is this you Platinum little Timmy and you want to become this nice oh my God time so why trust me I'm a certified raw dog Randy Tracer player peing at rank four on the EU ladder and hitting top 10 multiple times and I started off in Gold like all of you guys and worked my way up so I know exactly how to improve I'm going to start off with the basics if you're a total beginner we're going to ramp up to a grandm level pretty quick and even if you're a high ranked player and you
think you already know this it's still worth watching first let's talk about your abilities if you've never played the hero before you have two abilities you have three blinks which on a three second cool down per one and they Dash you in whichever direction you're moving in 7 m then we have recall this takes you back 3 seconds in time from where you are and is on a 13-second cool down recall is literally like your Lifeline without it you're far more useless and making any aggressive plays instantly becomes risky and lastly we have tracer's ultimate
B bomb it's like an arcing sticky grenade that deals 355 damage upon sticking before I start explaining how to use all of your abilities correctly let's talk about your identity on tracer what is your role the most common misconception I see all the way up to Diamond and even in Masters is that Tracer is some kind of backline assassin and this is completely wrong albeit Trace can do a good job at assassinating people in the backline this is not all she's useful for and this completely limits her capabilities Tracer is Like a Shepherd Hing the
Sheep you want to control the enemy team into grouping up and if they are already grouped up you force cooldowns and kill them as soon as they're starved of resources okay now we know our identity let's talk about how to utilize blinks to the fullest to start what are blinks used for blinks are used for two reasons one for Dodge damage this can be in Jewels or 1 V ones but also if you're Crossing open space from cover to cover and you might get shot and two to quickly get in range to clean up a
kill they are not I repeat not to traversing the map and getting into fights quicker you do not want to be going into fights with one blink because you use too many blinking around the map the first thing you need to do is to get comfortable with how far you blink whilst moving it needs to feel instinctual and the best way to get comfortable and practice this is to first start off in the practice range and just get used to blinking and seeing whether you go through this bot on up as it's moving once you
quickly got the hanger there you need to move on to more realistic in-game scenarios so head over to custom games and use the vaxter workshop code this is great for warm up and aim practice as well now once you're in in here set the bot difficulty to whatever you like and then start blinking around whilst moving forwards start to notice based on how far away the enemy is if you go through the Target or not because the biggest issue I see new Tracer players make is they don't understand their blink distance well enough so they
end up blinking through the target resulting in the being confused as to where they are okay now once you've got comfortable with your blink distance you need to start adding in 180s but when you know you're going to Blink through the target as soon as you can do this with relative ease you want to get the hang of throwing in melees whether you're not quite reaching the Target or you're blinking and then 18 behind them this is because melee is extremely useful on Tracer people get healed so fast in OverWatch 2 with how strong support
healing is and melee is a guaranteed 40 damage which can be used to finish off low HP targets to burst them down before any healing comes through I want to add that you shouldn't overuse melee you only really want to use it as a finishing blow as it can leave you quite vulnerable on top of the target once you're a certified raw dog Randy with a trace of movement here's where we're going to start getting creative and the mechanics are going to start getting pretty Advanced so you need to lock in take notes okay the
first section under Advanced mechanics that you need to get comfortable with is Trigger Discipline Trigger Discipline is where you start shooting part of your clip on the target then you stop shooting mid clip realign your Crosshair and start shooting again Trigger Discipline is so important because you shoot a whole 40 round ground mag in 1 second which does 220 damage to the body and it takes you another whole second to reload since it takes you as long to reload as it does to shoot a whole clip this means each clip is so important and you
can't be wasting ammo on nothing so often it's better as soon as you start missing to instantly stop shooting and realign your Crosshair on the Target and then start shooting again you will notice this from only the top tier Tracer players they'll be shooting and as soon as their aim goes off the target it'll take a little micro pause to reset their aim so they don't waste bullets you need to get comfortable doing this with blinks as well so where you shoot a little bit of your clip stop shooting then blink and then startop shooting
