Overwatch Baptiste Strategy Guide

by Hypocritical_Midget

If you prefer to learn things in a video format over text, here’s a link to basically Everything Below In Under 15 Minuteshttps://youtu.be/65e0GV8qfbE Time Stamps are also embedded throughout the scroll bar so you can skip to which bits suit you.


This shoots a 3 round burst dealing 25 damage per round, with a rate of fire of 1 burst per 0.65 seconds, a fall-off range of 25-40 meters (Which I’ll mention later on in the Positioning section of this guide) and a minimum damage of 12.5. Bap can also fire healing nades, travelling at 60 meters per second, with a splash radius of 3 meters, dealing 50 healing, with a fire rate of 0.8 seconds, and an ammo capacity of 12. Reload time is 1.5 seconds.


  1. Fire Your Heal Nades Into the Air Before a Teamfight to increase Healing output by double, or to simulatenously heal and damage; Of which you should do the latter – The reason being is that any poke you get at the start of the game will be healed up passively by the nades you shot in the air, whilst you can gain more ult charge by dealing damage. The nades will take about 7 seconds to land on the ground as a small FYI. Good examples of this are on Temple of Anubis Point A Defense, or Paris Point A Defense (Although it’s not in ranked).
  2. You can perform a Heal Nade animation cancel by shooting your nades, then immediately using melee. This is quite niche, but is useful for landing damage on an enemy nearby (Similar to Moira using melee at the end of Coalescence as an animation cancel)
  3. You can simultaneously heal and damage by shooting your nades first, then immediately using your triple burst after. There are a few downsides to this. To start off with: The fire rate of you shooting your triple burst out normally is increased from 0.65 seconds to 0.8 seconds. This is because you will fire at the same rate that your heal nades are fired out at, which happens to be 0.8 seconds. Secondly, your accuracy of both the heal nades and the triple burst are decreased greatly. Thirdly, building on the last point, it’s very hard to do on console consistently or if you have low sens. With this being said, you should only really do this if you are confident with your mechanics, and your teammates aren’t full HP, as if they are, you might as well be dealing damage normally with a higher fire rate and accuracy.
  4. Don’t bother with recoil control and short ranges (<5 Meters, Occasionally <10 Meters). This is because the hitboxes are so large at close range, the small bit of recoil will hardly do anything. At long ranges, the opposite is true. This tip is more specific to console players because controlling recoil at a specific timing (IE At the second bullet) is difficult on a thumbstick.


The biggest stepping stone with using this weapon is knowing when to heal, and when to damage, which I’ll mention later on whether you should heal teammates or damage enemies when your teammates are in Immortality Field (Lamp). There are two main conditions in deciding when you should heal, and when you should damage.

The first is through the use of your regenerative burst. When you use this ability at the start of a teamfight/early (Which I’ll get to why you should use this ability early than late) You should be free to deal damage, and/or take a more aggressive position in these 5 seconds. Building on this idea…

  • I see a lot of Baptiste Players <3000 Heal up damage that would have already been healed up with regenerative burst; Which overall has no point because you’re going to receive the same amount of ult charge by using regenerative burst AND you can deal damage to charge Matrix faster.
  • The only few exceptions I see to why you should be healing up poke damage even if you’ve used regenerative burst is on the following few points:
  • Your tanks don’t know how to not take unnecessary damage. This mistake is most common with D.v.a players who take too much damage without receiving much value themselves. You can take advantage of this by essentially receiving free ult charge.
  • The enemy team are running extreme burst damage E.G. Against Double Sniper, and one of your tanks take a headshot. To be honest, even if this does happen, it is unlikely a tank will die from one headshot. It’s the same mistake that Zarya players make by bubbling immediately after they tank a headshot/burst damage. Unlike that example though, you aren’t receiving any value, unlike in this instance.
  • If the enemy team are running a sheer level of shield break. Again, even in this nuance, you should be ‘prepared’ for when your team’s shields break rather than healing immediately, which can mean playing a little more passive to be able to heal your tanks safely. Building on this, if you’re running a duo that has a low level of healing, such as Zen Bap, you’d want to be prepared to heal even more

The second condition is if the enemy are running a short ranged damage comp, and/or the CC/Stun abilities from the enemy team have been used up.

