Symmetra by Nima Nightmare

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Symmetra

By: Nima Nightmare
Last Updated: Jan 28, 2021
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Symmetra

Vishkar Architech

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.

Strengths:


-Utility
-Offers good protection against burst damage
-Waveclear

Weaknesses:


-No actual crowd control
-Very limited mobility
-Fragile

Stats:


Health: 1800
Health Regen: 3 per second
Mana: 500
Mana Regen: 2.5 per second
Attack Speed: 4.00
Attack Range: 4.5
Attack Damage: 60

Combat Trait

1
Photon Shield
50% of Symmetra's maximum health is a shield that regenerates back after not taking any damage for 3 seconds. Target an allied hero to sacrifice 10% of the shield to them that lasts until they die.

Cooldown: 3 seconds

*The shield starts regenerating back 3 seconds after not taking any damage
*The shield does not stack on itself. Reusing Photon Shield on an already affected allied hero resets their shield.
*If the affected allied hero dies, Symmetra takes the given shield back.
*Cannot be used on Symmetra.
*Similar to Zarya, Symmetra's basic attacks pierce through enemies.

Primary Abilities

1
Photon orb
Channel for 1.25 seconds, launch a powerful orb that deals 70 (+4% per level) to 220 (+4% per level) damage (depending on channeling time) to the first enemy unit hit and deals 90% damage around the target.

Cooldown: 7 seconds
Mana: 30

*While channeling, you can move but cannot turn around.
*Photon Orb can be channeled indefinitely. But damage increase is limited.
*Reactivate the ability to launch the orb.
2
Sentry turret
Send a Sentry Turret to the target location. When placed, it starts dealing 90 (+4% per level) damage per second to the nearest enemy hero nearby and slows them for 20%. Can place up to 3 Sentry Turrets at time.

Sentry Turret health: 400
Charges: 3
Charge cooldown: 8 seconds
Mana: 40

*Sentry Turrets can only target enemy heroes.
*Cannot be attacked by enemy Minions and Mercenaries.
3
Photon Barrier
Project a vector-targeting barrier that travels a short distance and grants 30 Armor to allied heroes that passes through for 4 seconds. Once the Armor expires, the affected allied heroes gain a shield that absorbs 220 (+4% per level) damage that lasts until it's destroyed. The barrier lasts 4 seconds.

Mana: 60
Cooldown: 16 seconds

*The shield does not stack on itself.

Heroic Abilities

1
Teleporter
Deploy a Teleporter exit at the target location and the Teleporter entrance will appear at Hall of Storms. Allied heroes can use the teleporter to instantly enter the location where the teleporter's exit is located. The teleporter will disappear after absorbing 20 instances of hit or getting used 10 times by the team. Lasts 20 seconds.

Teleporter health: 20 instances of hit
Mana: 70
Cooldown: 80 seconds

*Allied heroes cannot use the Teleporter's exit to teleport back to the Teleporter's entrance.
2
Shield Generator
Deploy a Shield Generator at the target location. After 0.75 of being deployed, it starts giving nearby allied heroes a that absorbs 1750 (+4% per level) damage over the duration that lasts until it's destroyed. Lasts 10 seconds.

Shield Generator health: 20 instances of hit
Mana: 80
Cooldown: 70 seconds

*Unlike Photon Shield, the shield granted by Shield Generator won't regenerate if it's destroyed.
*The shield also does not stack on itself.

Talents level 1:

Chilling Projector (Passive):
Basic attacks slow the target by 20% for 3 seconds
Chaining Orbs (Q):
If a fully-charged Photon Orb hits an enemy hero, the primary target will be rooted for 0.75 seconds.
Sentry Disarm (W):
Sentry Turrets reduce the Attack speed of enemy heroes by 25%.

Talents level 4:

Orb Projector (Passive):
Every 10 seconds, basic attacks launch an untalented Photon Orb with the maximum damage at the target enemy.
Hasting Shields (Trait):
While Photon Shield is depleted, the affected allied hero gains 40% bonus movement speed.
Insanity Mechanics (W):
Sentry Turrets now also reduce enemy heroes' Spell Power by 10 per second up to 50.

talents level 7:

Sentry Shield (W):
Sentry Turrets cannot be attacked for 1.5 seconds after getting deployed and grant 25 Spell Armor for nearby allied heroes. but the cooldown of each charge is increased by 2 seconds.