straight after again what you don't want to do is to be spraying your clip the whole time whilst you're blinking as you'll end up missing a ton of your shots when you have bad Trigger Discipline you end up taking even aim Jewels which is not what you want another common issue I see in lower ranks even up in diamond is that people don't anticipate damage well enough so they don't blink to Dodge it the odds are if someone's looking at you and they have their Crosshair in your general direction they are probably going to shoot
at you so you should anticipate you're going to take some damage and if you have blinks you should use them to dodge this also includes anything outside of your pereral vision so if you get shot in the back or the side and you can't see it you should look to use your blinks to reposition so you get behind cover or you can see what the threat is okay once you've got comfortable doing this let's get on to the art of the jewel this clip combines everything together I'm going to play this in normal speed first
and then I'm going to break it down in slow motion and explain the thought process behind this take the Rob look at me since I just heard the cast before this and his footstep sound went away suddenly I knew he was probably hiding and crouching just around the corner so I was already anticipating him to be there as as soon as I see him I shoot the tiniest bit and I instantly blink this is because I'm anticipating him flashing me and even if he doesn't flash me he's still staring right at me so he's either
going to flash or shoot me both of which will cause me to take a bad HP trade and all of this stems off of the idea of what I call a free trade in which you can trade onto them but they can't trade onto you and so if they aren't looking at you they can't trade on to you but you can trade on to them so I used my first blink as I talked about preemptively to dodge damage as I do this I do happen to dodge his flash as I expected and now since I'm
behind him and he's not looking at me I start briefly shooting again as he starts to turn and I'm anticipating taking damage again I stop shooting once again and blink 18 18 melee behind him this is not only to dodge damage but also to disorientate him and deal damage myself as I blink through him again and he is facing away from me I have another opportunity to have a free trade so I go back to shooting him again and try to finish off the rest of my clip as I'm about to finish off my clip
he turns around in my direction and he trades on me and at this point I know I'm going to have to reload so just as I run out of ammo and start reloading I Peak behind the cover briefly to avoid taking damage whilst I'm reloading as I finish my reload I jump Peak the corner to avoid him lining up a head shot and I blink immediately anticipating him flicking up to my head since I'm in a predictable Ark however he was actually looking away from me so I could have potentially not blinked at all but
it did help me get close to the Target meaning I deal more damage at this range and since I still blinked behind him he does have to turn to shoot at me once again giving me a free damage window whilst he's finishing his reload and turning to shoot at me I shoot as much as I can knowing he can't trade back onto me this is why I don't use my last blink I also noticed he was getting healing while I shooting him so as soon as I get him below the 40 HP threshold I finish
him off with a melee recoil to burst through the healing and this is what it looks like in full speed from his POV yes all of Jews are about getting free trades where you can deal damage to them but they can't do damage to you you want to try and get as many windows to do this as possible now let's talk about Reco there is two things to note with Reco one is to not waste Reco pre fight without it your value is massively reduced and any aggressive plays you make become really risky and number
two is where will you end up after recall you don't want to Greed for extra damage and end up recalling inside the enemy team with no Co Downs you want to Reco to a safe position that's either out of the fight or near your supports you can however use your recoil as a tool to trade in Jewels especially if you're in an isolated 1 V1 on a flank or in the back clamp with little to no team interference to explain better how Reco should be used I'm going to explain engagement timing engagement timing is the
most important part of Tracer essentially this is all about being aware of what your team is doing where you look to make a play at the same time as other members of your team rather than you going in one by one you can usually tell when you have good engagement timing cuz it often feels like the enemy team isn't even looking at you in the middle of the fight and a common complaint that I hear from lowo players is I'm distracting their whole team and my tank and team isn't pushing this usually stems from a
lack of understanding of timing often if this happens you are going in too early so the whole team is turning to look at you but they aren't distracted by your team yet since your team isn't there you want to be going in as your tank is going in or just after this can be harder to tell if you don't have a dive tank but if you have a poke tank like siga or Risa you want to start making a play as your tank is almost touching their tank essentially after the Poke face has ended and
