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Reinhardt is a tank hero that is vital to most team compositions, and is valuable for both attack and defense.

Posted with permission from Leonyx, a Reinhardt player who peaked at rank 74 on the US servers.

Abilities

Melee:

Reinhardt melee swing

Melee Swing

LMB - 75 DMG, Odd rectangular hitbox. 180 degree swing.

    What I mean by rectangular hitbox is that Reinhardt's melee swing isn't actually radial. It's an actual box.

    As a result, people at the center of your screen can possibly be out of range, while a person slightly more to the left or right may actually get hit. Basically, you have more range to the left or right than you do the center. Spinning can essentially increase your range due to how it functions. Aiming a decent amount to the left or right may actually let you hit them.

    Barrier Field:

    Reinhardt Barrier

    Barrier

    RMB - 2000 HP, 225 HP/Sec Regen after being undeployed for 2 seconds.

    Puts you in third person, deploying a large rounded rectangular barrier in front of you.

    Some projectiles can pass through it (e.g. Symmetra orbs, Reinhardt's Fire Strike) If these projectiles are going to go through your shield regardless, you might as well let your shield down to let it pass through, and reactivate when safe to avoid taking free damage on your shield.

    I generally don't do toggle shield, and just hold it whenever it needs to be up, reasons explained later. When under fire, try to keep the shield as healthy as possible. Not even letting it go to zero if possible. If you're taking poke from far away to your shield (Unless it's Widowmaker and you need to protect someone), just back off as it's a waste of your shield HP.

    Why I never let it hit zero is because it is possible to block a large amount of damage even with almost no HP, like if D.va ults you or your team. You can completely negate the D.va ult by bringing your shield up right when you need to, protecting both you and your team, even if it has 1 HP.

    Fire Strike:

    Reinhardt Fire Strike

    Fire Strike

    E - 100 DMG, 6 Sec CD

    He shoots a slow-medium speed projectile that has infinite range until it hits environment. It pierces through all enemies.

    At the beginning of a round, Reinhardt on Defense can usually throw out his Fire Strike at the attacker's spawn, and sometimes get at least 30% charge. Up to a maximum of 60% charge, of course, which would be incredible.

    With a 6 Sec CD, you can throw these around quite often, just make sure there will be no consequence of it. Around the map, I'll throw it around spots the enemy generally comes from, pre-firing. There's usually no consequence there.

    Charge:

    Reinhardt Charge

    Charge

    LSHIFT - 50 DMG Direct Hit, 300 DMG Pin, 10 Second CD (3 Seconds if interrupted)

    Charges forward, grabbing an enemy if directly in front of you while charging. Kills everyone but tanks. A deadly mobility move.

    Leaves you widely vulnerable. Never charge long-distance to take someone out, it's very predictable where you can end up.

    Many other people can disrupt your charge, like McCree, Ana, Roadhog, Reinhardt, Mei. Junkrat, Pharah, and Lucio can impact where you're heading too.

    Earthshatter:

    Reinhardt Earthshatter

    Earthshatter

    Q - 50 DMG, 2.5 Second Stun

    Your ultimate ability. After a very short delay, ​Reinhardt swings his hammer down. 

    Absolutely massive cone of almost instant stun and medium damage.

    Don't ever jump and ult. No matter how good it feels. It doesn't do extra damage, it wastes precious time. There are almost no situations to where you need to jump before ulting, unless you really need to reposition yourself that badly and need to have your ult apply when you land.

    Prioritize stunning the supports and people with scary ultimate abilities with your ult if possible.

    I usually don't charge into the team I ulted unless I notice an enemy support or last hero alive and the stun is about to wear off, as you can usually still do more work by not charging and going melee.

    Earthshatter can climb weird surfaces. It's... very wonky. This also includes people on and behind the Payload!

    Mechanics

    Shield Hopping:

    Drop a shield and jump in a direction, preferably as soon as your shield takes damage, to reposition and reactivate shield. You move faster while doing this but make yourself more vulnerable ​compared to just holding your shield and moving backwards or forwards. 

    If it's just one person you need to save, it may help to try and angle your shield in a position to help them.