Vision of the Architech (Passive):
Increase your Attack Range by 1.5. After basic attacking for 3 seconds, increase its your basic attack damage by 5% per second, up to 30%. The attack damage bonus is lost after not basic attacking for 3 seconds. Basic attacks also reveal enemy heroes for 4 seconds.
Quest: Vishkar Spheres (Q):
Hit 30 enemy heroes with Photon orb to empower it.
Reward: After hitting 30 enemy heroes with Photon Orb, increase its maximum damage by 150 and increase its splash radius by 10%
Reward: After hitting 40 enemy heroes with Photon Orb, it will slow all enemy heroes hit by 10% for 3 seconds.
Reward: Hitting 4 enemy heroes with a single Photon Orb grants all rewards.

talents level 13:

Hard-Light Barrier (E):
Increase Photon Barrier's travel distance by 30% and increase the Armor given to 50.
Radial Blast (Trait):
Every time an allied hero with Photon Shield is damaged, the affected ally knocks all nearby enemies back and slows them by 30% for 2 seconds.
Quoted:
Triggers by each instance of hit. Not by the damage that the shield takes.

Protective Shield (Trait):
While Photon Shield is depleted, the affected allied hero gains 25 Armor.

talents level 16:

Unstoppable Designer (Trait):
When Photon Shield is destroyed, the affected allied hero becomes Unstoppable for 3 seconds. This effect has a 25 seconds cooldown.
Anti-Spell Car Wash (W):
Sentry Turrets deal an additional 6% damage based on the target's maximum health if all Sentry Turrets are attacking the same hero simultaneously. Additionally, Sentry Turrets are immune to ability damage.
Hard-light Shield (Active):
Activate to give an allied hero a barrier that blocks the next enemy hero's ability damage and effect and deflect it back at them. Lasts 3 seconds and has 20 seconds cooldown.

Talents level 20:

Photon Perspective (Heroic R):
Teleporter now has indefinite duration, reveals a large area around and has 40 seconds reduced cooldown. Only 1 Teleporter can be active at time.
Photon Blast (Heroic R):
Shield Generator now instantly gives the shield instead of giving it over the duration. Once Shield Generator expires, nearby enemies take 240 damage. This damage instantly destroys enemy heroes' shields.
Piercing Light (Q):
Photon Orb now pierces all enemies hit.
True Reality (E):
Photon Barrier now pushes enemies back, stuns them and reduces their Armor by 20 for 2 seconds. Each enemy can be only affected once per each use of Photon Barrier.

Counters and matchups:

bad against:

Medivh: Medivh's Raven form allows him to escape Sentry turrets.
Samuro: Sentry turrets will also hit Samuro's Mirror image illusions which allows the real Samuro to escape or directly attack Symmetra.
Zarya: Sentry turrets can end up with putting Symmetra in more danger as they will charge Zarya's energy immediately if she has activated Personal shield or Shield ally.

Others:
-heroes that rely on enemies damage can be stronger with
-heroes that can gain protected, invulnerable or stasis can escape from Symmetra's abilities.

Good against:

Chen: if Chen is missing a high amount of health, Symmetra can finish him off with a Photon Orb.
Qhira: After Qhira's Revolving sweep is finished, Symmetra can easily kill her with Sentry Turrets.
Illidan: if Illidan targets Symmetra with The hunt, Symmetra can surround herself with Sentry turrets to kill him.

Others:
-heroes that are predictable can die easily to Symmetra.

Works well with:

Leoric: Sentry turrets and Entomb can kill enemy heroes much easier.
Medivh: with Symmetra's Teleporter and Medivh's Portal heroes can reach the battleground much faster.

Others:
-heroes with great crowd control work well with Symmetra.
-heroes with speed modifiers can help Symmetra reach the battleground faster and vice versa.

Tips and gameplay:

Playing as Symmetra:


While playing as Symmetra, use Photon Shield wisely as half of your maximum health depends on it. Using Photon Shield on allied heroes reduces this percentage by 10%. You can have at least 10% of this shield after giving it to all of your allied heroes. Sentry Turrets also won't damage non-heroic enemies. So you can use them to fight heroes while between a wave of enemy minions and since your basic attacks pierce enemies, you have no problem with waveclear.

Playing against Symmetra:


While playing against Symmetra, try to get rid of Symmetra first as her shields are a decent protection against burst damage. It will also regenerate back out of combat. Since Symmetra lacks any form of mobility (Unless via Teleporter at level 10), keep her close to yourself as much as possible since she cannot escape crowd controls.

