Symmetra is a Damage hero in Overwatch.

Overview

Symmetra utilizes her light-bending Photon Projector to dispatch adversaries, shield her associates, construct teleportation pads and deploy particle-blasting Sentry Turrets.

Abilities

Photon Projector Type Weapon (Primary Fire) Aim Type Beam Symmetra’s weapon emits a ranged beam. It deals continuous damage that increases the longer it is connected. Damage : 60/120/180 Max. range: 12 meters Area of effect: 0.2 meter beam width Ammo: 70 Ammo usage: 7 per second

+7 per second gained against barriers Reload time: 1.35 seconds Headshot: ✕ Short-range beam weapon with increasing damage. Damaging Barriers does not consume ammunition. Details: Levels up by hitting an enemy or an enemy object (e.g. barrier, turret, mine, etc.) for 1.33 seconds. If the beam is not hitting anything, it decays from level 3 to level 2 in 4.0 seconds and from level 2 to level 1 in 2.0 seconds.

Generates ammo instead of consuming it when attacking barriers.

When the beam starts or hits a new target, it temporarily does less damage than normal. If left uninterrupted on a single target, this will yield to 23 less damage.





Photon Projector Type Weapon (Secondary Fire) Aim Type Projectile The projector can also release an explosive energy ball that deals high damage on contact. Damage : Direct hit: 120 (full charge)

Splash: 15-60 (full charge) Projectile speed: 25 meters per second Area of effect: 2 meter radius Rate of fire: 9 rounds per second while charging (max. 9)

0.25 second recovery Ammo: 70 Ammo usage: 2-10 rounds based on charge time Reload time: 1.35 seconds Headshot: ✕ Hold to charge, release to fire explosive orb. Details: Takes 1 second to fully charge and can be held for 1 second.

Automatically consumes 1 round when fired, meaning the minimum number of rounds consumed is 2 and the maximum is 10. When spamming small orbs, sometimes this does not apply and orbs that only consume 1 round can be fired. If there is only 1 round left, an energy ball can still be fired.

The damage is scaled off charge time, not ammo consumption.





LSHIFT Sentry Turret 10 seconds per charge Type Ability Aim Type Projectile (before deployment)

Beam (turret beam) (before deployment)(turret beam) Symmetra launches a small turret that automatically fires speed-reducing blasts at the nearest enemy within range. Up to three turrets can be built on the battlefield at once. Health: 30 Damage : 40 per second Move. speed: −20% (slow) Projectile speed: 15 meters per second Max. range: 10 meters (turret beam) Ammo: 3 stored

Max 3 on the field Casting time : 0.5 seconds (cast animation)

~1 second (deployment) Cooldown: 10 seconds per charge Headshot: ✕ Deploy a small turret that damages and slows enemies. Details: Turrets are projectiles until they hit a wall, at which point they will deploy.

While in the air, Sentry Turrets cannot attack but can still be destroyed. They pass through enemy barriers.

Unaffected by Defense Matrix, Deflect, or Kinetic Grasp.





E Teleporter 10 seconds Type Ability Symmetra places a temporary teleporter exit pad at a distance and connects it to a teleporter entry pad at her current location. Allies (and some of their abilities, such as Junkrat’s RIP-Tire) can travel from the entry pad to the exit pad instantly. Health: 50 health

250 shields Healing: Regenerates 30 shields per second, after avoiding damage for 3 seconds Max. range: 30 meters (placement)

40 meters (max. absolute range) Area of effect: 1.5 meter (interact range) Casting time : 2 seconds (deployment) Duration: ∞ Cooldown: 10 seconds Create two teleporters that enable instance travel between them. Details: Requires the player to use the Interact key to activate, unless it's an entity separate from a player, in which case it will teleport automatically. (Turrets, D.Va's MEKA when self-destructing, etc)

Cannot be used while in spawn.

Can be destroyed by the player by pressing the ability key again.

If the entrance and exit are more than 40 meters apart, they are automatically destroyed.