    Sometimes it isn't worth doing this technique under heavy fire, or if someone is desperately waiting for that one second that you don't have your shield up to do something. Only use this when you need to reposition quickly as there is a solid second where you and everyone behind you can be shot at.

    Repositioning using Shield Hopping, in some cases, will allow you to save yourself or another person. By timing your Shield Hopping when, for example, Reaper shoots into your shield or if he walks into you without anyone to help, you can negate some damage while making your escape. Under heavy fire and with teammates behind you, don't do this. Do it if there's a teammate in front of your shield who needs assistance.

    Jump Charge:

    Make use of air time momentum to reposition yourself to charge.

    It can help get you out of spawn faster or surprise enemies around corners. Still, never use charge in long hallways where enemies can gun you from a distance. You are vulnerable while charging. You are delivering ult charge to them down a hallway.

    Animation Canceling:

    Overwatch features a lot of animation canceling, and this includes Reinhardt. For any of these moves, make sure your hammer reaches your crosshair first if you want to do any damage. 

    Melee into Fire Strike

    Melee into Charge 

    This is pretty difficult to do and generally not worth it, as your melee swing moves them a little bit and it's difficult to adjust.

    Melee into Earthshatter

    Melee into Barrier Field 

    You usually don't do this as it isn't really worth it either. You have precious time you and your teammates can be hit because you're going to be brawling, but it is a little bit faster than just normally swinging, though you lose some arc when you swing.

    Side note: if Ana sleep darts someone in front of you, you can cancel your impending damage by shielding immediately. Please do this for Ana. Don't wake up the Orange Juiced Roadhog who will probably two-hit you and the rest of your team.

    Awareness

    You have third person view available at almost all times. Everyone dreams they could have this to peek corners and other third person advantages. You sometimes have the best view of the battlefield, so shotcall locations if possible. You should leave the talking to your flankers or highly mobile teammates if you have poor vision at your location.

    Know where your teammates are, and what threats there are on the enemy team and react appropriately.

    Other guides teach awareness with infinitely more detail, so refer to one of those; this is just a Reinhardt guide.

    Aggressiveness

    The most important part of being Reinhardt is knowing when to switch from passive, rectangle holder to bloodthirsty god of war. The most horrifying Reinhardts I see on the enemy team aren't the ones that constantly charge and get a double kill or two. They're not the ones that shield everything for their team and stay on the payload. The horrifying ones are the ones that, at a moment's notice, can drop their shield, capitalize on a mistake and clean up. Being Reinhardt is all about waiting for someone else to fuck up.
    Sometimes you have to flank. You can catch snipers or Bastions off guard because everyone expects Reinhardt to be in front and shielding. Works best with corridors. Narrow passages are great places to bait. Some people will chase you down and try to take you out if you're missing health so walking around a corner and waiting for their footsteps before charging is a nice way to get a pin. Manage cooldowns. Especially important if you're flanking. It's embarrassing to blow your ultimate on a group and then miss a priority target because your fire strike and/or charge was on CD. Less important with your team because you're not relying only on your own damage. Count shots. Not vital but it's a nice tool to use to know when to drop your shield against an opponent. Junkrat has 5 shots for example so it's usually safe to fire strike right after that and he can't retaliate if he doesn't have his mine ready. Know your opponents and bait them. Roadhogs want to hook you. They will probably screw up their hook if you play mind games with them using your shield. McCrees like getting behind your team before ulting. If you don't see him in front, quickly spin behind you. 

    Matchups

    ANA - HARD - PRIORITY TARGET


    200 HP

    Your buddy on your team. Worst enemy on theirs. Decent damage to your shield with 79/80 per shot.

    A good Ana will ruin your day whenever you charge, or when you get ulted by your own Ana, by putting you to bed. Hopefully try and bait out her sleep dart, otherwise you're probably stunned for almost 6 seconds.

    BASTION - HARD


    200 HP, 100 Armor / 250 Armor in Ult form

    Say goodbye to your shield. That's 420 raw dps eating your shield away in turret form. You do, however, counter him pretty well in his ult/tank form by shielding and possibly ulting.

