|"The true enemy of humanity is disorder."|
| Anjali Bhimani (English)
Tulika Srivastava (French)
|See This Hero On OverPwn|
- 1 Summary
- 2 Abilities
- 3 Strategy
- 4 Hero Match-ups
- 5 Story
- 6 Achievements
- 7 Cosmetics
- 8 Trivia
- 9 Videos
- 10 Patch Notes History
- 11 References
- 12 External links
Symmetra utilizes her light-bending Photon Projector to dispatch adversaries, shield her associates, construct teleportation pads and deploy particle-blasting Sentry Turrets.
- Symmetra provides shields and other unique capabilities to support her team.
- Use her weapon's secondary fire at long range targets and its primary fire up close.
- Place Sentry Turrets to protect an area, or a Teleporter to quickly move your team.
- Damage: 18 damage per second
Symmetra is a unique Support hero who keeps her allies alive through unconventional means. She can deter enemies from traveling through chokepoints with her Sentry Turrets, protect allies while pushing chokepoints with her Photon Barrier, and can dramatically shorten the distance between the respawn room and the frontline with her Teleporter, or give her team a great health advantage with Shield Generator. Despite appearances, she is also one of the most damaging of the Support heroes, with a weapon that can deal devastating damage at both short and long range. Despite this, her complete inability to heal her allies, along with her relative fragility, makes it challenging for her to serve as the only Support on a team.
Weapons & Abilities
- Photon Projector: Symmetra's primary weapon. The primary fire creates a beam that tethers to the first hostile target in range, dealing increasing damage for as long as the beam remains active. The beam will fall off if the tethered target moves out of Symmetra's vision. The secondary fire shoots out a slow moving projectile that bypasses barriers and passes through enemies, dealing damage. The size and damage of this projectile increase the longer the secondary fire button is held down. The primary firing mode ignores Genji's Deflect.
- The primary fire requires time to build up to its highest potential damage. At its maximum damage, it is one of the most devastating weapons in the entire game. If you have the opportunity to safely use it on a durable target like Reinhardt or Roadhog, do so.
- The damage buildup accumulates on the weapon itself, not the current target, and fades away quickly. Charging it up by attacking one enemy leaves the Projector charged and ready to immediately engage another with increased damage.
- Because the primary fire's tether automatically remains locked on as long as Symmetra keeps the tethered target in view, it is a good way of damaging agile, close range targets like Tracer. When attacking this way, act evasively, moving around your target to confuse them.
- At maximum charge, the secondary fire deals a high amount of damage, and can hit multiple targets. Charge up the secondary fire and shoot it down choke points and corridors to discourage enemy movement.
- Sentry Turret: When activated, Symmetra enters a targeting mode, which she can use to place a Sentry Turret on a solid surface. Sentry Turrets have 1 Health and automatically fire on the first enemy that enters their range, dealing continual damage and slowing them. Sentry Turret works on a charge-based system, where Symmetra gains a new charge (up to a maximum of 6) every few seconds. Symmetra can have a maximum of 6 Sentry Turrets up at once. Placing a new Sentry Turret in excess of 6 will destroy the oldest Turret that was placed.
- Sentry Turrets are incredibly fragile, and can easily be destroyed by splash damage from rockets or grenades. Place them strategically in places that your enemy is unlikely to fire on, but which will still discourage them from traveling through an area.
- Symmetra sees a small icon in her view for each of the Turrets she has placed. She is alerted when a Sentry Turret is attacking a target (with the icon changing to an orange "alert" sign), as well as when it is destroyed. If you are worried about an enemy trying to flank behind you, place a single Sentry Turret on the major side routes so that you will be alerted if they either pass by it or destroy it.
- A single Sentry Turret will rarely deter people from traveling through an area. You will usually need to place at least 2-3 in an area to slow them down or stop them entirely.
- Look for clever positions to place your Sentry Turrets, such as behind bushes or underneath overhangs. This can confuse your enemies as to where it is, letting your Sentry Turret survive for longer.
