Weak Against



Synergizes With


Weak Against



Synergizes With


CHANGELOG:
v1.2:
-
Shifted some round item configurations around to make the build more affordable on average per round.
-
Added a lot of optional items for the middle- and late-game rounds meant to be either alternatives or budget options if you can't afford what's presented in the main build.
-
Added [Hyperloop] as an option for Round 7.
v1.1:
-
Updated the items each round so the build is a little more affordable on average.
-
Added a couple more options for the Round 7 power.
-
Added weak matchups (with explanations) as well as some hero synergies (explanation coming soon).
This build is very WIP, but so far in testing it's been pretty fun and strong. The main idea is pretty simple: melt down the enemy with tons of damage from your primary fire while being able to keep yourself up with the combination of [De Kuiper's Thesis], [Orbital Barrier], and [Philharmonic Fortitude]. It's hard to test tank matchups right now considering everyone is playing Sigma, but once I get more experience I'll update this accordingly.
A tanky [Mei] can prove difficult to play against, since she has a lot of tools to zone you hard without much you can do to fight back. You could attempt to counter her with [Beam Splitter], but the build will lose a lot of power with it taking up an item slot, and she obviously has other things other than her primary fire that make her a pain. Try your best to keep your distance from her as much as possible and spam her when you can to force her cooldowns.
[Junkrat] is annoying simply for how easy it is for him to melt your barriers. Use your Experimental Barrier conservatively while also cycling it to keep [Orbital Barrier] from breaking and thus you from losing a chunk of your self-sustain.
Playing against [Juno] can be frustrating because of how hard she is to hit, but she's more of an pest than anything to you. Spam her out when she can to help the rest of your team take care of her.
Rounds
Player Loadout
Powers
Items
Optional Items
Stats Impact
Core
Stats
Round Notes
Round Notes
Getting [Trinisphere] first feels a bit obvious if you're going to commit to a WP-based build. Three Hyperspheres means more damage, and more damage means more money (which is important because this build kind of relies on you being able to generate a lot of it)!
Depending on the matchup, [First Aid Kit] might be a nice choice if you can keep your distance. [Field Rations] is also a potential option if it's a good map for it.
Your main goal this round is to earn as much money as possible. If the enemy is playing grouped up often, spam your primary fire into them to get a lot of splash damage off.
Comments
You need to be logged in to comment
Log InFrom some brief playtime with Sigma, I really do not like opening [Trinisphere] first power. I feel like [Philharmonic Fortitude] is strong round 1 as it lets you sustain and stay on point a lot more. My preference so far has been open with defense and sustain and really focus more on WP as the rounds progress. However this is just my take from very brief time playing, so grain of salt!
This will be even better soon. Currently De Kuiper's Thesis is bugged to not heal sigma and only heal allies in front of the barrier. Once that’s fixed this might become his new build.
Great build, but its insanely difficult to afford unless you're playing insanely well and/or the rounds are long. Any tips for getting enough cash?
do u mind making an in game version of this build itd be so useful its so good