I wanna learn Symmetra, any tips?

I legit wanna take a break from playing support and try some DPS and since Mei (the dps I used to main) got heavily nerfed, I found Symmetra really fun to play. Any tips I should know about how to play her?

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Im not a really good Symmetra player (even though I think she’s the character I have most winrate on, for some reason), but coordinating with your teammates to use your TP can win you fights. Appart of that, which is basic on Symmetra, I’d search for a duo which can have synergy with you. I used to play a combo with a friend (casual) that was Symmetra Bastion… We got hated on pretty much lmao

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If ur being insulted in match chat your doing it right. do what other sym players do and just annoy the crap out of the enemy team. on offense chill with ur rein and if your ever dissappointed in ur team or they flame you tp them off a cliff. Enjoy the salt that follows maining sym

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I hope you get matched up against every Doomfist, Pharah, Echo, long range hitscan, and Reaper in the game

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That’s gonna be a perfect thing then.

Why? I just wanna play sym : /

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1 ) kill Mercy or wait for your team to do so
2 ) Sneak to the enemy spawn
3 ) place turrets
4 ) make her leave

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The basics, left click takes time to get value and if you can ramp it to full charge safely you’ll be come a major problem from anyone that get’s close. With this in mind you’ll need something like your team, the map, your turrets to work with you because you are easy to kill and your beam will act like a big arrow saying kill this. Usually, you need to work with your team but you can make some plays using your entire kit. Also don’t expect your team to react to you, it better to react and adapt to your team.

Right click is good spam and a landed full charge right click will do enough damage to a flanker they’ll have to disengage. Also, full right click > Melee = 150 dmg. Do remember though if you need full charge(on left click) to get value (in some fights this is important) looking to charge your beam is better than aiming right clicks. You’ll need to find that balance.

Turrets some stuff is obvious like use it at chokes where it’s hard to break them and it helps tanks. They can be used for lot’s of things tho like.

  1. Placing one on a flank can slow and warn you of a flanker.
  2. Placing them in a fashion that they will activate in different parts of a fight can create opening as they slow tanks and create distractions.
  3. They have a long cooldown, so if your not getting value with them you need to adjust you use of them.
  4. Use them mid brawl if both teams are going at it having +1-3 targets to deal with can tilt the fight in your favor.
  5. 3 turrets in one place can be good if the intention is to kill a squishy as it does have the best chance but can be bad because they can all be broken at once.

Teleporter is one of those things, you need to use it one way or another, open flank, cross chokes, tp bomb, distraction are all thing you can do with it but if you can’t work out how your gonna use it, just setup a taxi tp but be warned always taxi tping will just put a lower skill ceiling on yourself but it is sometimes the best strats for some map turning a 8 fight map into a 16 fight map.

Lastly on defence the game starts as soon as the doors open, you want to get you turrets out asap so they are on cooldown for when the fight starts. So no emoting with people!

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Watch this channel and learn https://www.youtube.com/channel/UC0LWVgLHhqmLcGjDp4swJuA
It´s funny and I learned so much with TP and stuff…

Put your teles on the main paths where your team can see them (and are not in range of the enemy view).

Always hide your turets. Throwing them at ppl just guarantees that they will be destroyed.

Charge your beam on shields when possible and you won’t have to reload.

I miss playing Sym. Sadly my controller is broke AF and can’t aim properly any more.

yes… bzzzz… shield, bzzzz… enemy. turrets in corners or be just lazy and put on floor.

Have extrime plesure when genji try to diflect beem :rofl:

I like lern from this https://www.youtube.com/c/NotMuda

My suggestion would be to play “Better Sym”, and play Zarya.

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She is only useful in 2cp maps.