  • A great example of this is when Roadhog has used his hook, at which point you want to push forward for 7-8 seconds which you can contribute to by dealing damage
  • Short Range Compositions/Characters that also can’t do much to you, such as Symmetra, Reaper, (To an extent) Mei etc. Also can’t give much contest to you unless their Symmetra or Mei is cracked by landing some crazy shots, or they use their mobility cooldowns respectively.
  • In these examples, if highground isn’t necessarily available, opening a wide angle may also be viable, especially against those characters
  • There are obviously some exceptions to this; These close range characters can provide some real contest to your tanks, in which unaware Bap’s who are too focused on dishing out damage will forget that healing is a key part to his kit. This effect is even worsened by having another main healer hence your unaware actions on Bap won’t reap any reprocussions as your other support bails you out. If this is your plan, that’s fine. But you have to be especially aware when not running another main healer.

There’s also a niche condition of just allowing your other support to reap the ult charge by healing your teammates/tanks whilst you damage in the mean time. This only really applies to Ana as combos such as Nanoblade are very common; If your Ana needs the extra 10-15% ult charge to nano your Genji who’s crying out for Nano as the enemy team wastes their CC, this may be the call to go for.

Lastly, I’d just like to mention how difficult landing your Healing Nades are on flat planes. Because of the nature of a projectile with an arc, aiming just a few degrees up or down, will make your heal nades travel a 5-10 meters further away or too close to your teammates. The splash radius somewhat compensates for this, although just mis-positioning your crosshair by 3-10 degrees up or down to be given a punishment this harsh of missing your nades is somewhat annoying. Not to even mention that you have to predict where your teammates will go (Hence not only is there vertical movement but also horizontal movement of your crosshair) makes this even harder. In order to fix this the best you can, you can use your exo boots with a little bit of charge to be able to more accurately look down on your teammates to land your nades, or to try and bank them off of some geometry E.G. The walls of Horizon Lunar Colony’s staircase 1st Point Attack, Right Side

N.B. This punishing effect is worsened by you being on low ground, and your team being on high[er] ground, or even on a staircase.


Bap activates an area of effect (AoE) healing in a 10 meter radius, dealing 30 healing for 5 seconds (150 in total per ally). The cooldown is a lengthy 13 seconds, with a cast time of 0.3 seconds.


As this is basically Bap’s second passive ability (Brig’s Inspire on a listed cooldown) I’ll group up Usage and Tech together, as honestly, the Tech is more important than the usage.

  1. Once you activate regenerative burst (I’ll abbreviate it R.B. from now on) and allies receive it within the press of the button, they can go out of Line of Sight (L.O.S.), range, through enemy barriers and will STILL receive the healing. (You’ll see a trend that it works the exact same as Brig’s Inspire, so none of this should be new to you if you read that). This means that R.B. is not a second-to-second ping, hence you should try and aim to use your R.B. before you’re hacked, or before Sombra EMP’s as the healing will still go through no matter what.
  2. As insinuated prior, R.B. will not go through/have the effect applied from the button press if an Ally is on the opposite side of an enemy barrier, or if the ally is out of L.O.S. no matter how close they are
  3. You can weave in R.B. with the fire rate of your heal nades by using R.B. straight after a heal nade is fired
  4. R.B. will interrupt your triple shot burst. If an enemy is at 25 HP or below (Or if you have a damage amplifier that will kill the enemy with one round) this is just for optimisation as you immediately heal a few hundred milliseconds earlier. However other than that, this is just jeopardising your fire rate.
  5. You can activate your amplification matrix (I’ll call it A.B. or matrix) and R.B. at the same time
  6. Lastly, and perhaps most importantly, if you activate R.B. but a teammate is EITHER out of Line of Sight OR Out of range (Even if it’s 10.1 meters), THEN they move into Line of Sight OR Into Range, they will NOT receive any healing. This is even more punishing than Brig’s Inspire, as the cooldown is 13 times longer, AND the range is much shorter. Predicting the range of 10 meters will only come with time playing the game. If you didn’t know, this again works the same as Inspire, which came to a shock to me, hence if Brig’s changes (On the Experimental Cards as of 26/06/2020, and no, we Brits do dates the right way around) seem too much of a nerf, fixing this could be viable.

