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Va was a fierce competitor who played to win at all costs, and she had a well-earned reputation for showing no mercy to her opponents. Seeing her new mission as a game, D.

Va fearlessly charges into battle alongside the rest of her MEKA unit, ready to spring to her nation's defense at a moment's notice. Recently, she has begun to stream combat operations to her adoring fans, and her growing following has turned her into a global icon.

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Overwatch League. Log In. Buy Now. Promotional popup has appeared. Overview Story Role Tank. Fusion Cannons D.

Light Gun While outside of her mech, D. Va can continue the fight with a mid-range automatic blaster.

While you aren't much help against Roadhog in a 1 on 1 fight, you're much more helpful in a group fight. Defense Matrix's strong point comes when your allies are hooked by Roadhog; quickly Boosting in and triggering Defense Matrix can save a hooked ally from a grizzly end.

This will require quick reaction time, so when the opponent has a Roadhog and you're entering a group-fight, you should always have Boosters and Defense Matrix at the ready.

When out of your Mech, only fight Roadhog at extremely safe range. If you get in his hook's range, he will grab you and end you, but if you keep your distance, he can't do anything but soak up damage while you quickly build back up your Call Mech Ultimate.

Teaming up a D. Va and Roadhog will result in your team lacking heavily in protection. However, among the Tanks, D.

Va and Roadhog are also arguably the most offensively powerful. With the right team comp that focuses more on barreling through an enemy line rather than slowly pushing and protecting your team, you can pick off key targets while your Damage allies finish off any stragglers.

Sigma's Kinetic Grasp is very similar to your own Defense Matrix; the main differences between the two is that Kinetic Grasp has a lengthy cooldown compared to your rechargeable meter, and that projectiles absorbed by Kinetic Grasp are converted to shields for the enemy Sigma.

When Sigma has Kinetic Grasp active, be careful not to fire at him; instead, charge him with your Boosters, or stick with your team and prepare to attack once the ability concludes.

While it's best to try to fight around Sigma's Experimental Barrier, if the barrier is active but his team isn't nearby, you can take a second to attack and shatter the barrier while it's out in the open.

If you do this and run into Sigma shortly after, he'll be down a barrier and therefore be less capable of protecting his team and himself.

When Sigma activates Gravitic Flux, it may be wise to fly up and away from your team, rather than backpedaling together with them and making yourselves easy targets; the high speed of your Boosters may also help you escape the rim of the ability just before it attempts to lift you.

With a friendly Sigma on your team, you'll have an incredibly easy time negating incoming projectiles and covering each other's bases.

That being said, you'll have a much greater difficulty against beam weapons such as the likes of Zarya and Symmetra. Try to do your fair share of absorbing projectiles and don't put the burden of protection on your friendly Sigma; if his Experimental Barrier goes down, both he and your team will be far more fragile.

Wrecking Ball. If you and Wrecking Ball both stay put and fire away at one another, you're almost certain to come out on top.

Unfortunately, due to his high mobility, this will rarely be the case. While it's unlikely that Wrecking Ball will ever land a kill on you unless he's supported by his allies, his primary asset against you is being a nuisance who will refuse to die.

Ramming him with your Boosters can temporarily disrupt him if he's swinging around, but even then he can simply roll away from a fight he doesn't wish to continue.

As much as he may try to attract your attention, try to focus on killing Wrecking Ball's teammates in a group fight before turning your focus to him.

If your team decides to run both D. Va and Wrecking Ball as your tanks, you're offering your team extremely minimal protection. That being said, if your team is filled with heroes who prefer to stay mobile and fend for themselves, such as Genji, Tracer and Lucio, this may be an acceptable, aggressive team composition.

Out of your Mech, Winston is a nightmare, because he'll just jump towards you and laser you before you can whittle through his massive health.

In your Mech, though, his gun will only deal insignificant damage to your larger health pool while you quickly gun him down. A well-aimed Booster ram can knock him out of his barrier's protection, making him easier to kill.

If he jumps away, chase him down with your Boosters and finish him off. The classic "dive comp" combo, D. Va and Winston both have the ability to quickly move towards, or "dive", an enemy.

This is especially helpful to ambush foes that wish to remain on the backline, such as Widowmaker or Support heroes.

Try to coordinate with a friendly Winston so you both ambush the same target simultaneously. Zarya is among D. Va's greatest enemies, as she can build lots of charge from the fire of D.

Va's Fusion Cannons, and her beam is not blocked by the Defense Matrix. She also has more than enough health to go up against D.

Va's damage output, unlike other characters with beam weapons such as Symmetra and Mei. If an enemy Zarya's gun is supercharged, she will mow you down without mercy.

Just always keep calm and think things through. If her barrier's up, you can't fight her. Either pause and wait until the bubble drops or flee if you feel you must.

She can easily overpower you at mid range, but you might be able to quickly take her out if you nail her face quick enough. Just always remember to take extreme caution with her, and if her laser is supercharged, get out before she kills you.

