This is the thread for discussing all things Genji, Overwatch's cyborg ninja, and its most challenging hero. Here, we will discuss tips, strategies, and the art of shitting on Bastion players.
Here are some tips to kick things off:
Genji Generally Should not be Played as Part of a Deathball
Genji’s main damage comes from his shurikens, which provide very poor DPS over time compared to other offensive heroes. If you want to play as part of a deathball, you’re better off picking Soldier 76, McCree, or any number of other heroes. Genji is at his best when he is operating at least semi-autonomously, hitting the flanks of the enemy while the rest of your team keeps them engaged.
Maps Matter More than Team Composition
What sets Genji apart from the other offensive heroes is his ridiculous mobility – particularly the strong vertical element in his game. Genji’s ability to climb over walls at will gives him unique attack and flanking options that no other hero has. Accordingly, you will get the most value out of a Genji pick when playing on maps and in areas that have lots of obstacles that Genji can climb over, both for attacking and retreating. Think of Point B on Temple of Anubis. As long as Genji can work the map, he can play around any hero that counters him in direct fights.
Swift Strike is Genji’s Main Source of Damage and Protection in Teamfights
Swift Strike is an AoE ability that resets every time that Genji secures an elimination. When fighting multiple enemies at once, Genji should generally use Swift Strike at the outset to do immediate damage to multiple enemies. If an elimination is secured afterwards by Genji or his teammates, then he can use Swift Strike again, dealing more damage to ever-weakening enemies, which leads to more eliminations. Chaining Swift Strike in this way allows Genji to crank out a lot of damage and make spectacular plays in teamfights. It also has the added benefit of making Genji very difficult for the opposing team to track and kill.
Kill the Healers and Snipers First
Genji’s main job to flank enemy teams and take out soft targets like healers and snipers. When picking off healers that are grouped with their team, Genji should use his shurikens to soften the healer at range before moving in for the kill. Always remember that Swift Strike is available for making a quick exit after eliminating a target. Generally, Genji should not engage tanks by himself.
When in Doubt, use Deflect
Deflect is a ridiculously powerful ability that let’s Genji duel and kill heroes that would otherwise wreck him hard. Genji should always use Deflect whenever he is drawing fire from multiple enemies. Doing so will often result in securing an elimination – particularly if one of those enemies who is firing upon you is a Bastion (reflecting Pharah rockets at enemy teams is also brutally effective). The worst thing that Genji can do is hold onto Deflect for too long and die with it off cooldown. Don’t be afraid to hit that E button.
Double Jump while Fighting to Avoid Damage
Good Genji players constantly double jump while fighting to make themselves harder targets to hit and track. This is particularly important while using the Dragon Blade, which has a huge hitbox (making it easy to land Dragon Blade strikes) while also making Genji very vulnerable in close quarter combat.
Learn the Maps and Know your Flanking Routes
Map knowledge matters more for Genji than any other hero. Genji players need to know 1) all of the hidden and obscure routes on each map, 2) where all of the healthpacks are, and 3) be aware of where the enemy team is and where they will be respawning from. Good Genji players operate behind enemy lines, and if not careful, will find themselves getting constantly flanked and killed.
Value your Life
Genji deaths are particularly brutal because Genji typically has to travel farther than other heroes to get back into an operational position (behind enemy lines). As such, deaths should be avoided. When multiple enemies come after you, don’t be afraid to retreat and live to fight another day. At worst, Genji players who do this will be creating an odd-man situation for their team elsewhere or otherwise will be delaying the enemy advance. Again, Genji’s primary job is to harass the enemy flank, not wipe the team by himself. As long as Genji is picking at enemy healers, snipers, and other soft spots – even if he’s not killing them – he is being effective. In short, Genji players need to exercise extreme patience and very carefully pick their fights.
I always find it amazing when Genjis combat Pharahs in the air and win. I really need to get using walls into my system for Hanzo, Genji and Lucio. Especially Genjis tripple jump is amazing at dodging (double jump and then wallclimb to get another double jump) especially if its against people with my potatoe level of aim.