That pretty much almost guarantee you a win.

i have pretty limited experience with her cause i only play her when im trolling my friends but i have pretty good luck by doin the following: play corners by the frontline to farm lvl 3 beam without taking damage (also helps to waste enemy resources), then when i got high lvl beam i do 1 of 2 things. if their tanks look like theyre about to fall over, just hard commit and beam them down in main, OR swing around to an off angle and try to surprise someone with a full charged alt-fire followed up with beam

that all works great on closer ranged maps, on longer ranged maps i just try to farm sym wall with spam and use tp to help the team win map control (contesting highground, bypassing killboxes, etc) and hope for the best >_>

Nah, she’s great on Control maps too.

Just because they both have beam weapons doesn’t mean they play the same, and they indeed have nothing to do with each other.

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Take everything with a grain of salt and learn to evaluate advice. This includes the rest of this post. There is a lot of suboptimal Sym play out there from the 2.0 people, especially given that she’s hard to pick up, and how her kit demands wildly different playstyles under different conditions.

Learn to aim. It’s not even orbs or primary fire- I see so many Syms die unnecessary deaths because they stood still to turret bomb. The massive cd on turrets also means you can’t afford to miss on those either.

The long placement CDs and lack of fast reactive components mean you have to go into every fight with a plan, preferably with an escape route. If you’re not using spawn teles, you should have an idea of where you want to use it.

Figure out where on the map you are strong given the enemy team comp; you’ll need this to make a sound plan of action as to how you’ll move between them or hold them.

Your playstyle will massively change depending on the enemy tank line, but in general you want to be diffing the tank war or doing crazy stuff where no one expects.

Your biggest enemy is the clock. You have to set up fast and make sure you’re putting out enough value, or your team will fight 5v6 and lose while you set up.

Try to predict enemy FoV and movement. It’s very inconvenient to get shot at by 1~2 players and multiple turrets, all from different and unexpected directions, especially if there’s an elevation difference.

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Don’t hoard turrets, they’re useful and you want them to be doing things.

Don’t rely on turret bombs. One or two turrets through a tp + your orb/beam mechanics are sufficient and quicker.

Learn aim. Both tracking and flicking.

Evaluate when a spawn tp is good. Don’t use them by default. On maps like defending Rialto second, or Nepal shrine they are insanely powerful.

Your team will moan at you to swap a lot, especially low ranked players. They’re wrong 90% of the time. You as the player know when you need to swap and will when it’s justified.

Obviously symmetra is an extremely nuanced character with tons of different playstyles but as a general tip, orb chokes, charge beam off tanks /shields, then tp into their backline and melt.

All games and situations are different so your best skill as Sym is to try and read every other player in the game and respond accordingly.

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I haven’t seen many in-depth posts here, so if that’s what you want, here’s mine. First things first though, don’t expect to integrate everything I write immediately. Maybe choose one or 2 and work on those and come back for more tips if you want.

Primary Fire
This has a range of 12m and you want to be using ALL those metres when you can. Try to space out your enemy. Back off when they approach, chase them when they back up. But most importantly, only do so when you can do either safely. Consider where it is safe to gain charge.

If you can gain charge from around a corner on a shield or something, do it. You won’t regret gaining charge most of the time.

Secondary Fire
if nothing is in beam range, ALWAYS, spam one of these. never be not firing them.
When spamming down a choke, varying your Orb charge time (some shorter some longer) Can throw the enemy off and you might land some so they cant predict your fire rate.

Most importantly though, IF YOU ARE EVER chasing an enemy around a corner, CHARGE ONE. Even if you are at max beam, charge one. Because as soon as you turn that corner you can let go for easy burst and finish up with beam. This applies if nobody is in LOS.

Secondary is also preferred for quick burst damage.

And lastly, if in range, melee after your orbs for the extra burst. But only do this if you think you can hit. It feels great if you hit tracer with this combo.

Turrets
Place these high up. They have 10m range (12m once attached) so they are pretty lengthy. You want them high so they are awkward to hit.

Vary your placement. Don’t repeatedly put them in the same spot. For example in a doorway, try all above, then one on each side of the doorway, then two one side, one the other. This makes you less predictable.