While having a Zarya as a second tank will cost your team traditional barriers, you each have unique ways to negate incoming fire.

As long as you keep constant awareness of your teammates, you can both keep them safe from enemy fire. Zarya's Ultimate, Graviton Surge, can combo well with Self-Destruct; just make sure that if an enemy with a barrier such as Reinhardt is caught in the mix, you either kill him or take out his barrier, because otherwise the combo will be for naught.

You excel at taking down snipers, and Ashe is no exception. Defense Matrix can negate most of Ashe's abilities; if you fly towards Ashe point blank while she's isolated, you can take her out and retreat before her teammates show up to avenge her.

You can negate an enemy Bastion's gunfire with your Defense Matrix, but that's only useful if your teammates are there to help fight him as well.

At both close and long range, he has you beat damage-wise. Unless you're protecting your team, try to avoid him if you can, or in the very least try to catch him from behind by surprise.

If you're desperate, you can fly around him at point-blank range and confuse him, potentially killing him before he can run you down, and when in Pilot form you can use your small hitbox to wildly jump and duck to avoid his attacks.

If Bastion is in Recon configuration instead of Sentry, he's going to be much easier to finish off. If you catch a Bastion running around, try to eliminate him before he can transform or reach his team.

If he does transform, consider his health, and decide whether you think you can kill him quickly enough or if you need to flee. While D. Va isn't as well-suited to protect a friendly Bastion as Reinhardt or Orisa , her Defense Matrix can save him from a sudden large-impact attack, such as Pharah's Barrage.

If Bastion has no one nearby to protect him, it can be helpful to stay by his side to protect him from these attacks.

Defense Matrix negates very few of Doomfist's abilities, and his consistent stunning moves can make escaping him excessively difficult.

Choosing to fight him head-on alone will also end badly, as his ability to generate shields means he'll always be able to outlast you until your Mech is destroyed, at which point you're as good as gone.

Keep your distance, and only engage when you have teammates to help you. Due to Genji's constant mobility, he can be extremely difficult to pin down as D.

Va, and his Swift Strike ignores your Defense Matrix. You'll need to rely on teammates such as Winston or McCree to get Genji off your back. At higher skill levels, the classic "dive" composition almost always includes both D.

Va and Genji, along with Winston and Tracer. Your Defense Matrix will let you block the burst damage of Hanzo's Storm Arrows, while your Boosters can help you chase down and finish Hanzo if he tries to flee.

Do keep an eye on your cooldowns; because he is a sniper, one or two arrows from a skilled Hanzo can take you out of your Mech, at which point the match will drastically turn in his team's favor.

If you get trapped, just face Junkrat and activate Defense Matrix to protect yourself, then either engage if you're healthy enough or fly out if you're not.

If you hear Junkrat's RIP-Tire nearby, it should be easy for you to fly up to his defenseless body and gun him down while he's unaware. If need be, you can even use your Boosters to fly closer to ensure that your Defense Matrix completely blocks his shots.

At close range, Mei will almost always freeze you before your Fusion Cannons can kill her. Defense Matrix does nothing to stop her from freezing you, and because your cockpit is such a huge target, Mei should have no trouble following up with secondary-fire headshots.

Depending on how much health you and Mei have, you may be able to finish her off after the initial freeze has thawed, but if Mei notices this, she could instantly enter Cryo-Freeze.

If she doesn't, you still have a chance; judge accordingly and decide whether it's wiser to fight or flee. At long range, Mei's icicles will out-damage D.

Va can do very little more than play defensive when fighting Mei at a distance. Overall, D. Va has very few options when fighting Mei other than ganging up on her with teammates, finishing her off at low health, or fleeing.

Va sometimes has an easier time fighting Mei outside of her Mech; your pistol has respectable damage at a distance, but even in this case, Mei can kill you with an Icicle headshot or two.

Also, if Mei wants to keep distance between you, she can use her Ice Wall to briefly allow her to escape harm. Those abilities can also be used to help Mei and her team survive a Self-Destruct, so you have to be careful when activating it or risk having it be completely negated.

Mei's Blizzard Ultimate is an excellent setup to perform a massive Self-Destruct on your immobile enemies. Her ability to freeze quick-moving flankers can also help fend off enemies such as Genji and Tracer who would normally give you trouble.

Your Boosters and Defense Matrix make you one of the hardest counters to Pharah. A melee strike can disrupt Pharah's hovering, sending her plummeting to the ground where your teammates can finish her off.

Your ability to block all of her attacks, especially her Barrage, is invaluable. You and Pharah tend to be the most airborne heroes. You can take advantage of this by both taking control of the skies, especially if you have a friendly Mercy on your team.

Pharah's primary counters are hitscan and sniper Heroes, which happen to be some of your easiest targets; you can cover her counters, while her powerful rockets can help keep flankers off your back.

Both you and Reaper need close range to effectively deal damage, and at close range Reaper will rip through you in seconds.