    Never charge at this guy if they are at a great distance. You're just flying ult charge into him since your face is right there. Usually you'd never be able to sneak to or reach them before charging into them successfully... Usually.

    D.VA - HARD/EASY


    100 HP, 400 Armor / 150 HP out of mech

    A steady 168 dps point blank into your shield. A decent amount. You don't out-DPS D.va. You can't crit, but she can. Hopefully swatting the D.va around with melee will disorient her aim so you may actually beat her.

    Fire Strike is eaten by Defense Matrix as it is a projectile.

    D.va is awfully slow when firing, making her an easy target to charge if she is behind your team and if they can't handle her.

    Upon defeating her mech, you can hit her during the animation that she is exiting the mech for an instant 75 hp, which will be swiftly dealt with in one hit as you actually move faster than she does on foot.

    GENJI - HARD


    200 HP

    Dude hurts. He's fast and slippery and can dash away or through you. 84 DMG every 3 shurikens. Normally shouldn't be able to fight this guy, especially when he keeps his range.

    In Dragonblade, he does 120 per strike, which is 45 higher than yours. Similar to some heroes who dive onto your team, you must drop your shield and brawl if he is in ult form. Even in melee mode, he could beat you by out maneuevering you. It takes him 5 strikes at your full health and armor to kill you.

    Easily shut down with your ult when he gets close to the ground. It's usually worth ulting this guy solo, sometimes as a good Genji can wipe teams instantly.

    JUNKRAT - HARD


    200 HP

    120 per grenade lobbed into you. One of the fastest shield eaters.

    He can displace you from your team and fly away. If he throws his Concussion Mine onto your shield, it kinda just flops onto it and slides off, but still lands on the floor. Don't let the mine be on the inside of your shield, it's exactly what he wants.

    Generally if he ults and aims to land it behind you, you can do a quick 180 and survive the blast. Most of the time. Those behind you though probably should have ran away or have shot it. If he aims the tire directly at you, a single Fire Strike can kill it easily. Listen well, and you may be able to predict where and what time the tire comes out to snipe it with Fire Strike.

    MEI - HARD


    250 HP

    It takes four swings to kill her. You would have been frozen around the second swing.

    She has an invulnerability state, but if you pay attention to in-game sound, you can check when it ends by itself. If timed properly, you can charge her immediately after she is out of that state and pin her. However, good Meis usually don't wait until the end because they anticipate this move.

    With 70 per icicle shot, she's basically McCree but stronger against you.

    She dances merrily around you and freezes you. One way or another she'll make you vulnerable to the rest of her team. Hopefully your teammates will take her out before that happens. She may wall you off and single you out, so stay close to your team.

    If someone is about to be caught out by Mei's freezing, you can jump between them and save your teammate from being combo'd. This may help when fighting Mei by yourself as well, as you can use your animation canceling with barrier and melee to keep resetting the applied freeze timer from Mei.

    (You can pad your damage against Mei wall)

    PHARAH - HARD


    200 HP

    120 DMG per rocket, the other shield spammer.

    Not much you can do. It's not your job anyways. She's airborne. Fire Strike is all you can do, even though you may miss easily.

    She has a displacement capable of scattering your team amazingly well. If you see her, call her out. She's your worst enemy in protecting both yourself and your team.

    Her ability to fly lets her reach flank spots you've never dreamed of. Listen to her flying, if possible, and alert your teammates about the incoming Pharah.

    Her ult ruins your life. Don't try and Fire Strike her while she's ulting if she's aiming at you. Just protect everyone who can shoot her down within the mere seconds you have.

    REAPER - HARD 


    250 HP

    Can't fight him by yourself as shotguns eat tanks. Never be alone.

    He has an invulnerability state that has audio cues as to when he is about to leave it. Time your Fire Strike well to hit him, or... maybe your charge if it is wise to. Probably just Fire Strike.

    You can easily negate his ult with yours, or even charge him, since he moves awfully slow by himself in the ult.

    ROADHOG - HARD 


    600 HP

    Your damage is almost insignificant to Roadhog. He'll just vape in front of you and heal 300 health back.