In terms of usage, there isn’t much other than to use your R.B. when it’s off cooldown (Obviously when you’re near your teammates) or to use it early. For the latter, I’ll explain why it’s better to use it earlier than later

  1. You are allowed/should do damage whilst you passively heal up any poke damage at the start of a teamfight, instead of trying to hit your heal nades as mentioned prior
  2. Your teammates do not need L.O.S. throughout the duration of your R.B. hence you should take advantage of this, and only need L.O.S. at the start of a teamfight, where everyone is grouped up together in a (Hopefully) 10 meter radius. This is most useful for when running Bap with dive comps (Which you shouldn’t be doing anyway, but regardless)
  3. R.B. will come back earlier into a teamfight, which means added healing in the mist of a prolonged teamfight
  4. R.B. Is not burst healing; By you using it early, you are not causing the death of a teammate who dies as they need burst healing to survive; 30HPS is not going to be the difference between a 25HP Genji surviving or dying in the overwhelming majority of cases; In which case it shouldn’t be your job to heal such sporadic DPS


Bap throws out a disk-like device that emits a field granting immortality, with the device itself lasting 5 seconds, and the field having a radius of 6.5 meters. The device itself has 200 HP, has a projectile speed of 60m/s, and a cooldown of 25 seconds. Lamp also immediately heals allies that are under 20% Health, to 20% Health.


  1. The device itself may last 5 seconds, but the field will linger an extra 0.5 seconds if the device expires for it’s full 5 second duration. If the device is destroyed during the 5 second duration, the field will still linger, but for not as long as 0.5 seconds. This means that you can essentially crouch in Lamp whilst waiting for it to expire, then as soon as the audio queue of it ‘going away’ plays, you jump up to high ground/out of danger, whilst still having the immortal effect applied to you
  2. Lamp requires L.O.S. BUT both the device itself and the field ignore enemy barriers
  3. Even if you are stunned during the 0.8 second cast animation, the device will still spawn
  4. The arc to which the Lamp is thrown at is identical to your heal nades, AND the Heal Nade animation can be cancelled by using lamp afterwards. This means you can fire a few test shots to see where the Lamp will land, whilst potentially applying healing, and the Lamp will land to where your nades land. Keep in mind however, that your heal nades are NOT effected by the sky hitbox, whereas your lamp is.
  5. Lamp has a vertical hitbox that goes above and below allies. Essentially a cylinder with a diameter of 13 meters, and a height triple the length between the Device itself, and the ground. Examples where this can be useful are on Hollywood First Point Defense Opposite Café, where you can throw the Lamp, let it rebound off of the structure, hug the wall, and you will still receive the immortal effect. Keep in mind, if the vertical distance between you and the device itself is LONGER than the distance between the device and the ground, the immortality effect will not be granted
  6. Lamp in Corners, or behind the enemy’s FOV. In the latter, an example would be tossing out lamp behind a Genji who just dashed into your Ana, where you ideally want the circumference of your Lamp to hit the teammate that’s being dove whilst simultaneously having the device itself out of the enemy player’s FOV (Field Of View)


Using it Aggressively:

  • This is most applicable to scenarios where the teamfight has devolved into a 5v6, where you will simply not win the battle of attrition (IE You want to play as fast as you can, and the enemy team want to play as slow [Preferably not fast as it may cost ultimates to be used] unless it will affect their time bank. It’s why you see Reinhardt’s try and find a shatter as quick as possible in 5v6 situations to swing the momentum as quickly as possible)
  • An easy way to do this is to throw your Lamp in a Corner, then go full DPS mode. You could also matrix if you feel mechanically confident enough. The reason why this wouldn’t be considered a waste of lamp is that it is unlikely that in a 5v6 scenario you using Lamp defensively would be unlikely to make your teammates win the teamfight, and you ideally want them to invest ultimates such as Grav or Shatter without delaying your (most likely inevitable) deaths by placing your Lamp to survive.
  • Back when Bap’s Lamp was on a much shorter cooldown of 20 seconds, AND lasted 8 seconds instead of 5 (A net nerf of 8 seconds to Lamp’s cooldown if used optimally) he would suggest to hug a corner, throw your lamp in that corner, then apply pressure. This is most useful in vanilla teamfights (‘Vanilla’ means that neither side has ultimates/First Teamfight) as it is most likely that your teammates will die from ultimates generated, in which this won’t be a problem if both teams are nowhere near their ultimates. Despite this, this may give the enemy team the green light to play aggressively, and dive your other support, or even you; Hence why this strategy only really works <3250 SR where the enemy team won’t have enough awareness to cooldown track your Lamp (Especially in the Vanilla Fight)