- Photon Barrier: With this ability, Symmetra deploys a moving barrier that absorbs damage as it moves forward. It moves at the same pace as most heroes, and is destroyed upon hitting an obstacle.
- This ability can be used to push through chokepoints, blocking large amounts of fire from the front. Its speed is ideal for such as it moves at the same speed as most, allowing them to push through in the shortest time possible.
- It can also be used to block static defenses, such as Bastion, Torbjörn's turret or snipers for a short time, buying your teammates time to move forward.
- Unlike other barriers, as it is moving, it needs both aiming and positioning to be used effectively.
- The Barrier can move upward on some angle like stairs or some location which is around 45 to 90 degree.
- Teleporter (Ultimate): Symmetra's first Ultimate ability. When activated, Symmetra enters a targeting mode, which she can use to put down a Teleporter on a solid, horizontal surface. A second Teleporter will appear in her team's respawn room that allies can pass through to instantly reach the first Teleporter. The first Teleporter has a Health pool, and will be destroyed if damaged sufficiently. The Teleporter can only teleport a maximum of 6 allies before shutting down. Symmetra does not gain Ultimate charge while she has an active Teleporter.
- A deceptively powerful Ultimate. While it has no in-combat application, a well-placed Teleporter allows Symmetra's respawning allies to instantly rejoin the fight, saving valuable time that would otherwise be spent walking back from the respawn room.
- Teleporters are almost always a priority target for mobile flankers like Genji and Tracer, who will attempt to destroy it if they suspect you have one up. You must balance placing your Teleporter in a safe, hard-to-find location with placing it in an area that will let your allies get back to the objective quickly. Look for elevated locations that are out of the line of fire, or isolated rooms without Health Packs.
- Shield Generator (Ultimate): Symmetra's second Ultimate ability. When activated, Symmetra enters a targeting mode, which she can use to put down a Shield Generator on a solid, horizontal surface. The Shield Generator is destroyed upon receiving sufficient damage.
- Like the Teleporter, it is a powerful defensive ability, providing allies with additional shields that will give your team the upper hand. However, due to its wide area-of-effect, it can also be used offensively to protect allies in a large area, provided it is positioned strategically.
- Remember that, like the Teleporter, the Shield Generator is refunded in Payload or Hybrid map checkpoints with charge regains depending on its remaining Health. This is extremely useful to switch around between the two Ultimates depends on the situation, to move the Generator to another point that it can reach your team more easily or to regain Ultimate charge from a Generator that is about to be destroyed by the enemy team.
- Symmetra wins games through clever thinking and good preparation rather than brute force. Since she lacks any sort of healing capabilities, you must focus on keeping your allies as safe as possible from flankers and on minimizing the number of routes that enemies can take safely. This allows your allies to retreat to cover safely without having to worry about being picked off by a sneaky McCree or Reaper.
- Symmetra is generally best played on Defense, as it's more difficult to make good use of Sentry Turrets and her Teleporter when on Attack. The Photon Barrier and the quick movement from Teleporter can still benefit an Attack team enough to warrant taking her along, however.
- Knowing where to best place Sentry Turrets takes a lot of practice with different configurations. Keep in mind that the "best" configuration of Turrets depends a lot on both your team and the enemy team and changes from game to game. For example: if you have another hero like Torbjörn covering one chokepoint, you can afford to invest more of your Turrets in protecting a different chokepoint.
- Sentry Turrets have a decent vertical firing range, and can be placed while jumping. If you're up against Pharah, look for protected, vertical areas where you can place Sentry Turrets that will hit a flying Pharah, as they greatly reduce her mobility.
- The Photon Projector can be deadly when used intelligently. When up against fragile targets like Tracer or Genji, charge up the secondary fire on Photon Projector, lure them around a corner, and fire it directly at them when they round it. Follow up with the primary fire to net yourself a quick kill.
- The Photon Projector increase damage output making Symmetra extremely dangerous in a team fight if you manage to fully lock on into an unaware opponent. Hiding around a corner, a choked point that is protected by your teammates and Sentry Turrets or a high ground to catch your opponent by surprise while using your small hitbox to your advantage by jumping and dodging attacks to ensure your survival and ensure your damage output.