Recommended builds:


1-Orb Master (Photon Orb):
-Chaining orbs
-Orb projector
-Vishkar spheres
-Teleporter (Heroic)
-Radial Blast
-Unstoppable Designer
-Piercing Light

2-Defensive Matrix (Sentry Turret):
-Sentry Disarm
-Insanity mechanics
-Sentry shield
-Teleporter (Heroic)
-Protective Shield
-Anti-Spell Carwash
-Photon Perspective

3-Shield Master (Photon Barrier):
-Chilling Projector
-Hasting Shields
-Vision of the Architech
-Shield Generator (Heroic)
-Overlight Barrier
-Hard-light Shield
-Shield Expert or True Reality

Why not Symmetra 3.0?


Author's Answer: The reason why I chose Symmetra 2.0 over 3.0, is because this concept is supposed to make her a Support and not a Ranged Assassin. The other reason is that I found so many problems with Symmetra 3.0; Here's the list of the problems I found:

-Her basic attacks in Overwatch is too similar to Tassadar's. Increasing damage the more time spent on basic attacking. Considering her attack being a beam which passes through enemies (Like Zarya's), that would be kind of frustrating to play against and out of a "support" kit. However, Symmetra's basic attacks before 3.0 could only hit one enemy at time, this also is kind of frustrating (For the player). So I decided to give Symmetra her 3.0 basic attack without the damage bonus.

-Her kit: Symmetra 3.0's Teleporter is WAY too similar to Medivh's Portal. The only difference is that Symmetra's teleporter can be attacked by enemies. Since Symmetra's old teleporter worked out well, it fits her role as a support much better.
Photon Barrier is also underwhelming. Enemies can just walk through it, making it useless. So a faster-recharged basic ability (with lower health and lower range) is better for a support and doesn't sacrifice another ultimate.
While Symmetra 3.0's turrets are not as good as her old ones, it is still less frustrating to play against considering the old Symmetra could place up to 6 turrets at time while the current one can place 3.

-Due to the difficulty of implementing, Photon Barrier has been reworked.


Changes:


-The concept is fully reworked because the previous version felt more like a Ranged Assassin than a Support.
-Disorder and all Disorder-related talents are removed.
-Photon Shield is moved from secondary abilities to combat trait.
-Photon Barrier and all Photon Barrier-related talents are removed.
-Photon Blast and all Photon Blast-related talents are removed.
-Teleporter and all Teleporter-related talents are removed.
-Shield Generator removed from talents.
-New primary ability, Photon Barrier.
-New heroic ability, Teleporter.
-new heroic ability, Shield Generator.

9/6/2020:


-Added new images.
-Additional functionality to the level 7 talent, Vision of The Architech: Also increases attack range by 2.
-The armor given by the level 13 talent, Protective Shield has been increased from 15 to 20.
-The level 20 talent, Shield Expert has been reworked.

9/7/2020:


-Photon Shield has been reworked.
-The duration of the level 1 talent, Chaining Orbs has been reduced from 1.75 seconds to 0.75 seconds. It now also only triggers if the Photon Orb is fully charged.
-Shield Generator can now be attacked and destroyed by enemies.
-Sentry Turrets can no longer attack non-heroic enemies.
-Photon Orb's cooldown increased from 3 seconds to 9 seconds.

9/8/2020:


-Photon Barrier and the level 13 talent, Overlight-Barrier have been reworked.

10/4/2020:


-Base health increased.
-Photon Shield amount increased.

10/18/2020:


-Photon Orb damage increased.
-Sentry Turret health and damage increased.
-The level 4 talent, Hasting Shields has been slightly reworked.
-The level 13 talent, Protective Shield has been slightly reworked.
-Removed the level 16 talent, Photon Chain.
-Added a new level 16 talent, Unstoppable Designer.
-The level 20 talent, Photon Perspective got an additional functionality.
-The level 20 talent, True Reality got an additional functionality.

10/21/2020:


-Attack Damage has been reduced to 60.
-The shield given by Shield Generator is no longer percentage based.

11/12/2020:


-The level 16 talent, Sentry Beam now grants 3 additional charges to Sentry Turret and allows Symmetra to place 6 Sentry Turrets at time.
-The level 16 talent, Sentry Beam no longer allows Sentry Turrets to hit additional targets.
-Renamed the level 16 talent, Sentry Beam to Defensive Matrix.

11/29/2020:


-Photon Shield's time to regenerate back increased to 3 seconds.
-Photon Orb can be held indefinitely.
-Reduced Photon Orb's cooldown to 7 seconds.
-Sentry Turret's health is no longer limited to instances of hit.
-Reworked the level 7 talent, Sentry Shield.
-The level 16 talent, Unstoppable Designer now has 25 seconds cooldown.
-Added a new level 16 talent, Anti-Spell Car Wash.
-Renamed the level 20 talent, Shield Expert to EMP.