the fight is breaking out this gives you the perfect window to capitalize on people who are distracted as well as have better focus fire and pressure with your team this is the core fundamental to Tracer the best way to improve on your engagement timing and engage at the correct time is to set up early and just before you make a play Turn look at your teammates through the walls as you can see their outlines to better explain this I'm first going to show an example of bad engagement timing back in the and this is what
it looks like from bird's IP over as you can see this Tracer player is going in without his team so he instantly gets forced out and has to run away now in contrast this is what good engagement timing looks like where you make plays at the same time as your team and this is what it looks like from bird Ty P it's handon even though it can feel complicated in game it's as simple as you making a play at the same time as your team this is like the king of Tracer fundamentals now since I
just touched on it at the end let's talk about the second most crucial Tracer concept the setup ideally once you're set up you'd like to be within one blink's distance of the target you plan to go on this is a good indicator as to whether you're set up well or not however on some maps this might not always be possible this is why the setup can be very very map dependent a very important part of the setup is your pathing you don't want to get poked out whilst you're trying to set up pathing is about
using natural cover to Traverse the map and blinking from cover to cover then stabilizing and re getting your blinks back before going in the payload ADV delivery to explain pathing better let's have a look at Route 66 which is a map that can be quite difficult to set up on if you take first point for example there is so many routes you could use to get to the back line and this can be very situational depending on where the back line is set up if you imagine the whole back line is where the aror is
you could come using the underneath tunnel and you can blink and stabilize under the gas station and even from this position you have many options you can blink again and go all the way around the r their spawn and end up behind them up top near where the enemy toron is however this setup leaves you two blinks away so in this case it would be better to take a different path and instead of going through their spawn you can go out the opposite side and blink on top of the gas station only using one blink
Instead This is why knowledge of the enemy back Line's position is crucial in knowing where to set up and what path to take when setting up there is three things to think about what comp is your team and the enemy team playing for example if you have a monkey with Nano you will want to set up much closer to the Enemy backline versus if you have a Reinhardt and he a shatter you might want to set up much close to your team number two this coincides with number one but what is the fight plan for
that particular fight for example if we take thepole Village and let's say it's the last fight of the round you need to know based off your team's call outs and their positioning whether they want to take the fight early or if they want to take the fight on point so if your team wants to take the fight early you could set up here which means you're within one blink away of where the fight is going to happen and you have a good angle of Engagement however if your team wants to take a fight on point
you will likely end up going too ear early and getting forced out in this case it would be better to set up closer to the point for example top left which gives you a good angle on their backline and is within one blinks distance of the fight now you might ask how do I determine that again looking at your teammates through the walls gives you an idea of your team's position this gives you a good idea of how aggressive your team plans to play along with this the ultimates you have and your team comp can
also assist in your judgment and number three what map are you playing on each map has its common setup spots and routes you can go for and some take much longer to set up than others up until this point all of the talk about setup and engagement timing has been focused towards the backline however this doesn't always have to be the case and you might wonder why time what do you mean see it's not just about the backline which is why we are going to talk about how to play with different team comps first let's
talk about what the different team comps are in my opinion there is four different team comps dive brawl or Rush poke and hybrid hybrid is just a random mixture of two or more team comps the best way to start thinking about this is to think what does your team comp want to do based on your Heroes usually the stems from what tank you have and supports you have for example if you have a monkey Moira Lucio you have a comp that has very limited ranged healing so if you play on hard flanks or wide angles
it's very unlikely you'll be able to get healing since you're so far away from your supports this means that any damage you take is basically permanent so you can get forced out so easily in a case like this it would be better to almost stack with your team and play almost like a linear fiveman dive just aping on the enemy backline since you also have Lucio speed and all of your team has movement cooldowns to dive with you not only that but Moira Lucio also has low sustain compared to other back lines so you want