- Because of how powerful Teleporter is for a team on Defense, prioritize your own safety as much as possible until you can get your first Teleporter down. Aim to shoot your Photon Projector's secondary fire down bottlenecks in order to gain Ultimate charge, and avoid sticking your neck out too far (as this opens you up to being killed by heroes like Widowmaker or Hanzo).
- Because Shield Generator is a high value target that the enemy team will want to take out as soon as possible, it is advisable to place it somewhere that they will have problem finding it but is close enough to your team to fall back and defending it if it is attacked. Remember, a majority of the Generator's Health pool is Shield make it extremely powerful if you and your team manage to take out the enemy attacker to maintain the Generator.
VS. : Genji is one of Symmetra's easiest marks. His Deflect ability does nothing to counteract your Photon Projector's primary fire, leaving him with only Swift Strike and his Shuriken. While he can attempt to heckle you at a distance with his Shuriken, even if he attempts a Swift Strike, by closing the gap he only makes it easier for you to keep your Photon Projector on him. Furthermore, your Sentry Turrets will slow Genji to a crawl, reducing his agility and making him easier to pin down. His Shuriken can't easily deal with your Turrets, meaning a well-placed trap can cause instant death for him.
VS. : So long as you avoid McCree's Flashbang, you should have very little difficulty fighting him at close range. While you can use your secondary fire to launch energy balls his way, it's generally best not to engage him at long range where he has the advantage. Instead, lure him into one of your Sentry traps; his slow but powerful fire won't matter if he's being targeted by multiple Turrets, making him easy to take out.
VS. : The splash damage from Pharah's rockets makes it easy for her to destroy Sentry nests as well as your Teleporter or Shield Generator without putting herself at risk. In addition, Pharah can easily avoid both the primary and secondary fire from Photon Projector while she is in the air, making her extremely difficult to attack. However, Pharah must be cautious about using Barrage against an enemy Symmetra as a Photon Barrier can negate all of the damage and/or cause Pharah to take recoil damage, killing her. If you catch Pharah at a low altitude, especially if she's being hit by one of your Turrets, you may be able to quickly finish her off before she takes to the skies; otherwise, be extremely cautious around her and stay out of sight.
VS. : You may be lethal at close range with your Photon Projector, but Reaper can hit even harder. Even if you get him near death or catch him in a Sentry trap, he can simply enter Wraith Form to regain his lost speed and make a hasty retreat, whereas you have no means of escape if you're close to death. You can attempt to heckle him with secondary fire from your Photon Projector at a distance, but he can avoid your attacks with relative ease. Only engage if he's at low health, or if he's caught in a trap and hasn't activated Wraith Form yet (if he does, though, do not attempt to follow him unless none of his allies are around to protect him).
VS. : While Soldier: 76's Helix Rockets can make quick work of a Sentry Turret or a cluster grouped close together, their long recharge means he'll have to rely on his Heavy Pulse Rifle to deal with any remaining turrets. Your Photon Barrier can easily block his fire for a time, allowing you to close the distance on him where you're at your most comfortable. At close range, you have the upper hand; if you can avoid his gunfire by jumping around, your ramped up damage can quickly finish him off. If he attempts to Sprint away, try to follow him to finish him off; if he gains too great of a distance, though, let him go and deal with him later, since by the time you run into him again he'll have most likely not only regained health, but will also have his Helix Rockets and the range with which to hit you with them. Just always be certain not to leave your Turrets, Teleporter or Shield Generator out in the open, or else he can pelt them with his Helix Rockets without breaking a sweat.
