Overwatch Lucio Wall Riding Guide

Overwatch Lucio Wall Riding Guide by SPEEDBOOP

I know that this might be argued against, but i feel that wall riding is one of, if not the most complicated mechanics in the game. And it’s truly the divide in-between good and bad lucios. And I am here today to explain wall riding to the best of my ability, and to show how to learn it and practice it. One thing I have to mention is the difference from platform to platform and the control scheme. If you, like myself, are on console, it’s a lot harder to wall ride with base controls. The most commonly used control scheme is having jump on left trigger, and boop when you press down on the left stick. Of course, this is just a suggestion, but a highly recommended one. On pc, you could either go for the stanky controls or just base, as the mouse wheel exploit has been deleted harder than old zenyatta( oh the times.) but with that out the way, lets get to actual wall riding.

There are a few terms I will be using commonly throughout this guide, and I feel it would be best to define them at the start. Speed control is the ability to control and manipulate the momentum gained from wall riding. Chains are sets of wall or surfaces that can be used in succession in order to move faster than normal or to cover gaps. Cross fading, in this context, means using the momentum changes of the two auras for wall riding. Rollouts are the use of chains in order to get out of spawn as quickly as possible. That’s it. One thing that really peeves me as a lucio main is the tutorial for wall riding. It shows lucio hugging a wall on dorado and crossing a gap. While there are scenarios where hugging a wall is necessary, those are rare and probably not important. 99% of the time, you want to tap against walls and surfaces, as you get the strongest boost of momentum from it and don’t stay in one place for a long time, which can easily kill you in combat. Tapping also gives you the highest potential for chains, which I will get to later. Most walls or other objects have several “surfaces” upon which you can jump on. The most obvious example of this are pillars or curved walls, but corners also count as a separate surface. Corners are especially helpful for climbing, which is when a lucio rams himself in a corner and jumps in between the walls to quickly gain height. Although this tool is useful for positioning( to an extent), it is highly recommended against in actual combat. These tools and tips are the basics of wall riding, and are pretty easy to learn. Now it’s time to get complicated.

Lets start with a hypothetical scenario: You are on volskaya, and you and your team are converging on the second point with a massive push. Midway through the fight, the enemy genji pulls out his weeb stick and dispatches you, but is quickly killed by your team. As you wait to respawn, you get your ultimate, and are super pumped to drop it and save your team. but due to your lack of technical skill, you have to slowly waddle back to the team fight. This extra time allows the enemy team to massacre everyone you know and love, and its all your fault. While that might have been a little bit dramatic, its one of the main things that helps a good lucio- rollouts. It is extremely important to practice these if you want to maximize your potential in-game. It doesn’t matter if you’re on defense or offense,it is important to get back into the fight as quickly as possible. I will warn you- Most rollouts are super fucking hard. Some of the harder ones( Hanamura, Ilios, Junkertown, etc) contain hairpin turns and really precise jumps. I constantly struggle with getting them perfectly., so don’t beat yourself up if you mess them up. eventually, you’ll get better.

 

Now lets go back to our hypothetical: Lets say you pull off a sick rollout and majestically fly through the air and dunk down your ultimate, saving your team from a graviton surge, and help them stay alive. But the effects wear off, leaving you almost defenseless. Now, the enemy team is shooting at you. This brings us to our next point- combat wall riding. If you thought rollouts were hard, try dodging a hanzo, genji, and zen while trying to keep a mercy alive. But unlike rollouts, Combat wall riding is SO MUCH FUN. Watching people fumble to hit you and then get dunked on as you combo them to death is addicting, and I can’t stop doing it. But to actually get to the fun, you have to git gud. 1. Chaos is key. Try to make your movement as complicated and as unpredictable is possible. It’s really easy to fall into a pattern when wall riding, which can complete nullify the effect of doing it in combat. 2. Crossfade as much and as randomly as possible( unless you require a certain aura). Swapping from heals to speed and vice versa changes your momentum and makes you even harder to predict. Try not to just sit on one aura during combat, especially heals. I’ve seen too many lucios flop away on heals and die because they thought they were invincible. 3. Play like a tracer( this one is optional, although its really fun and pretty useful.) One of the least utilized tools in overwatch I see is enemy hit boxes. You might have stood on someones head for fun, but it can easily be abused in combat. A good tracer constantly goes behind an enemy to mess up there aim, and this can be translated to lucio. If you know your surroundings, you can use walls to jump over an enemy’s head and get extra damage in with a little bit of safety as they readjust their aim. 4. Change your play style depending on who you are fighting. I really haven’t seen a definitive guide on how to battle every character as lucio, especially while using wall riding. So, I guess I’ll make one.

Ana: Don’t get in close until her sleep dart is down, or she is very low on health and doesn’t have her grenade. If she’s scoped in, use her as a source of ultimate charge or dive on her for a quick pick.

 

Bastion: If he’s in recon, try bouncing around him and allow him to heal, as you can do more damage than he can heal in select circumstances. Depending on the IQ of your enemy, you might have a chance fighting him in turret form if you move around enough. This is highly suggested against though.

D.va: You can easily abuse her large hit box in order to mess with her aim and to get in free damage. Do to her large spread, its best to make large movements in close quarters, she can’t block your boop with dm.

Mr. Fister: His Rocket punch can’t be aimed vertically, and this means that if you are at a different elevation than him, he can’t punch you. Try and get him in open spaces, and if he’s preparing to fist you, gain as much height as possible.