the team fights and quickly rather than taking a long time okay but what if you have a poke team comp with like Zen bapti Sigma what do you do then in a scenario like this a poke comp obviously gets value by poking them down over time which means you want to slow down the pace of the fight and make it last longer since en Baptist is a very squishy and easy to dive backline the best way to slow down the pace of the fight is to try and keep the enemy flankers off of your backline
so for example if they have an enemy Tracer you can hold one side of the map and keep her at Bay so she can't get onto your Zen this is known as marking or marking the enemy Tracer it has to be far away enough from your backline that the Tracer can't just blink past you with ease and ignore you unlike moral Lucio zenyata Baptist has great ranged healing and at a high level your zenyata should harm the or you so that you getting constant healing meaning you can win any 1 V one against flankers as
I'm sure you can start to tell the common theme of having longer ranged Hills means you can afford to play further away from your team this doesn't mean that if you have short- ranged Hills you can't take wide angles it just means that you run a higher risk of getting forced out which would make you useless in the team fight the thing is the higher up you go in rank the more flanks are contested so you have to play much more around your support whereas in lower ELO often you can get away with just hard
flanking most of the time this is a more advanced concept But continuing on from the idea of marking enemy flankers they're actually is's a slight issue with this see if the enemy Tracer or flanker is smart it'll quickly realize that they can't contest you on the flank because you have a constant harmal especially if they have shorter ranged Hills so instead they will actually play relatively close to their team and look to run down your backline from main or a soft off anle so if you are playing very wide they'll ignore you completely and outt
Tempo you so with the goal in mind that you want to slow down the pace of the fight the best way in this scenario to do that is to take a soft off angle and instead shoot the enemy tank who is likely to be discorded this is because if the tank can't walk up and take space easily then if the flankers do try to dive they will be alone and your backr will see them coming this is more of a general idea and isn't a series of dead set rules for example if you happen to
see someone low HP with zero cool downs and you can punish them you can instantly swap to that Target Instead This is what makes Tracer so Dynamic if you are confused about any of these Concepts or certain terms I've used don't worry I'll explain them all more in just a second when I go over positioning the final team comp I haven't talked about how to play with yeah is brawl R is a comp where you want to run over the enemy team you can play quite close to your team usually on an off anle and
just shoot whoever your team is trying to focus this could be the enemy tank DPS or supports depending on who is near you and who is getting focused see this is quite a simple concept this can get a little tricky if you're in a brawl mirror however they have a better brawl or Rush than you in theory if they ever make C they can wall off and burst down your tank much easier than you can burst down theirs therefore if you take a straight up regular brawl is likely that you will lose since there is
better BR Heroes than Tracer in this case it can actually be better to instead change your target Focus to the enemy backline for example if they have Bap Lucio you can try and hard pressure the bapti and kill him eliminating their main source of healing now just before I go over positioning I'll show on screen some potential comps for each category so you can get a rough idea The General rule I have for setup and Target focus is how easy is the enemy backline to kill so for example if they have Widow zenyata and mercy
this backline is extremely squishy and I can kill all of them with ease whereas if they have a KIRO Brig casty backline they are much harder to kill so in that case it'll probably be better to shoot the enemy tank this is an example of bad team five positioning best way to explain this is to imagine drawing a circle around the enemy team and every single member of the enemy team is inside of that but as Tracer you essentially want to play along the outside of the circle and it doesn't matter whereabouts it can be
from a soft off angle or it can be from a hard flank but what you don't want to do is to end up inside their team this is because in this position you can't be aware of everything that's behind you you can get shot in the back and be completely oblivious to it and if you're inside the enemy team you can end up taking damage that isn't meant for you so not only does it make it much harder for you to be aware of what's going on it also means it's more likely for you to
Die the only time you want to end up inside the enemy team is when you are going in to quickly finish off a kill the rest of the time whilst you're poking or getting people low you always want to be playing on the outside of the circle whereas as you can see in this example the Tracer is inside the circle as she ends up getting pinched and since the Hanzo is in her blind spot or out of her field of vision it's much harder to be aware of him so she ends up dying if you