Using it Defensively/Conservatively:

  • This is probably the most common way to use Baptiste’s lamp due to the extremely long cooldown. In any case actually, you shouldn’t be using your Lamp liberally (Hence why I didn’t title the Aggressive section with ‘Liberally’) since unlike R.B., Lamp can easily be the difference between your team surviving or dying
  • Apart from a few niche scenarios where you can maximise Lamp’s usage, you ideally want to be (Or your other support) should be ult tracking what the enemy team has; What their win condition is (Grav Drag for example); Then which bit of natural cover you can say to your team to utilise, and throw your Lamp out of L.O.S.
  • If the enemy team haven’t got a clear cut win condition (Which is often) most players wouldn’t know what to do. In scenarios like this, it is best to identify what ultimates (or even dangerous, harmful cooldowns) the enemy team has, who’s most vulnerable in your team, and playing around them. A simple example can be playing around a Bastion comp, in which he is most vulnerable every single teamfight because of his static nature.
  • Moving on to niche/specific scenarios: Throw your Lamp in the air when you believe Sombra is about to uncloak and EMP. When she EMPs, your Lamp will be travelling midair, in which Sombra’s hack doesn’t go through, therefore your Lamp lands on the ground despite your entire team being hacked. If you have a low sensitivity, or play on console, you can either hide out of range from her EMP, or toss it off a wall for it to rebound on the ground.

Using Lamp To Save A Feeding/Overextending Teammate

  • Lower level Bap’s tend to yeet their Lamp halfway across the map to save a teammate who’s death is inevitable. With the much longer cooldown than before, doing this is even more punishing than it ever was.
  • However, in certain, specific scenarios would I advise to use Lamp to bail out a teammate. This is based on: Is the Teammate I’m saving our win condition? Does my teammate have an escape cooldown or are they close enough to escape danger for just a few seconds? If I use Lamp, will this jeopardise our defensive capability in countering the enemy’s win condition?
  • Answering the 1st Question: If your teammate is a Zarya, and your win condition is Grav Drag, by her dying from overextending, getting hooked out of position etc. Is likely for you to lose the teamfight. Therefore, you should most likely use Lamp to preserve this w.c.
  • Answering the 2nd Question: If my teammate does not have an escape cooldown, I may not want to Lamp them as escaping danger is harder. At the same hand, if they do have an escape cooldown, they are more likely to escape danger, therefore Lamp may be a waste. In a scenario like this, I would look at the other signals to whether you should Lamp or not; Although even getting value from lamp for just 0.5 seconds may save your teammate. If your teammate is too far into the enemy team, throwing Lamp would be just delaying the inevitable
  • Answering the 3rd Question: The most likely answer is Yes. In which case, the simplest solution would be to play as quick, and as fast as possible before the enemy team has the chance to counter back. This is because it is likely that the enemy team have sunk in 1000 cooldowns into killing yyour [briefly] immortal teammate, hence taking advantage of this before they come back online is ideal
  • There are other factors in deciding whether you should yeet the Lamp or not (Do you have L.O.S., how many enemies are attacking your teammate, will your other support save your teammate in danger etc.) although these are the main ones, and calculating the most rational answer to these in about 200-500ms is not only an impressive feat of the human brain, but will also come with time

Healing Teammates Vs Damaging Enemies

I’ll do a simple Pros and Cons list from the perspective of healing teammates (IE The Pros and Cons of Healing Teammates over Damaging Enemies)


  1. You are more likely to gain your ultimate faster due to the AoE Healing that you do. This is most useful if you are coordinated enough to pull off a combo such as Halt + Firestrike + Matrix
  2. If your lamp is likely to be destroyed, healing your teammates decreases the probability that they will be run over by the enemy team as soon as the lamp expires
  3. Healing allows your teammates (Moreso tanks) to re-engage into the fight earlier, instead of waiting at the choke to be healed. If the enemy team are smart/coordinated enough to callout that your teammates are low, and you didn’t heal them, they’d die pretty quickly.
  4. After healing your teammates, you could play more aggressively in the future, and take an off-angle to dish out some damage.