 

Genji: Have you ever watched two genjis fight each other? yeah, so if you play like one, you basically won’t die, so make as many erratic movements as possible, and boop him if he uses deflect.

Hanzo: Similar to genji, but with a tiny catch- THE FLOOR IS LAVA. In all seriousness, just avoid touching the floor if you believe him to have scatter. It’s really funny to watch a hanzi hold a scatter as you bounce around his head.

 

Junkrat: While you should generally not be fighting a junkrat alone, I do it a lot. Try to avoid staying in one place for a long time, as you will have to run through a literal mine field of shots, and possibly a few traps. Also try to abuse verticality in this case, as rat has trouble aiming up.

LUUUCIOOOOO: This one is complicated. In some cases, the less skilled you are, the more likely you are to win this fight. If he’s a heals only, brain dead wanderer who forgot that lucio had a passive in the first place, He will be pretty easy to parkour around. But if he’s good at wall riding and speed control, you may as well avoid direct confrontation, as neither of you will win a fight in most cases unless one of you majorly fucks up.

McCree: His flash bang makes outright fights a lot more complicated, as if you want to beat him, you have to be able to dodge, bait, or survive this ability. Cross fade and made make as many sharp movements as possible. It might help to move a bit more awkwardly to dodge his shots, as flowing from one jump to another is easier to predict.

 

Mei: Meis seem to get extremely cocky in close range, which is easy mess with. Getting out of the spray for just a second nullifies the slow and triggers them a lot.

Mercy: This one is also weird, since in most cases, the mercy won’t be the one fighting back. as long as they’re in a safe distance, diving them can lead to an easy pick as the fly to their team. You mainly want to be right in the face of the mercy in order to annoy them as much as possible.

 

Orisa: You can easily mess up an orisa by just moving around her and on her massive head. But unlike D.va, orisa has to actually aim. Abuse her for free ult charge.

Pharah: Don’t. You are very likely going to lose this fight, especially if you are just learning how to wall ride. Plus, You don’t have a reliable way to hit her at long range, so maybe avoid confrontation.

Reaper: Play like a tracer, and try building up speed before you enter a fight with one to help with the element of surprise. But if you don’t 100% trust your wall riding, try playing more at medium range.

 

Reinhardt: If you can trust your wall riding, you can make any burly german man’s life hell. Going behind him and pushing him into you team is a great way to initiate a push, and you can usually dodge his hammer by jumping over his head. Just remember to be careful when redirecting his charge.

Street pig: Somewhat similar to Reinhardt in how you can push him into bad scenarios, but this one requires more finesse, as he can hit you more reliably. Try and keep a mental note of his hook and it’s cool down, as you want to be able to dodge it if necessary.

 

Soldier: Try and enter the fight with as much speed as possible, then go over his head and push him in the direction you just came from and try to get in as much damage as possible or boop him out of his bear fish protection circle. His rockets are pretty easy to hit, and he can burst you down rather quickly, so move very erratically in close quarters.

Sombra: Their are two different scenarios for fighting a sombra- If you know she has an escape setup, Protect who is being attacked as much as possible. If you can corner her, stay in her face and block escape routes.

Tech support(literally): This one is also generally advised against, but it’s much less of an uphill battle. If symmetra hooks on to you, get in closer and boop her away, then bounce out of there and repeat.

 

Toblerone: Torbjorn is both easy and hard to kill. If you are being attacked by his turret, you have a low chance of winning. But if he isn’t being backed up, he’s fairly easy to burst down and dodge. Simply cross fade and stay out of the range of his Dorito shotgun.

Tracer: This is one that is entirely dependent on your skill. If you can dodge correctly and can chase her down, you won’t have too much of a problem. Try to use the health packs before she can, even if you really don’t need them.

 

WidowMaker: Once you are close, this gets pretty simple and you should have yourself a free kill. The issue is, you have to get close to someone who is deep in the backline. So if you aren’t fighting her up close, avoid sight lines. It’s also best to enter the engagement with as much speed as possible for the element of surprise.

Won Ton: Fighting a winston is less a game of killing him and more of you just making sure he can’t zap you and your squishies. While wall riding can help you escape him, your boop is much better for protecting your team and pushing him out of his bubble.

Zarya: Just don’t shoot her bubbles and boop her into your team from behind. If the zarya is smart and can track basic movement, try and play with more verticality.

 

Zenyatta: Dive him with as much speed as possible and try more vertical movement. Also don’t peek any corners before listening for the sound cues. It is also important to realize that most zen players get extremely aggressive in close quarters, and they might over-extend while chasing you due to this.

Wall riding might not have been the focus of all of those tips, but that’s really all I can do to help you with stuff like that. And these are more outlines for how to tackle these threats, and everything else depends on the person playing them. The rest comes from general experience, and I hate saying that. I would love to simplify and teach you all the nuances I’ve learned through my 270+ hours on the character, but that would be pointless and require too much effort. The major issue is people don’t know how to practice this stuff, which is something I can actually help with. Skirmishes are a lot of help when learning this stuff. Want to learn rollouts? Go into a custom game and practice them. Want to get better at combat wall riding? Play ffa or 1v1 a friend who plays dps. I would love to see more people learn the character and master wall riding and his abilities. I want people to have fun with support instead of playing easy supports for team comp or just for easy sr and then complaining about the monotony. And I can’t stop won’t stop praying for that day to come. Speed boop out.

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