After Teleporting, there is a 1 second cooldown before it can be reused again for that same player.





Q Photon Barrier 1680 points Type Ultimate Ability Symmetra deploys a massive energy barrier which prevents ranged attacks and is big enough to cut through the entire map. Health: 4000 Max. range: 25 meters Area of effect: Entire map

(~484 m × 50 m) Duration: 12 seconds Ultimate cost: 1680 points Details: Can be placed from anywhere (including from the spawn room), since it covers the entire map.

Orientation can be changed by pressing the Ultimate key again (like Mei's Ice Wall).





Console Differences

Sentry Turret's damage per second is 30 instead of 40.

Strategy

Symmetra's abilities provide both defensive and positional advantages to her team. She can cover chokepoints with her Sentry Turrents, deploy a Teleporter to provide teammates higher ground or ambush the enemy team, and split the map in half with her Ultimate. Her low health and mobility means that she must coordinate with her team in order to survive.

Weapons & Abilities

Photon Projector (weapon): Symmetra's main weapon. The projector has two modes of fire, a short range beam, and a chargeable, explosive energy ball.

Primary fire's range is rather lacking (at 12 meters), so it is best used in combination with Teleporter.

Primary fire also has a high tickrate, meaning it doesn't fare very well against armor, and it is a bit difficult to consistently maintain the beam on the target. However, given that attacking barriers recharges the weapon's ammo as well as helping ramp up its damage levels, it is a good idea to target nearby enemy barriers first, then firing at enemies, taking advantage of the fully charged and reloaded beam.

helping ramp up its damage levels, it is a good idea to target nearby enemy barriers first, then firing at enemies, taking advantage of the fully charged and reloaded beam. Secondary fire requires quite a bit of leading at longer ranges, but it makes up for primary fire's low range. A fully charged orb deals considerable damage (120), requiring only one full charge and one semi charged orb to secure a kill. Rapid firing orbs is only recommended if you need to hit very low health targets, as if used otherwise, it has low damage per second.

Sentry Turret: Symmetra launches a small turret that fires slow beams at enemies.

Another very good ranged tool in her arsenal, her turrets can help cover different parts of the map at once, such as chokepoints.

Throwing turrets at a full enemy team is not very effective, as they can be shot out of the air.

Teleporter: Symmetra builds a teleporter between two locations.

This ability can give you free reign over high ground, or otherwise inaccesable parts of the map, for both you and your team.

It is a decent ambush tool, given you can teleport an unlimited amount of allies and things over its duration. A common tactic is to set up 3 turrets on the ground, and then placing a teleporter into the enemy team, giving them a sudden burst of damage that they have to deal with. However, it has drawbacks. The enemy can see (and hear) the ambush coming, since it has a lengthy deploy time. During this time, they can prepare for the attack, or plainly destroy the teleporter.

Synergises well with immobile compositions that consist of heroes like Ana, Bastion, Orisa, among others.

Photon Barrier (Ultimate): Symmetra sets up a barrier that cuts the map in half.

Useful for blocking enemy snipers' line of sight, used reactively against enemy Ultimates, or to protect choke points from "poke" damage.

Given its infinite range and ability to change orientation, Symmetra can cast this ability from spawn, or anywhere else on the map and still be effective. A good tip for such usage is to point at the objective marker, and checking your teammates chevrons.

Not many heroes can break the barrier on their own before time runs out, but if the whole enemy team is dealing a large amount of damage, it will not stop them for long.

General Strategy

Match-Ups and Team Synergy

Tank

Hero Match-Up Team Synergy

D.Va Due to her high health, 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. That being said, her Defense Matrix can't protect her from your primary fire, and as she is a stationary, slow-moving enemy, you can very rapidly build up your power. If the D.Va isn't able to quickly take you out or if she chooses not to flee, your Photon Projector will eventually rip through her Mech. When D.Va's out of her Mech, her low health 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. Photon Barrier can protect your team from an incoming Self-Destruct; just be sure to position the barrier so your team is safely behind it. If a friendly D.Va wants to be tricky with you, you can deploy a Teleporter behind enemy lines and she can send her Mech through it during Self-Destruct. If timed right, you can catch the opposing team off guard and wipe them out.