    He is a shotgun user, and his ult is a fully automatic shotgun. You need to avoid Roadhog's damage whenever possible.

    You do have the capability to counter his hooks with your shield, of course.

    This also includes situations where he pulls someone behind you, but you are close enough to Shield Hop in time to save the teammate.

    The most efficient way to kill him is Charge>Melee>Fire Strike>Melee, which would be exactly 600 HP.

    TRACER - HARD


    150 HP

    Yeah, she's basically the only character you can two-hit at the moment (Zenyatta currently has 50 HP and a 150 Shield).

    But you still probably can't hit her.

    Basically has two shotguns in her hands. It really ruins your day in KOTH if your team can't take care of her.

    If Tracer decides to put a sticky bomb on your shield, you have two options:

    1. You can drop your shield, which drops the bomb. Make sure to put the shield back up immediately.
    2. You can rotate your shield to put the bomb inside of a wall, if possible. Usually still take damage but the rest of your team will be fine. 

    ZARYA - HARD


    200 HP, 200 Shield

    Her barriers ruin your kill power when you pin, fuels her damage more, and can block your ult.

    Do not use Earthshatter if she has barrier'd herself and is directly in front of you. It will ruin your ult as it can negate it in it's entirety.

    Also, any high-priority targets that you may want to ult are protected due to her shields.

    Fire Strike on her barriers give her 25 energy each. It's really easy to block too, so try to avoid giving her free energy.

    A good Zarya will attempt to melt your shield before using Graviton Surge, as that's really her only problem with you. Most teams in general will want to rip apart your shield if possible before engaging. Otherwise, you'll hopefully block most of the non-ultimate damage that is coming towards you when she ults.

    HANZO - NORMAL/HARD


    200 HP

    Uncharged Storm Bow 29 DMG, Charged Storm Bow 125 DMG. Very steady yet strong damage to your shield.

    Up to 450 damage with his scatter arrows after bouncing under you. A decent Hanzo will be able to kill you whenever you don't have your shield up. If Hanzo manages to be behind you and your shield and shoots a scatter arrow, it will bounce into you and scatter, and probably destroy you.

    His only escape is his ability to climb up walls and in general being in places that you're unable to reach.

    LUCIO - NORMAL/HARD - PRIORITY TARGET


    200 HP

    The only way he can get out of your reach is his speed boost, and if you manage to hit him once, you are usually able to hit him again due to its small yet useful CC. His boops are obnoxious if he manages to walk into your shield and knock you away.

    As he is a support, make sure he is taken out and inside of your ult if possible. Otherwise, he'll probably save his team with his ult.

    MCCREE - NORMAL/HARD - PRIORITY TARGET


    200 HP

    Depends. He can flashbang you above your shield or behind you. Sometimes if you are expecting it, you can jump and point a little bit upwards to block it. At close range, his flashbang is really the only problem, otherwise he's practically like soldier.

    You can block his ult by just remaining in front of your teammates or in front of him with your shield, or by ulting. Your shield will lose a massive amount of health due to Deadeye.

    SOLDIER 76 - NORMAL


    200 HP

    120 DMG rockets, constant shooting, and the equivalent of Lucio healing. Runs quickly and does great damage and poke to your shield over time.

    If you land your first melee, generally easy to follow up with additional melee hits. Similar to Lucio.

    You can completely ruin his day as his ult isn't enough to get through your shield by himself.

    TORBJORN - NORMAL


    200 HP and up to 75 Armor / Molten Core up to 200 HP and 375 Armor

    Turret Lv. 1/2/3, 150/300/800 HP

    Shield your team while they take out the level 1-2 turrets. Charging the turrets and killing them is for fun and you should probably have someone else do it.

    Has a shotgun alternate fire that does up to 150 DMG against you. His normal shots are strong at 70 DMG per shot as well.

    Molten Core makes him the best tank in the game and can duel just about everyone.

    If you're able to ult him, pin him, and kill him, his turret goes back to normal. Prioritize him over his turret, but don't neglect protecting your team.

    WIDOWMAKER - VARYING


    200 HP

    Grappling hook to get away from you. Snipes the rest of your team.