  1. You ideally want to make the most of the time you have by being immortal for a few seconds, meaning that dealing as much damage as possible (Ultra Aggressive) without having the chance of dying will deter the enemy from pushing, and perhaps get a pick or two.
  2. You’re not punishing any bad positioning from the enemy team; Especially evident in lower ranks, and even moreso when the enemy team want to push as far as they can when they see low HP enemies without taking into consideration their own safety
  3. You can give your other support more ult charge, which may be your win condition E.G. Nanoblade. Although this is more suited for teammates sitting at around 60% HP as they are at no threat of dying, whilst you still indirectly provide ult charge to your Ana/Other Support


When Bap crouches, he will charge his boots to provide enough force for him to jump in the air, at a maximum height of 9.1 meters if the boots are fully charged, in which it takes 0.7 seconds for the boots to be fully charged.

N.B. When Bap Crouches, then stands, the charge in the boots will remain for one second. If Bap Crouches, then stands, then crouches again, the charge in the boots will reset.


There’s no super big brain usage to these, hence I’ll simply bulletpoint them down below:

  • Attain Highground (I’ll explain later why Highground is so vital)
  • Hit your heal nades easier (As mentioned prior)
  • Avoid ultimates such as Shatter
  • Avoid CC/Stuns such as Brigitte Bash
  • Do not jump in the L.O.S. of snipers. It becomes a bad habit, very quickly


Bap deploys a 5 by 5 meter square which amplifies healing and damage by 100%, and lasts 10 seconds. The maximum range that this can be deployed away from Baptiste is 35 meters, and the orientation can be changed by pressing the ultimate button again.


  1. Matrix doesn’t actually double your damage; It just adds a damage modifier. This is only useful when identifying damage breakpoints with more than one damage modifier ontop of Matrix, for instance, Matrix + Supercharger = 150% Added Damage Modifier
  2. If you hold down your primary fire/the keybind to deploying your matrix, you will immediately fire out one burst of shots. This can be useful to flick to enemies, although if you have low sens or play on console, this is difficult to utilise.
  3. You can deploy Lamp + Matrix at the same time or R.B. + Matrix as mentioned prior


There’s no definitive way of using Bap’s Matrix; It’s one of the most versatile ultimates in the game. It’s true strength lies within how fast you manage to charge it, similar to why Coalescence is also extremely powerful

Choke Points/Selfless Matrixes:

  • This is a common usage of Matrix; With the Primary Purpose of breaking shield as fast as possible before the enemy team can get into cover
  • This is less viable against comps that have a Lucio, as the time period that you have to deal damage is greatly lessened
  • You want to place the matrix not in the choke point, but not too close to yourself so that only you benefit from it; Try and place it slightly infront of your shield (Although if you’re in the middle of a rotation; don’t do this)
  • You should also try and aim to put your matrix in front of stationery targets in order for your entire team to benefit from the matrix. An example would be using matrix IN FRONT of the Grav itself, instead of placing the matrix in front of yourself so only you can deal damage to it. Another example would be whenever the opposing Orisa uses her second shield by placing matrix in front of this shield. As she won’t have cooldown for it, you can easily break it, and kill anyone out of position
  • Some slight nuances to this would be using matrix in front of yourself when the grav duration is about to end, or when your teammates aren’t behind you to take advantage of the matrix; Although you may rotate it to solve this problem

OTF (On The Flank)/Selfish Matrixes:

  • I’d only recommend OTF Matrixes if you are confident enough in your mechanical ability to get 2 kills on their backline. Don’t do this beyond 3500, or in coordinated 6v6 Skrims or PUGs; The awareness is too high as well as the mechanical ability, to be able to pull this off successfully. That being said, if you are losing heavily, you may need to go full carry mode…
  • Speaking about the latter; This is probably the most common use of the matrix. You can use it in a 5v6 as mentioned prior, you can use it for added healing for both supports to act as a walmart transcendence if needed, or you can jump up to highground, then matrix as you have a greater FOV of the teamfight, and can assess who needs healing, who’s out of position etc. A good example of this would be on Route 66 2nd Point Defense

Matrixing For One Teammate:

  • If you aren’t confident in your mechanical ability, you may want to matrix another teammate who is, for either added damage (to be able to oneshot someone, for instance, a widowmaker), for added healing (For example an Ana or Moira Orb) or to directly give them more ult charge for a win condition – Most evident with Nanoboost, but not exclusive to it.