Orisa (To be added) (To be added)

Reinhardt Your Photon Projector actually gains ammunition rather than using it when attacking an enemy barrier. With this in mind, if you keep your weapon trained on an enemy Reinhardt, you will rip through his barrier in seconds while charging yourself to maximum power; should he drop the barrier or have it be destroyed, you can follow up by running him down with your charged up Photon Projector. This makes Symmetra an effective counter to Reinhardt, drastically reducing the ability of his barrier to protect himself and his team. Just don't get too arrogant and up in his face, as a quick Charge or a few hammer blows can easily kill you. If he's caught by your Sentry Turrets, he can gradually take them down in a few hammer swings if they're close enough. Your turrets won't affect 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 you anticipate an oncoming Earthshatter, quick deployment of Photon Barrier can protect yourself and your team; if you attempt to do it in reaction to him using it, though, you'll most likely be a second too late. (To be added)

Roadhog 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. If you're forced into a close range fight with him and he doesn't hit you with his Chain Hook his large hitbox can allow you to rapidly charge up your Photon Projector; even if he heals himself with Take a Breather, you should be able to quickly run through his health, so long he doesn't hit you with his Chain Hook once its cooldown has worn off. In general, outside of close quarters team fights, keep your distance and let your team deal with him. (To be added)

Sigma (To be added) (To be added)

Wrecking Ball (To be added) (To be added)

Winston 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 be able to quickly ramp up, but his Tesla Cannon will be able to track you even if you try to avoid it. 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. Winston has his Projected Barrier to reduce incoming damage, and while attacking it can charge up your Photon Projector and refill its ammunition, in that amount of time he can either attack you from the safety of the barrier or use his 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. Try to stay with your team and never stray alone, otherwise you'll be easy pickings for Winston. (To be added)

Zarya 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. This also provides a quandary on whether or not you should pressure her with your Photon Projector, increasing both your and her offensive output, or if you should wait until the barrier is down, entering a fight with a weaker Photon Projector. As a rule of thumb, whichever of you has a more charged-up weapon at the start of the fight will most likely win it. If you and your team are grabbed by Graviton Surge, you can quickly throw donw a Teleporter for you and your team to escape through. However, this not only requires instant reaction time from you, but also communication with your teammates so they realize what you're doing and to use your Teleporter. (To be added)

Damage

Hero Match-Up Team Synergy

Ashe (To be added) (To be added)

Bastion 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 you peek your head around corners, he can heal himself in the period between your shots. Your Sentry Turrets won't effect him quite as much since he most likely won't be roaming the battlefield. If your Sentry Turrets catch him by surprise, he can Self-Repair to withstand long enough to focus fire on them. You can deploy a Teleporter behind him to catch him off guard, but if he notices and snaps around, he can gun down both the Teleporter and any teammates who have traveled through it. Your best bet is wait for your team to take him on together. (To be added)

Doomfist (To be added) (To be added)

Genji Genji's Deflect ability does nothing to counteract your Photon Projector's primary fire, leaving him with only Swift Strike and his Shuriken. However, as Genji can use his agility to constantly jump around, it may be difficult to keep your laser trained on him. Your Sentry Turrets will lock on to Genji and slow him to a crawl, so if possible try to draw him into an enclosed area where you have turrets set up. His Shuriken can't easily deal with your Turrets, meaning a well-placed trap can cause instant death for him, especially if your team can pressure him before he can escape. (To be added)

Hanzo At range, Hanzo easily has you beat. One lucky shot can instantly take you out. If you manage to sneak up on him and bring the fight to close quarters, you still have Storm Arrows to worry about. Should you avoid them, you may stand a chance if you can efficiently avoid his shots. He will have difficulty with turrets, needing to charge his bow to take them out one at a time; if you catch him trapped in a turret nest, you can take this opportunity to ambush him and take him out. (To be added)