Also I find it important to know the healthpack timings as Genji. You flank alot, so you won't get heals most of the time. So healthpack rotations is pretty important. And you shouldn't feel bad when you spawncamp a Widow or Mercy. Mean Genji Bullies T.T .
I just hope they fix the Dragonblade issue when hits don't register. Had a Genji had to hit me 5 times to get the kill. Would have been a team wipe otherwise.
There seems to be another version of Dash boosting out, but I haven't figured out how to make it work. And I think Blizzard will fix that too as they did before. Dash boosting allowed to propel you really far, but Blizzard fixed that.
Pharah really isn't that hard to hit in the air if you practice it. She moves fairly slowly. You only need to land a couple hits, then you can just Swift Strike into her.
Learning the Genji combo is important, which is at close range: right click, melee, swift strike almost instantly after one another so each will animation cancel the one before it to give maximum damage in minimum time. at longer range it's swift strike to close the gap, right click, melee, also almost instantly after one another. Playing solo, Genji is one of my favorite heroes as he is designed to operate well on flanks and away from the team.
You do have to consider changing if the enemy has too many counters though, especially on control point maps where you can't easily contribute without staying on or near the point. A good Winston or Mei are two good counters. Symmetra is tough to deal with if you run into her in a room full of her turrets. A good Pharah can also do well against Genji by staying out of range and focusing on splash damage that can't be reflected, while even direct rockets are challenging to reflect accurately, and shurikens are tough to land if she keeps moving.
One thing that I've noticed while playing Genji is that it is soooooo much easier to play him when you're with a coordinated team. I always feel like I have a lot more room to maneuver on the flanks as opposed to constantly have to worry about the enemy team collapsing on me while I'm on the flank.
On June 04 2016 15:21 xDaunt wrote: One thing that I've noticed while playing Genji is that it is soooooo much easier to play him when you're with a coordinated team. I always feel like I have a lot more room to maneuver on the flanks as opposed to constantly have to worry about the enemy team collapsing on me while I'm on the flank.
the new genji and hanzo tech is funny. Already had hanzos camping in weird spots and hanzos side climbing over cliffs. Basically you bind jump onto your scrollwheel and with a bit of timing you can do some weird wallhumping. Looks really weird for hanzo and gives them so much more mobility so doubt it'll stick around.
On June 04 2016 15:21 xDaunt wrote: One thing that I've noticed while playing Genji is that it is soooooo much easier to play him when you're with a coordinated team. I always feel like I have a lot more room to maneuver on the flanks as opposed to constantly have to worry about the enemy team collapsing on me while I'm on the flank.
as with any other char :v
Yeah, but the difference with Genji is that you lose a lot of your ability to go deep on the flanks when your team lacks coordination, which means that one of Genji's main advantages is negated. This can be particularly problematic when you're expected to be the guy that takes down the enemy Widowmaker.
Speaking of which, I don't know whether its the fact that I've gotten a lot better recently or whether its the lower frequency of Widowmaker and McCree's being in the game, but I have noticed that I have had a lot more room to operate with as Genji post-patch. and that I have been a lot more effective as a result.
On June 04 2016 15:21 xDaunt wrote: One thing that I've noticed while playing Genji is that it is soooooo much easier to play him when you're with a coordinated team. I always feel like I have a lot more room to maneuver on the flanks as opposed to constantly have to worry about the enemy team collapsing on me while I'm on the flank.
as with any other char :v
Yeah, but the difference with Genji is that you lose a lot of your ability to go deep on the flanks when your team lacks coordination, which means that one of Genji's main advantages is negated. This can be particularly problematic when you're expected to be the guy that takes down the enemy Widowmaker.
Speaking of which, I don't know whether its the fact that I've gotten a lot better recently or whether its the lower frequency of Widowmaker and McCree's being in the game, but I have noticed that I have had a lot more room to operate with as Genji post-patch. and that I have been a lot more effective as a result.
Well he is also better vs uncoordinated teams so it evens out.