amped stat, but the trick is to be able to tell whos trying to do what and who needs your resources most, amping firestrikes and dmg orbs and full energy zarya to get grav fast enough to counter their blade, or just heal botting and stopping them getting coal and beat engage value everytime with defensive valk charging every 30 sec

If I were you, I’d care less about what the ratio is and more so focus one 1 thing. Is everyone healed? Okay. Dmg boost. Does anyone need reviving. Just be the best healer you can be. Dmg boost people who might be sending alot of lead into a shield. I wouldn’t give a darn about some “ratio” or whatever you’re concerned about.

This… Is genuinely way too much
I play Mercy very often, and I also find myself to be healing most of the time. It’s really hard to rely on your other healer, and it’s hard for them to rely on you as well. Both of you must always be healing at all time, because the damage output in this game is so high that within 5 seconds, if you’re not paying enough attention 3 of your teammates are already dead.

And the enemy team didn’t use any ults. Your healing output was just not high enough because you were relying on your Baptiste to heal your team while you were damage boosting your Ashe, yet a single healer cannot outheal all of the damage.

So as Mercy, 2k boosted damage is good. Even though there isn’t any right stat, you should always focus on keeping your team alive than boosting their damage. If you win a game with 20k healing and only 1k damage boosted, it means that your heals were VERY useful, more than your damage boost, and that if you were focusing more on damage boosting you would’ve lost.

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