After spending some time thinking on the subject it feels wrong to solely put Seoul Dynasty's strange and actually successful first point Lunar Colony first point attack down to set play of a combo of ultimate's when in all reality the combo and plan of grinding fast building ultimate's is secondary to the idea of using the mobility of the the team to score kills. The idea that Seoul's Moira and Sombra ultimate's are only secondary can be seen in how the left flank of the Tracer, Sombra and Moira push for kills so aggressively in Seoul’s game against the Houston Outlaws using the distraction of the D.V.A and Winston, going for supports and squishes who have little recourse against the burst and mobility of the 3 left flankers. The logical conclusion to this idea of the ultimate combo being secondary to the dive comp and the utility of Moira can also be seen in Seouls game against New York Excelsior (NYXL) where Seoul, having decided to take free positioning on point has Ryujehong commits to pocketing his tanks on point, enabling them to survive, get picks and lock out the chokes.

Ryujejong on Moira

So what can we take away this?

This composition is way more malleable then first comes to eye — and to a large extent its built around the idea that Moira works well on a number of different levels: She synergies well with the flankers in Sombra and tracer: her orb ability and right click help to secure kills while she herself is hard to duel for an apposing Tracer, Genji or other float-y DPS character due to the aforementioned abilities and her shadow step. the terrain on point its self also negates her weakness, lack of vertical movement and plays to her ability to burst heal tanks who would be looking to control the point through the chokes.

The Sombra is a shout out back to the DPS Sombra of Esca from old Lunatic Hai as well as to the more traditional strategy of the quick building EMP depending on how Seoul decides to execute this composition and how the opposing team is positioned. If the enemy positioning and composition calls for a more traditional EMP play, such as the defence from the Houston Outlaws, which played on point and abused the points chokes with a Junkrat and an Orisa then the Sombra can work to build EMP to crack this nut, while the Moira plays a more flank-y DPS role looking to support her Sombra and tracer.

The second application of this character is VERY Lunatic Hai: the idea that Sombra can be there to hack targets and provide easy kills and focus targets for the rest of his team.

The spirit of EscA lives on.

Secondary win conditions: cracking the nut.

This comp does have more definable win conditions secondary to being able to read the enemy and get picks: both Moira and Sombra have very fast building ultimate abilities. Depending on the enemy composition its sometimes hard to take position and get frags without the ability dampening power of Sombras ultimate ability — but its a pretty good bet that if you play around the Sombra health packs you can win the race to first ultimate, the same going for Moira.

How Seoul played against a point comp that requires a EMP to bust

So whats the recourse to beat this comp?

Seoul's composition works best when it is being proactive and the opposing team is playing a reactive play style — the Sombra effectively provides a countdown to point capture if played as a EMP farmer, and this timer is sped up each time she gets access to more resources. As well as this, Sombra and Moira just aren’t amazing as DPS characters when faced with opponents who actively push and engage them — as DPS character they’re looking to play off the distraction of the tanks to enable them the room to get picks, even more so then other DPS characters.

In my head this all adds up to this comp being weak to a proactive early dive from the defending team that looks to engage the Moira/Sombra composition before they have access to health packs. Trying to take fights which abuse the fact that Moira and Sombra are also not great in a fight compared to other heroes is also good.

Moira and Sombra are also weak second point characters — where more traditional dive and healers who have vertical mobility are better — every time Seoul won first they would immediately switch of both characters — stopping snowballs and any ultimate's built on them.

The next to note is that this comp, at least the version that Seoul was running doesn’t have access to either Mercy’s Resurrect or Valkyrie or Zenyatta’s harmony/discord orb or Transcendence. This means for one thing that Seoul's tracer is playing without a harmony orb on her, and isn’t shooting discorded targets- opposing tracers, provided they have access to the Zen orbs, are at a distinct advantage in a tracer duel.

To add to this, this comp there is a severe lack of vertical heals: Seoul's tanks will struggle to contest high ground or dive aggressively into high ground without premeditated positioning from Moira and Lucio to support them- A soldier holding high ground being pocketed by a Mercy and Zen is a hard target for Seoul's comp to engage without massive pre-positioning.

Lastly- this composition struggles to win fights against Mercy and Zens ultimate's. if the enemy team manages to get either ultimate off in a fight (no easy feat against EMP to be fair) then Seoul struggles to counter them or sustain through them.

Links and sources:

https://overwatchleague.com/en-us/videos?v=duoAG5jlasD Seoul vs Houston Outlaws on Lunar Colony

https://overwatchleague.com/en-us/videos?v=7CuPwdpLDIz Seoul vs NYXL on Lunar Colony

https://twitter.com/maid_OW — my dumb twitter.