Don’t clump them together (Even to be unpredictable, the only exception is a turret bomb.) or else there will be one AOE attack and theyre all dead.

For turret bombs (The act of teleporting turrets into the enemy), you can vary the amount. For example 1 turret could still bait an Ana’s nade because she anticipates all 3. Or just one turret with you going through can be good for a kill confirm. You don’t always need to use all 3.

If you are teleporting all 3 turrets, place them on a wall around a corner. Then place the teleporter next to that wall. It will teleport them without them being in the enemy LOS and getting destroyed before teleporting.

If in a 1v1 throw 1 turret if they reload. It forces them to deal with it. But make sure you throw it some distance from them or else they may shoot it midair or melee it.

Teleporter
There are 5 types of teleporter IMO.

  1. Spawn Teleporter, this helps your teammates get back faster. use these when it covers A LOT of the spawn walk time. For example: Hollywood defense A, Kings row attack A, Dorado defense A or Lijiang control centre. OR in overtime on any map.
  2. Team teleporter, if you are going to teleport your team past a choke, you better tell them in chat or voice chat. If they don’t bother, don’t try and convince them, simply save it for yourself.
  3. A retreating teleporter. A teleporter you set up in anticipation of you needing to retreat. One that takes you out of the fight to safety to recover some HP and tp back in, usually a location you can spam orbs from once teleported.
  4. a flanking teleporter, you can usually combine these with a turret bomb, just make sure you track the cooldowns of someone you attack. When doing this it is important to track your teleporter’s HP because if it gets destroyed your retreat is ruined and you will likely die. make sure you charge and orb as you go through to release for extra burst.
  5. A quick start teleporter, useful on control maps. This is basically a spawn tp, but one that you use at the start of the match to get out of spawn quicker. You an either keep it up (to create a spawn tp) or destroy it for personal use. This is most useful on most control maps.

Photon Barrier
On defense, use this once the enemy commits. (Committing would be a point where it would be difficult for the enemy to retreat) This makes it so the enemy has to continue engaging into your wall which will gurantee it gets value. OR use it to block an ult.

On attack use it to enable your team to commit. For example, divide the objective in half BUT ALSO use it to divide the way to the point in half. For example if you are going to point on Numbani down Main, divide the point AND the area you are going across, this enables your team to push easier. OR again, use it to block an ult.

I hope this was helpful. There is a LOT of info here, potentially a bit too much, but hopefully you pick up random little tips that marginally improve your gameplay from it.

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Don’t be physically close to anyone, ever. If you hear a Roadhog, back tf up. If you see a Rein, use your beam on him as much as you can, you can bully a Rein to death easily but ONLY REIN. Winston has too much amp on his gun and he’ll getcha, same with Orisa, unless you’re in a safe place where she can’t shoot you.

Learn to place your turrets at mid height or higher if there’s a Pharah or Echo involved. Always be planning, throw orbs where you THINK enemies will be, not where they are - the travel time on orbs means that they aren’t a reliable source of fire, NOTHING on Symmetra is a reliable source of damage, it’s ALL about luring people into dangerous situations and capitalizing on them with your team.

Sym is incredibly weak solo unless you have godlike tracking and you’ve managed to charge your beam up, which will virtually never happen in game, or very, very rarely, so don’t think of her as a character that delivers damage - she’s not McCree, you don’t point her in a direction and she does damage thatttaway.

Also throwing turrets above and behind the enemy when the midfight breaks out can be a decent tactic for killing them; if they’re half down and a turret goes online behind them you may get the elim because they weren’t expecting it, but they can get trashed mid-flight pretty easily so you have to be sure there isn’t chip damage like D.va firing where you throw them or whatever.

Your turrets are your primary form of damage; put them inside corners, doorways, and behind where people will come through. You can also spam orbs while you know someone is taking down your turret and get an elim that way too, you may lose the turret but win the war.

Best of luck, she’s pretty weak these days and really needs a solid team to succeed at all. I’m a Sym main, she’s been my favorite since day one.