Junkrat With access to a large number of area of effect abilities, Junkrat can quickly destroy Sentry Turret nests as well as your Teleporter. Even if kill him at close range, his death will trigger Total Mayhem, which can be difficult for you to escape from alive. Be extra cautious around Junkrat. (To be added)

McCree When fighting McCree at close range, it is crucial to avoid his Flashbang, as this will spell instant death. 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 unless you're protected behind a barrier. Instead, try to 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. In the time between when you hear McCree announce his Deadeye and when he shoots, you can quickly deploy your Photon Barrier to completely block his attack. (To be added)

Mei 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, albeit not at the same rate of her self-healing. 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. (To be added)

Pharah The splash damage from Pharah's rockets makes it easy for her to destroy Sentry nests as well as your Teleporter 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, if Pharah uses Barrage against your team while Photon Barrier is ready, you can quickly break it down to negate all of the damage and/or cause Pharah to take recoil damage and kill herself. 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. (To be added)

Reaper You may be lethal at close range with a charged Photon Projector, but Reaper can hit even harder without the need to charge his weapon up. 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 unless you happen to be near your Teleporter. If he flees with Wraith Form, do not attempt to follow him unless none of his allies are around to protect him, and even then you should only chase him if he's on the brink of death. You can attempt to heckle him with secondary fire from your Photon Projector at a distance, but he may be able to avoid your attacks. Only engage if he's at low health, if you're in a group fight protected by your team, or if he's caught in a trap and hasn't activated Wraith Form yet. A quick Photon Barrier can protect your team from being hit by Reaper's Death Blossom. (To be added)

Soldier: 76 Soldier: 76's Helix Rockets can make quick work of a Sentry Turret or a cluster grouped close together, though their long recharge means he'll have to rely on his Heavy Pulse Rifle to deal with any remaining turrets. Due to the thin effective range of your Photon Projector, a jumpy Soldier: 76 may be able to avoid your attacks while hitting you with his own, making a one on one fight dangerous. If he attempts to Sprint away, only try to follow him and finish him off if he's near death; if he gains too great of a distance or still has substantial health, let him go and deal with him later. Be certain not to leave your Turrets or Teleporter out in the open, or else he can pelt them with his Helix Rockets without breaking a sweat. If possible, try to trick Soldier: 76 into fleeing to an area where you have turrets set up; in the time it takes him to react to him, you should be able to catch up and finish him off. Photon Barrier can help protect your team when Soldier: 76 activates his Tactical Visor. (To be added)

Sombra Sombra's Hack barely affects you; you lose the ability to deploy Turrets, your Teleporter 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. 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 cautious of where your Sentry Turrets and Teleporter are located, as she can sneak behind enemy lines to hit them from a distance. Her EMP can be devastating to you; not only will it disable any Sentry Turrets and your Teleporter within line of sight, it will remove Shields on both you and your allies, reducing you to a measly 100 health, and it will destroy your Photon Barrier Ultimate in an instant. If you're hit by EMP, try to take cover until it wears off; at 100 health and no turrets to assist you, you'll be an easy target for any opponent. (To be added)

Symmetra 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. When an enemy Symmetra uses Photon Barrier, it may be tempting to just fire away at it with your Photon Projector to power it up to maximum strength. However, you'll never run through its massive health in time, so instead you should briefly use the Photon Barrier to charge up your Photon Projector before turning your weapon on any foes who are on your side of the enemy barrier. If they are all staying on the opposite side of the barrier, don't pass through it without your team nearby, because even with your maximum-power gun you'll still be torn apart. Keep the inverse of these tips in mind regarding the opposing Symmetra; try to lure her into your own Sentry nest if possible, and be wary of her having a fully-charged Photon Projector if you've activated your Photon Barrier. (To be added)

Torbjörn 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, and unless you're being protected by a shield, the Turret can chip away at your health at a distance. If you manage to close the gap on Torbjörn, you'll have a 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. A Turret deployed by Torbjörn through your Teleporter will come out on the other end; this can be handy if you wish to deploy his Turret at a far away location, or even at a higher altitude where he normally wouldn't be able to reach.