1/28/2021:


-Sentry Turrets' health reduced to 400 and its cooldown is increased to 8 seconds.
-Photon Barrier now also gives a shield to affected allied heroes.
-Removed the level 16 talent, Defensive Matrix.
-Renamed the level 20 talent, EMP tp Photon Blast.

Possible cosmetics:

Skins:


Technomancer-Hyacinth (Base skin): 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.

Peacock-Regal (Rare): 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.

Neon architech (Legendary): Symmetra, the architech of the Ivory tigers is a light-manipulating architech and an expert constructor. Her work has brought her to an alternative form of reality in which she can construct what is best for humanity and resist against apocalyptic events.
Features: Themed abilites, themed animations
Note: This skin is part of a shared theme of Caldeum Complex


Mounts:


Hard-light transporter: Due to her magnificence, Symmetra doesn't use horses and beasts. Instead she has a specific mount and can also use mechanical and magical mounts.

Voice lines:


Quoted:
Such a lack of imagination

Quoted:
How unsightly.

Quoted:
Impressive.

Quoted:
Let us discuss your failures.

Quoted:
What a frightening thought.


Sprays and portraits:


Symmetra hero-Symmetra mastery-Carbot Symmetra-Pachimari Symmetra-Neon architech Symmetra

Announcers:


Symmetra announcer (Legendary)

Check out my other concepts :3


Moira

Minister of Genetics

Mercy

First Responder

Ashe

Deadlock Leader

Orisa

Guardian Robot

Brigitte

Mechanical Squire

The Payload

Automated Powerhouse

Widowmaker

Talon Assassin

Zarya

Slight Rework Concept

Reinhardt

Adventuring Crusader

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[-]
Murraythehuman (2) | September 6, 2020 7:03am
I would like to give some criticism regarding the balance and overall viability of this concept. I know I probably don't need to ask, but my criticism tends to be lengthy and dropping it out of the blue can feel callous.
1
[-]
Nima Nightmare (2) | September 6, 2020 7:25am
It's ok! Go ahead and give the criticism. I'm happy to listen :>
1
[-]
Murraythehuman (2) | September 6, 2020 9:46am
D (Trait): Photon Shield
Simply put, I think this design is untennable. First and foremost, it might as well not even have a cooldown for how easy it is to upkeep. Everyone just needs to come within walking range of Symmetra every time they die. If it's the result of a single pick, then it's only a small diversion on the way to their destination, and if it's the result of a teamwipe, Symmetra will likely be right there with the rest of the team, ready to reapply the effect in almost no time. Nothing short of an imminent game-winning push could apply enough urgency to where Photon Shield won't be applied to the entire team and promptly forgotten about.

But even with that in mind... I don't think a 20 second, or even a 60 second cooldown could ever make the move balanced. If you'll recall, Alextrasza is another character who can grant extra health, providing 500 max health to everyone on her team until they die. However, that ability is only unlocked at level 20, and provides a flat 500 health. Your Symmetra, on the other hand, can provide a Chromie with a 278 health, self-regenerating shield at level 1, that surpasses Alex's level 20 bonus as early as level 15.

An argument could be made that Symmetra is just a different hero, and so naturally she's going to be balanced differently, but an ability this strong is naturally going to dominate her 'power pie', and require everything else to become trivial for her to still be balanced, and all this in trade for an ability that she only gets to cast when someone dies, that requires very little thought or planning from her part.

Personally, I think the effect should either be A) Symmetra passively provides shields to nearby allies who haven't recently taken damage (that fades after leaving her side for X seconds), or B) Symmetra has a large, permanent shield, similar to Fenix, but unlike Fenix, she can activate her trait to pass the shield on to an ally instead, with the trait having a very short cooldown, allowing for the shield to be passed rapidly, but with only so much health, she'd need to find downtime to let it regenerate.


Q: Photon Orb
I have no problem with this ability. It's simple, it's sensible in how it's channeled... but I do think the cooldown being as low as it is creates several problems for balance. For one thing, a skillshot like this could easily be spammed near a channeled objective from a relatively safe location in order to stall for an unhealthy amount of time.

Additionally, some of its talents, like Chaining Orbs, become incredibly dangerous. A 1.75 second root on a spammable ability isnt going to be fun to fight, even if the move is easy to dodge. In order for such a thing to be fair, the root would need to be shorter, the cooldown on the ability longer, and if the talent is going to come in this early, it should at least require Photon Orb to be charged to full.