While negating his Death Blossom Ultimate is very helpful for your team, in most other situations your only real options when fighting Reaper are to negate his attacks or flee, but even then Shadow Step and Wraith Form can help him chase you down and finish you off.

Soldier: Remember that he doesn't have to be looking at you when firing for you to negate his shots with your shield; you actually project the shield forward, so as long as he's firing around that vicinity, you'll negate his fire.

Other than countering his ultimate, you'll generally want to close the distance on him. Thanks to Biotic Field and Sprint, he has options to both outlast you in a fight and to flee if he feels the need to, and if your Boosters are in cooldown it will be difficult to keep up with him.

Your best bet is to catch him by surprise with a burst of Micro-Missiles; he'll most likely use Biotic Field to recover, but if you keep accurately firing at him, you may be able to finish him off before he can heal.

With a well-timed Hack or EMP, Sombra can shut down your Ultimate and abilities, forcing you to stay grounded and making you an easy target with a large hitbox, no defensive tools and no mobility for 6 seconds.

Worse, once you've lost your Mech, Sombra's great mobility and ability to see wounded enemies through walls can let her hunt down and kill you while you're attempting to flee, and she can even stop you from regaining your Mech with a well-timed Hack.

This is especially painful after activating Self-Destruct, as you'll be forced to remain in Pilot form and potentially be killed.

On the positive side, Sombra's weapon deals low damage against D. Va's armor when she's in her Mech. In a one-on-one fight, even if you're hacked, you can usually outdamage the Sombra, or at least keep her at bay long enough for your abilities to return so you can flee.

Just remember that if Sombra tries to run, you can pursue. Keep an eye on her teleport location a beam of light will shoot in the direction she's going ; try to hunt her down and finish her off if she's wounded.

A well-timed EMP can shatter the barriers of a clustered enemy team, which can pave the way for a massive Self-Destruct.

When planning this combo, it is best for the D. Va to initiate her Ultimate first. When doing this, the enemy team may instinctively gather behind a friendly player, at which point the EMP will leave them vulnerable, whereas leading with EMP may cause the enemy team to split apart and flee, making it more difficult to hit everyone with Self-Destruct.

Your large health pool and close-range fire are both great assets in quickly taking out Symmetra's turrets as well as Symmetra herself.

If you are out of your Mech and the enemy team has a Symmetra, be extremely cautious; even one turret can finish you off in your fragile state before you can react.

While extremely tricky to pull off, Symmetra can create a teleporter through which D. Va can send her Mech during Self-Destruct.

When done right, this can catch an enemy team completely off guard and potentially wipe them out. In addition to blocking an enemy Torbjörn's turret's incoming fire with Defense Matrix, you can also rush towards a turret and quickly take it out at close range, robbing Torbjörn of a large amount of his power.

Va's Defense Matrix can help protect Torbjörn's turret from oncoming fire by the likes of Widowmaker , Pharah or Soldier: Like Reaper, you and Tracer both excel when fighting at close range.

Also like Reaper, Tracer will outdamage you in most circumstances. While Reaper has The Reaping to help him outlast your damage, Tracer's Blink and Recall will make it extremely difficult to finish her off before she strips you of your Mech, at which point you're easy pickings for her.

Fleeing Tracer is difficult due to her ability to catch up with you with Blink, but if you escape to a higher altitude, it will be harder for her to catch up.

Tracer is absolutely essential to the classic "dive" composition that includes D. Va and Winston. Your team's lack of a "shield tank" such as Reinhardt, Orisa, or Sigma can potentially be made up for if an accurate Tracer dances around your enemies with well-used Blinks and Recalls.

With her high mobility and ability to negate incoming fire, D. Va is an incredibly strong counter for Widowmaker. A common Widowmaker tactic is for her to fall to a lower altitude, wait for you to chase her, then use Grappling Hook to ascend again.

Don't fall for this bait unless you have your Boosters ready to go; maintain the high ground for as long as you can, and eventually she'll be forced to ascend back to you or be gunned down by your teammates when she's out in the open.

Ana is both a Support Hero and a sniper, making her one of your highest-priority targets. With Defense Matrix, you can negate her grenades, sleep darts, and poison shots.

Once her abilities are on cooldown, the fight is yours. Just keep in mind that if Ana aims her grenade at the ground and not you, you'll take damage from the grenade's splash.

Also be careful not to be caught off guard, as her Sleep Dart is capable of hitting D. Va's sizeable hitbox, taking her out of the fight for a potentially significant amount of time.

You may be a large target for your friendly Ana to heal, but you're also a mobile one. Make sure you're always in your Ana's line of sight to stay at full health.

While a Nano-Boosted D. Va isn't as threatening as the likes of a Nano-Boosted Reinhardt or Genji, with correct maneuvering and close-range hits you can take down a decent chunk of the enemy team during your powered-up state.

Do not use Self-Destruct, as you'll immediately lose your Nano-Boost in the process. Fighting a Baptiste one-on-one isn't too difficult for D.

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