VS. : Sombra's Hack barely effects you; you lose the ability to deploy Turrets and your Photon Barrier for a time, but if you're caught in a firefight with her, that means very little. Your Sentry Turrets will strip her of her exceptional mobility, making her an easy target. While she's a strong fighter at close to mid range, you're more powerful at close range, so stick to her like glue and you can make very quick work of her. If she wishes to escape, she can fling her Translocator away and warp to safety. If this happens, it's usually not worth chasing after her; with Thermoptic Camo, she can easily outrun you and regroup with her team. Be wary, though, that while you can handle her easily in a direct battle, she has a variety of methods to disrupt you. She can sneak behind enemy lines to hit your Sentry Turrets from a distance, as well as sneak up on your Teleporter/Shield Generator to quickly take it out. If the enemy team has a Sombra, be sure to place a few Turrets around your Ultimate device; unlike characters like Winston or D.Va, she'll have a much harder time dealing with the Turrets and your Ultimate at the same time, giving you and your team enough time to take her out before she can do any real damage. Also be wary that her EMP not only disables any Sentry Turrets within line of sight, but also removes Shields on both you and your allies. If you're hit by EMP, try to take cover until it wears off; without your shields, you have a pitiful 100 health, making you an easy target for any opponent.
VS. : Tracer's high mobility allows her to avoid your Photon Projector. She can also Blink through Sentry Turret nests and can quickly find and destroy your Teleporter or Shield Generator. However, when it comes to direct combat, she has less of an advantage. She's at her strongest when attacking at close range while disorienting her opponent; you also excel at close range, and your Photon Projector can track her movements if she attempts to confuse you. Jump around a lot, and she won't be able to land as many shots while your Photon Projector continues homing in on her and ramping up damage. Having Turrets nearby can especially help as they'll slow her to a crawl and make her easier to pin down. Like Sombra, be certain to place Turrets around your Ultimate in hard to hit locations, and she won't be able to take it out with quite as much ease.
VS. : You can't do much against a planted Bastion. You can heckle him with secondary fire from your Photon Projector, but if he doesn't gun you down while peeking your head around corners, he can heal himself in the long period between your shots. You can attempt to use your Photon Barrier to hold him at bay or close the gap with your team, but at close range, where you're most comfortable in combat, he can quickly and efficiently mow you down. Your Sentry Turrets won't effect him quite as much since he most likely won't be roaming the battlefield. Your best bet is to either heckle him with secondary fire or wait for your team to take him on together.
VS. : At range, Hanzo easily has you beat. One lucky shot can instantly take you out. Be wary of Scatter Shot when hiding in a corridor with your Turrets, as it can take out not only you but your whole nest as well. If you manage to sneak up on him and bring the fight to close quarters, though, you stand more of a chance. This can be helped with Photon Barrier, which he'll have difficulty fighting around. While his arrows are still potent at close range, he has no abilities that can help him escape from a confrontation with you, meaning so long as you keep jumping around and avoiding his fire, your Photon Projector will ramp up damage and quickly finish him off. His Dragonstrike is simple enough to avoid, but it can easily plow through a Sentry nest, so be ready to set up again at a moment's notice.
VS. : With access to a large number of area of effect abilities, Junkrat can quickly destroy tightly placed Sentry Turret nests as well as any Ultimate devices you have set up. Even if you get to a close range with your Photon Projector, his death will trigger Total Mayhem, which can be difficult for Symmetra to escape alive. Be extra cautious around Junkrat.
VS. : You and Mei both have abilities that are more effective the longer you're in combat. Mei's Endothermic Blaster will freeze you if she hits you with it long enough, and your Photon Projector will get more and more powerful the longer you're targeting her with it. However, if Mei is close to death, she can enter Cryo-Freeze to restore health. During this time, your Shields will regenerate, meaning both sides of the fight will get a reprieve (though Mei's health restoration will almost always be more than yours). Mei can't do much against your Sentry Turrets, so rather than following her into a fight, try to goad her your way so you can lure her into a trap. If you have your Shield Generator up, your additional health will make it easier to survive if you're frozen by Mei.
VS. : You can heckle Torbjörn's Turret from a distance with your secondary fire; this will deal a decent amount of damage, but not so great that the Torbjörn can't repair it. This also requires you to peek in and out of corners, since the Turret can easily gun you down at a distance. If you manage to close the gap on him (Photon Barrier can help with this), you'll have a much better shot at fighting him up close than at a distance. Just try not to fight him and his Turret at the same time; wait until his Turret is down, or wait until you have teammates to help you take him down.