look at this Tracer could have reposition from here over to somewhere like here in which he can still shoot the Sombra or shoot the sigma but have awareness of the whole fight and can see the Hanzo coming in this example I'm currently playing left side and shooting the diva however I could have also played right side and still shot the diva but from this position if their backline AKA Zen and sojourn just swung slightly to the left they would get complete losos of me and they could force me out with ease however if I play
left side where I am I can anti-loss all of the damage from Zen and sojon even if they walk up and yet I can still shoot the diva and just changing my position the tiny bit and using more natural cover to anti-l damage I can stay in the fight far longer in this example it's more focused on the back line and the Tracer is currently shooting the Anna however she is peing both the Hanzo and the KIRO as well meaning she can easily get shot and forced out however if she altered her position just the
tiniest bit onto the ledge she's almost at the exact same distance away from Anna whether she can anti-s all of the damage from Hanzo and KIRO it can even be a much smaller difference instead of shooting the Anna from here in which you're also peing Hanzo at the same time if you just move the tiniest bit over to the right and shot from over here you can now completely anti- the Hanzo and still shoot the Anor from the exact same range now let's talk about pulse tra's ultimate is arguably one of the hardest to use
well in the game however it's crucial to be good with in order to carry your games and climb the ranks let's talk about the fundamentals of a good pulse bomb in an ideal world you would like to be number number one set up on a good angle whether that's from the side or from behind yeah boy but ideally not in front as it's less predictable and they won't see you coming pause and number two you are ideally within one blinks distance this is because even if you miss you won't have to waste all your resources
going for the play however sometimes this isn't possible and you have to use more resources to get a clutch kill for example if they have nanoblade and you're looking for a pulse on the Anor this is an example of an objectively good pulse bomb team is this is because I am number one set up on an angle and number two I'm within one blinks distance away so even if I miss the pulse bomb and I have to recall I still have two blinks left to make plays and kill someone this is an example of an
objectively bad pulse bomb we're pushing the barricade come along oh spawn activated of you because even though I stick it I use all of my blinks and recoil so I have no resources left if I miss it also they see me coming a mile away so it's much easier for them to predict and Dodge it which could have easily been the case if this Juno was a better player usually with pulse bomb you don't want to be the one to force cooldowns for example if they have a KIRO you usually want to look for suzu
to be used first before you pulse or if they have a Baptist you usually should wait until immortality field has been used before you go for a pulse bomb this also includes tanks with crucial cooldowns for example if Aisa has gold you usually want that to be forced first this is because PSE bomb has high kill potential but it can also be negated by a lot of cool Downs with pulse bomb you want to take a look at the enemy's team comp and think who are the easiest targets to stick and kill for example if
they have a backline of Anor Brig this is much easier to stick than Moira Lucio as Moira Lucio has far more mobility and they have cool Downs to dodge your PO bom since this means you might have to force Moira fade first it's much easier to either stick the tank or Target with less mobility in terms of priority these are usually targets that have less mobility and don't have cooldowns to dodge or negate your pulse bomb however sometimes you might see a Target that happens to use a crucial cool down in front of you so
you can just pulse them instead these are two quick tricks to make your pulse B easier to stick you can either pulse first before you blink since it makes your pulse travel more in a straight line or if the enemy player is AD strafing and moving unpredictably if you blink to the side of them and flick 90° they are essentially not moving for you this is a matchup tier list versus every hero see with Heroes like torb and Sim the reason they're such strong counters is their turrets can poke you out and force your recoil
before you've been able to do anything this is why you have to be very aware of where a toor turret is placed or where symmetra turrets are placed as you don't want to get poked out during the setup and the best way to play against these is to anti- them or to break them yourself or get help from the team if for example with torb his turret is so far back that you can't break it it's often best to just avoid peeking it entirely and shoot the enemy tank or play more with your team obviously
this can depend a lot on your team com however the biggest thing is to just have awareness of where they're set up and avoid getting poked out during your set up and if you can't take a flank because you're getting poked out then don't take it at all now let's talk about how to play tracer on her worst maps as you can tell there's a common theme with most of tracer's worst maps being high ground Maps this is because Tracer has zero vertical mobility so it's really hard for Tracer to contest High grounds this makes