Tracer 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. Your best bet to combat Tracer is to have Turrets nearby, which will slow her to a crawl and make her easier to pin down. Tracer will have difficulty destroying your turrets unless she attacks them at extremely close range, which will leave her weak enough to kill of if you reach her before she can Blink or Recall away. (To be added)

Widowmaker A fully-charged headshot from Widowmaker is enough to take you out; if you stand in the open, your lack of mobility makes it incredibly easy for Widowmaker to kill you 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 from a distance). If you leave your Teleporter unprotected, Widowmaker can destroy it from a distance as well. If an enemy Widowmaker uses Infra-Sight, you can use Photon Barrier to keep your team safe from enemy fire if the situation calls for it. (To be added)

Support

Hero Match-Up Team Synergy

Ana If you leave your Turrets in the open, Ana can take them out from a distance. However, should you close the gap on her, or lure her into a Sentry nest, you should have the upper hand. Biotic Grenade can cause trouble, though, so be cautious. (To be added)

Baptiste (To be added) (To be added)

Brigitte (To be added) (To be added)

Lúcio One of Lúcio's greatest strengths is his ability to glide around an objective consistently out of reach to confuse his opponent. Your Turrets will be a great boon in lowering his speed and unpredictability, helping you keep a consistent aim to take him down. When fighting a Lúcio, it's best to keep your turrets spread out so they can't be destroyed in succession; even one turret's slowdown will be enough for your team to take the shot and take him out. (To be added)

Mercy 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, don't go charging in after her. If possible, try to lure her into a position where you have turrets set up, which will slow her down enough for you to get an easy kill. (To be added)

Moira (To be added) (To be added)

Zenyatta 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 an Orb of Discord and swiftly take you out with a couple of shots. Use your Teleporter to close the gap or take him by surprise, and you should have little difficulty eliminating him. Otherwise, try to lure him into a Sentry Turret nest where he'll be brought to a crawl and can be easily disposed of. (To be added)

Story

"The true enemy of humanity is disorder."

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. Symmetra believes her actions serve the greater good in society, though there are times when she wonders whether the control and order she desires are truly best for humanity.[1] Symmetra is on the autism spectrum;[2][3] She has demonstrated traits associated with the condition such as having trouble with social interactions, suffering from sensory overload and preferring environments that are structured and harmonious. While Symmetra does not hesitate to carry out missions of dubious morality for her company (such as digging up blackmail material to sabotage competitors), she dislikes killing and only resorts to lethal force if she has to.[2]

Background

Satya Vaswani grew up in Hyderabad, India. By her recollection, it was not a pleasant environment to grow up in.[2]

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, Vaswani 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, Vaswani 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. Vaswani 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 Vaswani'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.[1]

A Better World

“ We're making the world a better place... „ ~ Symmetra

Vaswani in the mayor's office

Vaswani 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 that left Vaswani frustrated, as she believed Calado's proposal to be inferior and impractical. Storming out of the mayor's office, she came across a crowd of protesters who were against the re-development of their neighborhoods. Due to her own childhood experiences, Vaswani couldn't understand how they could bear to live in such "disgusting" conditions. As she tried to navigate through the protesters, she became overwhelmed by the sounds and the smells, leading her to lose her way. Then, a young girl called out to Vaswani and offered to guide her back to her hotel. Motivated by the encounter, Vaswani vowed that Vishkar would secure the deal and help Rio's people, no matter what.

