A Ranged Tank who can cross long distances to aid his allies and provide substantial buffs.
Winston thrives when teams are grouped up, providing immediate buffs to his nearby allies, while also having a surplus of Area of Effect moves that punish enemies who like to stick together. While somewhat lacking in damage and crowd control, his talents have a high amount of flexibility, letting him fix whatever problems his team may be facing.
Attack Type: Ranged
Attack Speed: 4.00
Attack Range: 5.5
Attack Damage: 13
Health: 3050
Health Regen: 6.2
Strengths:
- Long-range mobility.
- Largely unperturbed by Crowd Control.
- Teamfights.
Weaknesses:
- Single-target damage.
- No Poke.
- Limited Crowd Control.
Gameplan:
Winston is a Tank who is effective in lane, and even more effective at the Objective. He can change the flow of an awry teamfight by dropping in unexpectedly with Jump-Pack and following up with Barrier Projector or Wild Roar. The armour granted by the barrier can declaw burst and sustain damage alike. Alternatively, he can leave the barrier with the heroes who need it, before leaping away to finish off a retreating foe or save the life of a split-pushing ally.
While not especially powerful, the 2 second cooldown of Tesla Cannon ensures Winston can deal consistent damage to groups of enemies, even if its channel is interrupted. Out of battle, it can clear entire waves of minions with relative ease, while Jump-Pack makes maintaining map presence such a breeze. However, his low damage makes it difficult for him to deal with structures, and so after winning the objective, it can be an effective strategy to leave the Barrier behind and split push instead.
When fighting against Winston, it's important to remember that he struggles against single targets and that Jump-Pack can't be used to hurt nearby enemies. In a teamfight, make sure you take his Barrier Projector into account, and keep your best tools for destroying it on hand if you find its damage reduction difficult to deal with. Remember to keep Jump-Pack's cooldown in mind if Winston is at low health, and only commit to killing him if you're confident that he won't be able to leap away.
At level 10, make a note of Winston's Heroic, as each brings a very different reason to be careful around the big ape. Discharge should make you wary of standing in his Tesla Coil, as it gives Winston access to scary amounts of burst damage. On the other hand, Primal Rage can let Winston survive if he's pinned down, as well as let him disrupt entire teams with his newfound crowd control.
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