VS. : A fully-charged headshot from Widowmaker is enough to take out any hero with 300 or less health; even if your Shield Generator is up, most non-Tank heroes will still fall to a headshot from a skilled Widowmaker. This includes you; if you stand in the open, your lack of mobility makes it incredibly easy for Widowmaker to take you out in a shot or two. You can handle yourself much better at close range, but Widowmaker's Grappling Hook can make it difficult to keep her pinned down. She will also most likely be keeping away from close corridors, making your Sentry Turrets less viable against her (not to mention if you leave them out in the open, she can easily take them out as well). If you leave your Shield Generator or Teleporter unprotected, Widowmaker can use her Infra-Sight and Grappling Hook to find your device alongside her team and quickly eliminate it.
VS. : Due to her high healthpool, excellent close-range damage output, and supreme mobility, D.Va is one of your worst enemies. If she leads her team into battle, she can allow herself to be targeted by your Sentry Turrets and quickly take them out without any difficulty. Her Boosters let her engage and disengage at will; even if you're targeting her with your Photon Projector and have her near death, she can escape at a moment's notice to regroup and heal, leaving you few ways to pursue. She can also sneak past friendly lines to find a Teleporter or Shield Generator. Even if you set up Turrets to protect it, she can take those out in an instant before moving on to your device. If you find D.Va attacking your device, you can attempt to take this opportunity to attack her, but a smart D.Va will focus solely on your Ultimate. You may end up killing her, but if she destroys your Ultimate, she gets the last laugh. Your only advantage is that your secondary fire is superior at a range, but she can negate it with her Defense Matrix. However, she can't negate your primary fire, meaning if she's close to death and is in a situation where she can't use her Boosters, you can take her out without worrying about her negating your damage. When D.Va's out of her Mech, her low healthpool and complete lack of mobility makes her a prime target; whether you see a Pilot D.Va roaming around or take out her Mech yourself, make it your mission to finish her off before she gets her Mech back. This is especially easy if you take out her Mech with your Photon Projector; your increased damage will carry over, so you can target D.Va right after she jumps out of her Mech to finish her off in an instant.
VS. : Your Photon Projector has a rare gift that few other heroes can claim: its secondary fire can bypass Reinhardt's shield. If a Reinhardt is holding steadfast and protecting his team, you can launch a series of energy balls to harass either him or the teammates he's protecting. If he's caught by your Sentry Turrets, he can gradually take them down in a few hammer swings if they're close enough, not to mention they won't effect him much; he's already slow and bulky, so slowing him down further and dealing slight damage won't matter much in the long run. If his shield is down, you can attempt to target him with your Photon Projector, but be wary that it only takes a swing or two from his hammer to take you out. Only engage if he's close to death or distracted and you're certain you can eliminate him before he can strike you down.
VS. : Like most low health heroes, all it takes is a single Hook from Roadhog and you're down for the count. You can counter this by keeping your distance, but this won't help take him out any quicker. Like other Tanks, your Sentry Turrets won't effect him that greatly, and if left to his own devices he can take them out without much difficulty and follow up with Take a Breather. The only time you have a chance is if you catch him at extremely close range and you jump around constantly to avoid his gunfire and Hook. Otherwise, keep your distance and let your team deal with him.
VS. : It's debatable whether D.Va or Winston is Symmetra's worst nightmare. Whichever is the case, Winston will spell instant doom for you and your efforts. His Tesla Cannon can track multiple weak enemies at a time, letting him instantly annihilate a clustered Sentry nest in seconds. Your Photon Projector may home in on targets, but so does his Tesla Cannon, meaning a direct one-on-one fight comes down to who has higher health walking in, and considering Winston has 400 Health and 100 Armor compared to your 100 health and 100 Shields, a direct encounter will rarely end well in your favor. If you have a healer supporting you, your ramped up damage will prevail in a prolonged battle, but Winston has his Projected Barrier to reduce incoming damage, as well as Jump Jet to easily escape from an encounter that isn't going in his favor. Even if you bring him down to low health, don't assume the battle is over; he can trigger Primal Rage at a moment's notice, instantly restoring his health and letting him knock you away with ease.