Vaswani rescuing Rosa

That night, Vaswani, on the orders of Sanjay Korpal, infiltrated the Calado building to find information Vishkar could use against him. Breaking into Calado's vault, she managed to find some compromising material, but nothing substantial. Vaswani was then discovered by Calado's guards, but she created a barrier to deflect their shots, following which she used her photon projector to drain their energy. Sanjay questioned why she didn't just kill them, but Vaswani insisted she only resorted to lethal force if she had to. She subsequently escaped the building, with her pursuers being impeded by traps she had set up in advance.

Outside, Vaswani contacted Sanjay, confirming that she didn't have enough on Calado to bring him down and suggesting they try to get to the mayor instead. Sanjay simply responded with "so be it," and a second later, the Calado building was consumed in a fiery explosion. While Sanjay explained that Calado wouldn't stand in their way, Vaswani stared in shock as the building collapsed, with debris falling into the adjacent slum that she had passed through earlier that day. Vaswani made her way down to the favela, which had become enveloped in flames, and spotted a woman that was pointing towards a house while crying for help. Realizing there was still someone inside, Vaswani used her photon projector to forge a path and protect herself from the fire. Eventually, she found the young girl from before, trapped underneath debris, and freed her. Upon carrying her back to her mother, Vaswani realized the girl's face had been severely burnt and feebly hoped Vishkar could "fix it," along with the favela.

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, Vaswani observed that new housing had yet to be provided. Sanjay affirmed that "appropriate" housing would be provided in time, to which Vaswani responded by questioning whether the favela's destruction by fire had been intended by Vishkar. To this, Sanjay stated it was "the price of rebirth and growth." Looking out over the crowd, Vaswani tried to convince herself that Vishkar was indeed, making a better world.[2]

Achievements

Name Icon Description Reward The Car Wash Hit an enemy with 3 beams simultaneously as Symmetra in Quick or Competitive play. Pixel Huge Success Teleport 20 players in a single Quick or Competitive play game as Symmetra. Cute

Trivia

Vampire Symmetra figure

Chris Metzen has hinted at Symmetra possessing ulterior motivations.[4] 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.[5]

A magazine image of Symmetra could be found in an outhouse on Route 66. The image was removed in a later patch.[6]

Symmetra is an amputee, missing her left arm. It is unknown how or when she lost it, and whether or not her glove is a permanent prosthetic replacement or simply a glove.[7]

As of September 2016, Symmetra was the least played hero in Overwatch . [8]

. Prior to her June 2018 rework in Patch 1.25, Symmetra was the only hero to have a choice between two Ultimates: Teleporter and Shield Generator .

and . As of June 2018, Symmetra is currently the only hero to receive more than one total rework. The Developers have hinted that Symmetra may be reworked a third time in the future.

Symmetra can place sentry turrets on a basketball in spawn rooms, and then carry said ball out onto the field using her Photon Projector. However, the turrets will be destroyed if they make contact with any walls, floors, and objects in the environment.

A "Vampire Symmetra" Cute but Deadly figure was made available during the Halloween Terror 2018 Event.[9]

Development

The Architect class

Symmetra's design originated as a playable class called the Architect in the cancelled Project Titan. In the original pitch for the game that would become Overwatch, she was envisioned as wielding an arc welder and blaster, and could deploy sentry turrets and shield generators. In a later pitch she was given "orb buffs," which were ultimately given to Zenyatta. Her arc welder and blaster were later changed when the idea of hard light constructs were incorporated into her design. Her teleporter was taken from the Engineer class, which served as the basis for Torbjörn, and she would eventually receive the Architect's shield generator as a second ultimate in Overwatch.[10]

Symmetra's backstory was expanded through the development of Lúcio, as his backstory includes involvement with Vishkar as well.[11] Symmetra being autistic was initially hinted at in the "A Better World" comic, and later officially confirmed by a letter from Jeff Kaplan to a fan.[12]

Symmetra is the only hero so far to have been recieved two significant ability reworks since the game launched; one in patch 1.6.2 (2017) and another in patch 1.25 (2018).

Videos

Official

Curse

Balance Change Logs

For more information, see Patch Notes

References