    She is one of the heroes that you need to be cautious of shield hopping and letting your shield down in general. Protect whoever possible, but it may not always be possible due to their usually high elevation and trickshotting capabilities. You're also not always a deathball composition so she can pick people off that are out of your reach.

    In higher ELO, you should know her cooldown on grappling hook is 12 seconds and that every 12 seconds, someone might die from a flying Widowmaker.

    ZENYATTA - NORMAL - PRIORITY TARGET


    50 HP, 150 Shield

    While he is a tank killer with the Discord Orb of 50% increased damage intake, the only way he can Discord Orb you or your teammates is when you let your shield down and he has line of sight.

    Now does 40 DMG per ball. 400 DMG with the whole volley. Incredible shield poke.

    You need to ult him down or else practically no one on their team will be killable.

    He's also ridiculously quick in his ult now.

    MERCY - VARYING - PRIORITY TARGET


    200 HP

    Has varying mobility depending on which of her teammates are around and where they are. In my opinion the game at the moment revolves too much around Mercy's ult.

    Find every opportunity to ult her. It is worth it to solo ult her, as you ulting and killing 5 non-Mercy heroes will mean nothing when Mercy comes in to ruin your day.

    SYMMETRA - EASY


    100 HP, 100 Shield

    Up to 120 DPS when fully amped against you. It takes a decent amount of time before it is fully amped, and you definitely would have killed her by then.

    Capable of giving an extra 25 HP to her teammates. This mostly only saves Tracer from another Melee swing.

    Your shield blocks her turrets and beam, just not the energy balls, so let those pass through, but not through your shield if possible.

    Make sure to avoid as much damage as possible from her, so generally it would be safe to lower your shield if they're just poking it.

    WINSTON - EASY/NORMAL


    400 HP, 100 Armor

    Has a jump pack every 5 seconds to jump on your teammates and away from you.

    His Barrier Projector is capable of blocking your entire ult, but still has a small cast time. It does deploy faster than your ult, if they were to to be pressed at the same time. Be sure he doesn't have his Barrier off cooldown before you are about to ult, unless he doesn't expect it.

    Yes, he may be able to zap you through your shield, but your initial armor can barely be touched by Winston, and in general, you do more DPS than he does.

    Whenever Winston jumps on your teammates, you have to decide whether or not they can handle him. Otherwise, you have to drop your shield and fight him too.

    His Primal Rage allows him to swat you and your teammates around, ruining any deathball composition you had.

    REINHARDT - ???


    300 HP, 200 Armor.

    Both of you stare at each other, with each team behind your respective shields; Seeing which of you will mess up and lose your team the game.

    Reinhardt's ult cannot pass through an enemy Reinhardt's shield. When you have your ult, assume that the enemy Reinhardt does as well. Unless, of course, you're beating everyone senselessly and for sure have your ult much before the enemy.

    These staredowns usually go to whichever team breaks the other Reinhardt's shield first. Reinhardt can still lower his shield right before it breaks, and once again, can negate one last powerful move before it can break. This includes an enemy Reinhardt's ult.

    People will pay attention to when Reinhardt's shield is actually broken so they will be sure that it is safe to initiate onto them.

    If timed correctly, Reinhardt can still block the other Reinhardt's ult perfectly to negate it with however little health it has, so their party has advantage.

    It is usually not wise for Reinhardt to charge into another Reinhardt, as they will be leaving their team behind. What is even worse is that, like in my highlight, one Reinhardt can charge the other one without being harmed. If that is not the case and they both  stun each other head-on, the Reinhardt closer to the enemy team will be obliterated as he is defenseless and in front of everyone.

    If you do manage to pin the other Reinhardt, you should be staring at some of their team without any enemy Reinhardt pressure. Ult, while they're panicked and scattered.

    Reinhardt counters Reinhardt.

    Sometimes the game is decided by which team had the more successful Reinhardt.

    I figure it mandatory if one team has a Reinhardt, the other team should have one as well. I may be wrong but it's what I usually see.

    About The Author

    Matt
    Owner/Founder

    E-sports fanatic and hardware nerd. Owner of Peekand.co

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