VS. : Due to the tendency of your Sentry Turrets to continue attacking the first target they see, an enemy Zarya can easily activate a Barrier to soak up damage and power up her Particle Cannon prior to destroying the Turret. Be careful around Zarya, as she'll usually be powered up upon any engagement. At mid range, she has superiority with her primary fire. The battle is more even at long range, with both of you using your secondary fire to attempt to hit each other with potshots. At close range, though, you have the upper hand. Consistently jump around to confuse her, and your ramped up damage will eventually take her out.
VS. : If you leave your Turrets in the open, Ana can take them out from a distance. However, should you close the gap on her, she has few options. If you jump around throughout the fight, you'll be a very hard target for both her standard fire as well as her Sleep Dart. Biotic Grenade can cause trouble, but if you keep your Photon Projector on her, you can take her out without much difficulty.
VS. : One of Lucio's greatest strengths is his ability to glide around an objective consistently out of reach to confuse his opponent. Thanks to your Photon Projector's homing ability, this becomes a non-issue. Lucio will attempt to knock you back to give himself some breathing room, but unless he's fleeing, you can quickly close the gap again and continue attacking him. Your Turrets will also be a great boon in lowering his speed and unpredictability. Taking him out should be a top priority; he's an easy target, his team will be without a healer, and your Photon Projector will have ramped up damage after his death, allowing you to move on and quickly kill another hero or two in succession.
VS. : Mercy's Guardian Angel will allow her to flee from a fight with you, but often not so far that you can't chase after her. If she's being protected by her team, she may be difficult to hone in on, but if you catch her alone, she's easy prey.
VS. : Symmetra mirror matches are rare, but they always come down to who lures who into whom's trap. Unless the enemy Symmetra is on the verge of death, do not follow her past a choke point, or else you'll be playing right into her hand and stepping into a probable Sentry Turret nest. Whichever Symmetra has Shield Generator up will also have the advantage, as they'll have a slightly larger health pool, letting them last longer in a fight.
VS. : Zenyatta is easy enough to take down at close range, but at mid to long range, he has you beat. He can hit you with a Discord orb and swiftly take you out with a couple of shots. Use your Photon Barrier to close the gap or take him by surprise, and you should have little difficulty eliminating him.
Symmetra literally bends reality. By manipulating hard-light constructs, she crafts the world as she wishes it to be, in hopes of engineering a perfect society. Though she dislikes killing, Symmetra believes her actions serve the greater good in society, despite the times when she wonders whether the control and order she desires are truly best for humanity. She believes she's on the autism spectrum.
Following the Omnic Crisis, the Vishkar Corporation of southern India began the laborious process of creating new, self-sustaining cities to house the nation's displaced population. One such city, Utopaea, was created using radical hard-light technology that enabled its architechs to shape the city's streets, utilities, and living spaces in the blink of an eye.
After she was identified as one of the few capable of becoming a light-bending architech, Satya was plucked from extreme poverty and placed in the care of Vishkar's Architech Academy, never to return home. Isolated and lonely in her new life, Satya immersed herself in her education and training. She quickly grasped the applications of the technology and was one of the top students in her class. Satya approached hard-light manipulation differently than her peers, with their more procedural, mechanical constructions, instead weaving her constructs in the motions of the traditional dance of her homeland.
Though she was one of Utopaea's top architechs, the Vishkar Corporation saw far greater potential in Satya's abilities. Giving her the moniker "Symmetra," Vishkar sent her on clandestine missions around the world to uphold its corporate interests and expand its influence into other countries.
A Better World
Symmetra was present in Rio de Janeiro as Vishkar tried to secure a deal with the mayor to re-develop the city's slums with its hard-light technology. However, the mayor favored a deal with Calado, a prospect to which Symmetra was left aghast. She stormed out of the mayor's office, coming across a crowd of protesters who were against the re-development of their neighborhoods. She couldn't understand their mindset, as to how they could bear to live in such "disgusting" conditions, and as she wandered, she found herself lost. She was helped back to her hotel by a young girl. Reminded of her own childhood, Symmetra swore that Vishkar would help Rio's people, regardless of what it took.
