Strong Against



Weak Against


Strong Against



Weak Against


Forge Code: S1VTE
🔄 Build Update – What Changed and Why
After more testing, I decided to restructure the build. Originally, the plan was to use [Hyperloop] into [Singularity] and then follow up with [Maestro] to chain Accretion into Gravitic Flux. However, [Maestro] didn’t deliver — it’s really really hard to hit with the smaller ult radius, and the window between Accretion and Flux isn’t tight enough to make the combo reliable.
Instead, I’ve moved [Mass Driver] into the third slot. This change makes a huge difference: the rock becomes much faster and easier to land, which is exactly what this build needs. The final power is still flexible — I'm currently testing [Zero Gravity] as a defensive option for more survivability, especially since the build lacks in that regard. But [Maestro] is still viable if you’re confident landing small-radius ults.
The rest of the build — early [Hyperloop] and scaling into Accretion-based combos — stays the same. This adjustment just makes the curve smoother and more consistent overall.
Rounds
Player Loadout
Powers
Items
Stats Impact
Core
Stats
Round Notes
Round Notes
[Hyperloop] is the best opener — not because it's a strong standalone power, but because it unlocks the rest of the build. Both your second and third powers rely on having frequent Accretion to gain value. Without [Hyperloop] , those powers are much weaker. With it, the build starts working.
[Weapon Grease] is your top offensive pick in round 1. It directly increases [Hyperloop] value by letting you throw more Hyperspheres and cycle Accretion faster.
[Compensator] is your second-best offensive option. Even though Ability Power becomes the most important stat in the mid/late game, it’s not worth it here. In this build, AP mainly scales Accretion, and in round 1, it’s still hard to land and not frequent enough to justify the stat. Weapon Power gives reliable, consistent value right away.
[First Aid Kit] is the best defensive option. Sigma already benefits from Shields, and his playstyle behind barrier gives lots of opportunities for the passive regen to trigger. Extra survivability helps you farm more gold and stay in the fight longer.
Playstyle:
Stick to standard Sigma gameplay. Hold angles, poke safely, don’t feed. Land orbs to charge up your next rock faster, and get used to cycling cooldowns. You’re not here to pop off yet — just to build consistency and income.
Comments
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Log InOk this build has just been buffed! Rejoice fellow Dwaynes
yo emongg played your build in a video: https://www.youtube.com/watch?v=wG0nuR_9n5k
Question, if you play against a shield tank and therefore pick Wrist Wraps in round 2, which item choices do you make in the later round as they are mostly based off of the Volatile Gravel item?
This build is cool and all but you need teammates that will follow you around and dont expect tanking from you. The cost to buff the rock instead of survivability is kinda unbalanced. You just melt if the enemy team has hands.
this is NOT meta
do not play if youre against a mei, orisa or moria. they just win.
way better now, absolutely crushes d.vas
Билд полное говно. Ты фактически зависишь от одной абилки и в случае промаха защититься ни чем не можешь. Нет ни одного предмета на защиту. Любой билд на танка без защиты априори говно.
Import code please
@Flooky S1VTE
Thank you @Goblin
Lots of fun. Squishies don’t expect to get one shot with rock. Cackle every time
what is the code
@Guest_a0e18bc1 S1VTE
While I generally recommend weapon power builds for Sigma, this one isn't bad against specific tanks (Orisa, DvA, JQ). I'd replace Mass Driver with Apogee Alignment. The hypershere's that circle around you count towards Hyperloop (recently buffed) when they hit an enemy. Therefore while you won't get the benefits of Mass Driver, you will get Accretion over twice as often. Also, I'd consider Iridescent Iris with it's high ability power and cd reduction to get those rocks even faster.