W: Sentry Turret
Again, no real problems. Though I have one small issue, where while I really want Symmetra to have indefinitely lasting turrets (it's a niche not really seen in HotS yet), I think the only fair trade-off for such a thing would be for them to only target heroes. Maybe a level 13+ talent could let them target minions, but the ability to soak from a lane you're not even in should only be given to characters very much dedicated to that concept (Abathur, Azmodan, Vikings, etc.). It'd require someone to go wipe out her turrets before every big team fight, which she can set up again in the time it takes for that character to return.

Other than that, they're fine.

E: Photon Barrier
This one is the big stumbling block for a lot of character, and it's really just a design space that's untennable. The devs have actually gone through why attack blocking barriers can't be implemented, though even if they hadn't, it's pretty easy to step through why they can't work.

To wit:
Even if you were to implement the shield as a pseudo-hero, only about 31 out of all 240~ basic abilities in the game would actually be affected by the move. Most moves in HotS tend to be AoE, splash, pierce, or bounce between targets. If implemented as-is, Symmetra could realistically go for several games without this ability ever being functional. BUT, of course, one could suggest that the ability be designed with special rules where it just absorbs abilities that normally couldn't be absorbed. Well, one big problem with that is that it would require the dev team to code new interactions between this ability and almost every ability in the game, and every ability not yet in the game. The workload would be immense, all for one little ability. BUT you could suggest that HotS Concepts are just fantasies, and that budget can just be ignored. Unfortunately you then run into the problem of... what should the interactions be? Jaina's Frostbolt just disappearing on hit makes sense, but what about if it has a piercing talent? What about her Cone of Frost? Would it apply to that? What if the barrier gets between Azmodan and his laser target? What if Tassadar's Q hits it, does he just stop channelling? Ana's Healing dart? What about Greymane's Cocktail? When you introduce new interaction-specific mechanics, you require both Symmetra and her opponent to remember lots of brand new rules that only apply to one very specific situation.

It's one of those things that sadly cannot be implemented the way it was done in the source material, simply because the divide is too steep. I think right now the only realistic thing to do if you were to keep it is to apply it as a travelling AoE that provides armor to heroes within its radius. It's a little less interesting, but with the right talents, it could be the foundation for something better.

R1: Teleporter
I don't really have much to say on this one because it's a largely unprecedented mechanic. The only equivalent would be Morales's ability to create a Medivac at the Hall of Storms at level 20, and as such I think it should be balanced around that move. It is somewhat problematic in nature, because I have no idea what the consequences would be of letting a team hearth part way through an objective fight, only to warp right back in fully topped up.

R2: Shield Generator
I think the way this is currently implemented it's just an inverse Lucio Sound Barrier. Shields that grow over time instead of decay and require you to be around a specific location for the duration, instead of the beginning. Personally I think you could afford to just let this ability function as an ongoing source of shields that the enemy must destroy first if they realistically want to kill anyone. Even if you provide a considerable amount of shielding over a long period of time, having a counterplay option as simple as 'destroy the power source' means you're at far less risk of creating something unbalanced. Probius can already create an effect similar to this one, but here you'd just be putting it on a Heroic, and increasing the overall value.



As it stands, I think your Symmetra design suffers a bit from trying to be too faithful to the source material. She's a natural fit as a Support character, but I think some abilities need to be translated with an increased concern for what would be fun to fight both as and against.
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2
[-]
JimBeamFusel | July 15, 2020 5:01am
Hi Nima Nightmare,

I like this idea, especially the photon shield idea as a trait.
How does the ability photon barrier work? It just blocks spells and projectiles?
1
[-]
Nima Nightmare (2) | July 15, 2020 6:17am
Hi JimBeamFusel. First of all thank you ^^

And about the Photon Barrier: It releases an Crescent-like projectile (Like Maiev's Fan of Knives target indicator) and blocks incoming spells. After blocking a certain amount of damage, it breaks. The projectile that breaks the barrier will continue to travel.
In short it blocks incoming projectiles and spells. Even beam-like ones (Like Li-Ming's Disintegrate) until it breaks.
2
[-]
JimBeamFusel | August 3, 2020 3:02am
Hi again! Thank you for your answer!
I like the idea very much and I think it is something new added to HOTS, which is always good.

I think it is always nice to leave a comment if you like the build or it least give a thumbs up :)
If you like, you can visit my concepts for Xe'ra and Mannoroth and tell me what you think!
I'd be happy to have some advice.
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2
[-]
MageElf | January 31, 2020 4:41pm
Cool concept!
1
[-]
Nima Nightmare (2) | February 1, 2020 10:36am
Thank you ^^
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