It didn't take long for that to happen, as Sanjay Korpal assigned her to infiltrate the Calado building, get some dirt on its Calado, and get out. She found some dirt, but nothing that would be enough to take Calado down. Some guards attacked her, but she was able to incapacitate them and exit via teleporter. Outside, she contacted Sanjay, confirming that she had nothing on Calado, and that maybe finding dirt on the mayor was a better option. Sanjay responded with "so be it," and a second later, the Calado building was consumed in a fiery explosion. Now, Sanjay explained, Calado wouldn't stand in their way, and they could help Rio's people. However, as the building collapsed, debris fell into the adjacent slum that Symmetra had passed through. Making her way through the debris, she found the girl that had helped her earlier, along with her grieving mother. Her face had been severely burnt, but Symmetra could only hope that Vishkar could "fix it."
A few months later, the situation had indeed been "fixed," as Vishkar had carried out its redevelopment of Rio's city center, now that Calado had been taken out. Standing with Sanjay as the mayor gave a speech, Symmetra observed that new housing had yet to be provided. Sanjay affirmed that the housing would be provided in time, and avoided answering when Symmetra asked him whether the Calado fire had been caused by Vishkar. This, he told her, was the price of rebirth. Looking out over the crowd, Symmetra could only reaffirm that Vishkar was indeed, making a better world.
|Hit an enemy with 6 beams simultaneously as Symmetra in Quick or Competitive play.|
|Teleport 20 players in a single Quick or Competitive play game as Symmetra.|
- Chris Metzen has hinted at Symmetra possessing ulterior motivations. According to Michael Chu, Symmetra is not an "evil" character in the same vein as Reaper or Widowmaker, though her actions could lead individuals within the setting to view her as a villain.
- Symmetra's backstory was expanded as per the development of Lúcio, how his backstory includes involvement with Vishkar as well.
- A magazine image of Symmetra could be found in an outhouse on Route 66. The image was removed in a later patch.
- Some of Symmetra's traits, many of which were presented in A Better World, such as trouble socializing, dislike of crowds, an obsession with structured environments, and inability to empathize, are traits commonly associated with autism. This is further supported when Symmetra reflects on how people ask her "where [she] fits in the spectrum," which alludes to the autism spectrum.
- As of September 2016, Symmetra is the least played hero in Overwatch.
- As of December 13th, 2016, Symmetra is the first and currently only hero to have had abilities added, removed, or fully replaced since early Beta. She is also the only hero to have a choice between using two different Ultimate abilities.
- You can put the turrets on a basketball and then carry the basketball out on onto the field so you have portable turrets.
Patch Notes History
For more information, see Patch Notes
January 24th, 2017
- Bug Fixes
- Fixed a bug preventing Symmetra’s Photon Barrier from playing its destruction sound effect when it is destroyed
- Fixed a bug that allowed Symmetra to place her Shield Generator in unintended locations in Watchpoint: Gibraltar
December 30th, 2016
- Bug Fixes
- Fixed a bug that sometimes allowed Symmetra to place Teleporters and Shield Generators inside her team’s spawn room in a competitive match
December 13th, 2016
- Hero Balance Update
- Photon Barrier (New Ability)
- Replaces her existing Photon Shield ability
- Generates a large energy barrier in front of Symmetra that blocks enemy fire as it travels forward
- Shield Generator (New Ultimate Ability Option)
- Symmetra's Ultimate ability now offers a choice between Teleporter and a new option: Shield Generator
- Shield Generator places a device that grants additional shields to allies within its effective radius (regardless of barriers, walls, or obstacles between them and the Shield Generator)
- Photon Projector (Primary Fire)
- Range has been increased from 5 meters to 7 meters
- Sentry Turret
- Turrets that can be carried have been increased from 3 turrets to 6 turrets
- Cooldown has been reduced from 12 seconds to 10 seconds
- Photon Shield
- Replaced with the new Photon Barrier ability
- Health has been decreased from 200 to 50
- Shields have been increased from 0 to 350
- Developer Comments
- We wanted to address two main issues with Symmetra. First, on the whole, we felt that she didn’t feel active enough. Second, due to the nature of her Teleporter, she felt weak in certain situations on different maps and game modes. To address the first point, we replaced her more passive Photon Shield ability with a much more active ability: Photon Barrier. Now, Symmetra can help lead the charge on offense or help shut down a big push on defense by actively blocking damage for your team. For the second point, we noticed players would often switch off of Symmetra once they found themselves in a situation where her Teleporter wasn’t as useful. For example, when playing her on defense on an Assault map, players often used her to defend the first capture point, then quickly switched to another hero if that point fell. To help her feel more useful in more situations, we've given her an alternative to her Teleporter. The Shield Generator is just as important for the enemy to deal with, but is useful in more situations. The turret changes allow her to rebuild her turret nests faster. Even if all her turrets are wiped out, it's now easier for players to build them all back up before the next push. We’re also increasing the range on her Photon Projector to make it easier for her to build up and keep a powerful charge on her target.
