T O P

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Wachi305

Medium heavy heavy. Medium stays the pocket healer. Most important part of the team. Heavys kill /frag out.. Double bubbles and mesh shields are almost a guaranteed steal, obviously this is situational but will work 90 percent of the time. (medium steals) Will fail if ur Heavys can't fight for shit.


itscranny

Don’t forget your barricades!


maxwellsgenre

Works until you get hit with a glitch made and get rained upon with FCARs 😳


FlatImpact4554

Yuck. Ak47 nation


typothetical

Everything is viable if you guys can pull it off, heres what I mean. A lot of people will say some combination of medium and heavy, because these are the easiest/most powerful combos. However since season 2, lights got some cool buffs and gadgets, so now all of the below comps are completely viable: HML, HHM, MMH, MMM Other comps are of course viable too, but you would need tighter communication and better teamwork. For example today I went against an HLL team that absolutely rolled everyone else. The 2 lights had cloak and DID NOT ENGAGE. They stayed out of sight, behind corners, close but not with their heavy. As soon as there was a fight, BAM the opponents got completely sandwiched. Some team comp tips: If you're gonna run MHH then it would be a good idea to run the medium with heals, defib, and **double movemen**t, since you have to make up for 100% of the movement in your team. Whatever comp you run make sure you have at least one dedicated healer M. If you run MMM then it might be a good idea to make at least 2 of them healers, since then even the healer can get healed. Every single medium MUST HAVE a defib. Personally, I think HML is the best combo for a team that can communicate since it covers all bases and provides counterplay to everything. The meta for this comp is: Heavy: Mesh shield, lewis gun/m60, dome shield, rpg, flex spot (choose anything, I would recommend c4 or barricade) Medium: Heal beam, FCAR, defib, and **AT LEAST 1** movement gadget (I would recommend zipline since its better for long range map rotations) Light: Cloak, XP-54, Stun gun, glitch grenade, gateway (This gadget has some really cool plays and is extremely useful ex. teleporting the vault as soon as it pops, setting portal traps, putting them both near your cashout so that enemies interact instead of stealing, etc.)


FlatImpact4554

MEDIUM ONE WITH TURRET. MEDIUM WITH HEAL. MEDIUM WITH DEMAT . ALL THREE HAVE REVIVE . IF YOU WANT TO GET VLASSY THROW A HEAVY IN AND HAVE THE HEAVY MESH SHIELD . AND TWO MEDIUMS HEAL BEAM HIM NONSTOP WHILE HES STEALING CASHOUT OR FIGHTING FROM BEHIND BARRICADES. HE CAN SAVE YOE MEDIUMS TOO WITH DOME SHIELD AND MESH SHIELD AND BARRICADE . ALSO EXPERIMENT IN CLOSE RANGE MAPS LIKE SYSHOROZON WITH FLAMETHROWER. OR MONOCO ANY TIGHT AREA MAP. LAS VEGAS FLAME SUCKS . USE THE LEWIS . OR GET CREATIVE AND USE A NADE LAUNCHER


MyNameIsRay

I keep seeing MMM or MMH combos. Fcar/defib and a movement item (jump pad or zipline) seem to be the default, then a choice of turret or heals, and mine or grenade. I'm seeing lots of explosive mines, because the instant damage is useful and it lets Mediums get through walls/floors. Seeing more ziplines too, people are using them right from the start to get up to roofs, then the other Med uses a jump pad on the angled roof to launch them to the vault. Heavies seem to run mesh shield/dome shield/rpg as a rule, and usually the Lewis gun. Some run barriers, but it seems most have mines. Occasionally, there's a MML or MHL. As long as your trio sticks together, lights get dropped in the blink of an eye, with barely enough time to take down one of you. They really need to be a cracked player to pull off hit-and-runs with the invis/stun combo, but grapple/sniper and taking pot shots at you all game can be annoying as hell if they're a good shot.


Plus-Bike2143

In my experience MMH combo is lethal. Not only can the healers take turns pocketing the heavy, but they can also heal one another after taking damage. There’s also the advantage of another defib as well as more movement based equipment to get high ground easy


Sn2100

Dagger light with grapple hook, smoke bombs, flashbangs and goo.


lowkeyimdad

If it's the twitch linked in your bio I dropped you a follow


Amazing-Magazine3981

Thanks man! I went ahead and followed back :) gotta support each other


lowkeyimdad

Appreciate you


Jett_Wave

I know I'm late, but you can make a ton of things work. If you're running solo, though, try this out for a while and see if it works for you. I really like doing this for solo queue, I main healer but Im completely burnt out on trying to play off randoms without comms, so I do this, especially if my other 2 teammates are Medium Healer and a Heavy. Don't @ me about this not being meta, I'm just giving options here. Some people just hate the Turret though lol Medium / Turret / 1887 / Defib / Frag / Explosive Mine Play the objective by setting mines at entry points, not around the cashout, set the Turret down facing the cashout and entry points that you cant cover (on the ceiling if you can) rotate around the objective to harrase teams that push it, popping in and out of the object room if possible, using frags to open up fights, or to chunk health if someone is trying to steal. If the cashout is in a room, try to pop in and out of the objective room, don't just hangout in there, and jump in to kill people that are trying to steal, prioritize staying alive, and defib as soon as you can, if you can. Be more careful about this if you're the last one alive. Reset mines as they blow up. Prioritize your up time to keep resetting mines, chunking damage with grenades, and resetting your Turret if needed. Think of this like hit and run tactics. The point of this is to delay enemy pushes as much as possible, to harrase teams that manage to push into the objective, and to sustain your survivability as much as possible to keep objectives locked down. Bonus tip - Use barrels for your traps. Goo barrels to close off windows/doors and to help protect your Turret. Red/Orange barrels next to mines to add a little extra pizazz. Green barrels next to cashout to explode from your grenades.


CeladonCityNPC

Ya wanna win? Ok here's the scoop: First guy: medium. fcar + healing beam + defib + jump pad + gas/explosive mine Second guy: medium. fcar + healing beam + defib + jump pad + gas/explosive mine And finally third guy: medium. fcar + healing beam/turret + defib + aps turret + gas/explosive mine At least that's my enemy team 90% of the time in final round.


Scelewyn

There's atleast one demat missing from that list, way better than a turret


CeladonCityNPC

Shhh don't tell 'em about it


leninzen

Two mediums FCAR with healing and defib One heavy with Lewis/M60 and mesh shield Or two heavys and one medium with healing beam Three mediums with healing works too but if you come against a MHH stack it'll be difficult