N.B. Don’t be afraid to Matrix a Pharmercy; You actually kill the Pharah surprisingly quickly. Test out PMAJellies’ Workshop Practice Range Aim Trainer for this: AJERA


‘Positioning Has Context’ – Justin ‘Jayne’ Conroy

Positioning is of course important to every character, with Bap, Ana, and Zen having no direct mobility. However, positioning is not as important to Bap, as it is for Zen, who has no defensive capabilities apart from ‘aim well lol’. In spite of this, nailing down rotations is key.

  • A defining characteristic between low master and high master/low GM is the capability of pulling off a rotation well – Some of this will sound familiar if you have read my Zen Guide (Which goes even more into this concept there than here)
  • Essentially; When you are rotating, you are vulnerable to enemy fire. An example of this can be rotating from Blizzard World 1st Point Defense Highground (Towards the left side; The Blue Piece of Highground) towards the back end of the first point. In the path taken to rotate between these two locations is when you are most vulnerable to death
  • It is often not WHAT your path to rotation is, but WHEN you rotate is the problem.
  • Asking your Sombra, Wrecking Ball, Brigitte (Or Any Other character than can abuse 3rd person, or goes invisible) to scout out what composition they have, can give you information on WHEN to rotate. For example, if they have a Lucio, you may want to rotate earlier. If they have a Widow, you may want to rotate ASAP to stay out of L.O.S.

Other than that, here’s some concepts that every Bap Player should try and stick to. As the quote listed by Jayne at the top states; In some situations, you may want highground, in others, you may not. A factor that may influence this may be whether the enemy team have any DPS (Alive!) that can contest you

  • In Dive (Which is sub-optimal, but if you are persistent) you ideally want to be taking highground as much as possible. This is because any DPS that can contest YOU such as Ashe, Widow or McCree, will be busy fighting off your dive tanks. As mentioned before, hitting heal nades is easier on highground, which becomes even more prominent in Dive where characters have a high level of mobility. Highground also offers free cover, and a simple route of retreat (IE Dropping Off, and Heading Out). Combined with Bap’s Amp Matrix, you can pile on serious damage from multiple directions, in which the majority of solo queue teams won’t know how to deal with
  • Moreover, you ideally want to be in close range of Highground, to be able to drop off of it, use your R.B. THEN Jump Back on that piece of Highground. A GREAT Example is on Kings Row 3rd Point Attack, where high level Bap Players will try and obtain the highground above the Mega at the first corner, then drop down to activate R.B. THEN jump back on to apply pressure from a different angle, whilst being safe.
  • Another nice thing to note about this example is that you will hardly be in falloff range, which you should consider more of a bonus than something to strive for
  • Hugging Corners, Natural Cover etc. Should be normal at this point to land Lamps, and avoid damage


Bap Brig: This is built for double shield poke comps that are susceptible to dive. Brig’s inspire and Bap’s regenerative burst can provide a mercy beam to all teammates affected by it for 5 seconds which is also very powerful. Keep in mind, against Bap zen, you want to close the distance as you have less poke damage.

Bap Zen: This is the most alike to a glass cannon, with a high amount of poke hence you should be playing this with double shield, but lowest amount of healing, and no ability to kite danger. One tip is to not use lamp whilst your zen uses transcendence, so try and use lamp after the 6 seconds if you need it.

Bap Lucio: Unless you’re running brawl, please just don’t run this duo. (Legitimately no ranged healing; Echo, Genji, Pharah, Widow, Tracer, or any DPS who wants Highground – IE The majority of DPS Players, will practically get 0 Healing, with an occasional R.B. If they’re lucky. Not to mention that there is hardly any poke damage, potentially the worst support duo in this game. Even in Brawl Lucio Moira/Ana is most likely better)

Bap Mercy: This is most suited to double shield bunker comps, although dive can be a viable option. If you run dive, you can play more aggressive whilst letting your Mercy heal up the majority of the damage, however perhaps a Brig or a Zen is more suited for added sustain or poke respectively.

Bap Moira: This duo has the most raw, area of effect healing in the entire game. This suffers from the same problem as Bap Lucio, but to a lesser extent. In this duo, attempt to play more aggressive, and allow your Moira to do the majority of the healing.

Bap Ana: This duo is potentially the most versatile, with the worst pairing being with dive. Your D.P.S. may struggle to get any healing, hence running self-sufficient characters such as Reaper may be optimal. You also want to be more conservative with your lamp due to the lack of any defensive ultimate or lack of escape from both support.

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