- Bug Fixes
- Fixed a bug causing Widowmaker’s Grappling Hook to begin its cooldown after going through Symmetra’s Teleporter
- [Console] Sombra no longer receives credit toward her on-fire meter when her EMP ultimate hits Symmetra’s turrets
November 30th, 2016
- Bug Fixes
- Sombra no longer receives credit toward her on-fire meter when her EMP ultimate hits Symmetra’s turrets
November 15th, 2016
- Hero Balance Change
- Dealing damage to things other than players (like Torbjörn's turret or Symmetra's teleporter) no longer charges ultimate abilities
- Ultimate costs have been increased by 25% for all heroes
- Developer Comment
- Game-changing ultimate abilities were coming up a bit too frequently. This change helps keep them in check while still allowing them to be powerful.
September 30th, 2016
- Bug Fixes
- Symmetra's “Car Wash” achievement now correctly lists the number of beams required (6 instead of 7)
September 1st, 2016
- General Update
- When activating the "Ultimate Status" communication, Symmetra now reports the number of charges left on her teleporter
- Hero Balance Update
- Ultimates that consume the ultimate meter when activated will now drain the meter more quickly (.25 second instead of 1 second)
- Reverted a recent change that reduced the size of heroes' projectiles
- Most hero abilities will no longer interrupt quick melee attacks
- Ultimate abilities will now interrupt quick melee attacks
- Developer Comments
- Altering the size of projectiles in flight had too many unintended side effects to keep in the game, at least in its current form. We will continue watching this and make additional changes if necessary. We’re also making quick melee more consistent when interacting with enemy abilities.
- Bug Fixes
- Fixed several issues with Symmetra's emotes and highlight intros
July 21st, 2016
- Hero Balance Change (PS4 and XB1 exclusively)
- Turrets damage decrease by 30%
June 21st, 2016
- Bug Fixes
- Fixed a bug that would sometimes cause projectiles to hit Reinhardt instead of his Barrier Field in "High Bandwidth" Custom Games
- Reduced the chance for larger projectiles (i.e. Hanzo's arrows, Zenyatta's orbs) to hit targets around corners
- Symmetra, Blizzard Entertainment. Accessed on 2015-03-09
- Overwatch: Symmetra: A Better World
- 2016-05-13, Confirmation of "spectrum" in A Better World referring to the autism spectrum ("ASD" refers to "Autism Spectrum Disorder"), Twitter.
- 2014-11-24, BlizzCon 2014 – Overwatch Unveiled Panel Transcript. Blizzplanet, accessed on 2015-03-08
- 2015-08-16, Reddit Q&A about Solider[sic] 76 | Overwatch. Blizzplanet, accessed on 2015-08-06
- 2015-12-10, How Blizzard is making up Overwatch's story as it goes. PC Gamer, accessed on 2015-12-24
- 2016-03-26, Blizzard Patches Masturbation Gag Out Of Overwatch. Kotaku, accessed on 2016-03-26
- Game Informer #81: Designing Overwatch: From Titan to Torbjörn
| Heroes in Overwatch|