setting up way harder so usually your job is to just push the payload as far as you can this is because Tracer is one of the only Heroes who can push the payload by herself without dying since she has such High Mobility if somebody comes to contest the payload you can either Jewel them or temporarily run away and then go straight back to pushing as soon as they're gone this usually forces someone from the enemy team to come and match you on payload you can usually only push up to certain points on each map where
the payload position becomes too exposed like here on jabala or here on Dorado once you've got the payload to this position if you keep getting poked out or contested by a mobile hero who is in range of their supports you should at this point leave leave the payload and set up for the backline if your team instead is pushing the point or playing for payload you can either just force out the enemy tank who drops to contest as a team or again set up for the enemy backline now let's go over the r of the
Tracer 1 right I'll go over this one okay sh even C trading I blink again to get fre free clip trade now see this is why blinking in could be be risky see how I've blinked in now he's blinked behind me he is in my blind spot so I'm in a losing position right now so I need to get the out of here which you'll probably see me I assume I probably blink yeah see I instantly realized [ __ ] I'm in a bad position so I know he's going to shoot this way right cuz
he's behind me so I'm blinking backwards this way and going to flick my mouse to the right to try and get an angle on him you should see that yeah see here see this cuz I was in a losing position right when I was here he shoots me in the back I've now gone from here to go back to here to get like a a a free trade angle on him so we went from sh losing position him free trading on me to like oh okay I'll I'll reposition to here so now I get a
free angle on him go I'm saying um then we'll see what happens then he he realizes that so he blinks to dodge himself right he actually goes for a blink M here so and as he's turning I'm getting a little free shot off as he goes back to aiming me you know talk about free trade I've just got a little good chunk on him he just started to shoot me I've blinked a Dodge again so whilst his aim's over here and he's got ajust back to me I'm shooting directly at him and so I get
another another little free trade but unfortunately I did not have that much ammo and now he's SP behind me now this is bit of a bad position but we're luckily reloading at the same time so now he's going to punch me or some maybe I punch him no I punch him cuz we're in Mele range and see how as he's about to we about to start an even trade I blink away again to dodge his damage and get a good angle see this so now he start shooting it air like like I've taken five damage
so far in this whole 1 V one and he is what HP he's 99 HP so he's taken 76 damage and I've taken five and see how he's wasting much bullets I start shooting stop shooting for a second cuz I just me I realized he's blinked start shooting again I'm just per free trading bro I'm looking for free trades then I straight behind the corner again I know right now all I want to do is avoid getting chunked cuz he's going to take a [ __ ] recall if he like the longer he waits this
out he's going to recall to like whatever HP he's on right now or 99 HP yeah he's in such a bad spot he should have already recall to be honest and then so I'm like he I'll just hide for a second and he just push I'll blink out so I assumed he was going to Blink in here and I was like oh I'll Dodge it by blinking this way but he h hits a recoil he's going to hit a terrible recoil I have no blinks so which is a bit of bad position the last blink
maybe wasn't needed and now we're even we're taking an aim jeel I mean that it's just over but I you is like free trades I could take an aim but why would I want an even 1 V one you feel me this next section is going to be on how to abuse movement luing satellite performance I feel warm inside is it here this blink suck the second blink I [ __ ] up look at me poor guy very poor guy die die die I'm really feeling the heat the side bias was nasty yeah sometimes I
do that though that you know what I said about doing movement I literally purposely keep strafing the same way cuz you know most people when they like ad strafe they kind of like stay within the same Rhythm right their rhythms like this they kind of keep like bouncing back and forward whereas if you start going back and you do a little jiggle and then you go back the same way it really throws off like their Rhythm you get what I mean but if you got do the little bait and then you go back the other
way then they have to do like a bigger flick over to where you are if that makes sense love you what I'm saying I'll actually use this for an example of how to do good movement cuz obviously yeah it's a combination of him missing shots on careful let's yeah okay see here for example right see how I start swinging to the right so I hit like the little like the jiggle back and forth here right like I hit like a all right so I hit like a to the left right go back and I go
back in so he's going to expect me to keep staying in this same little tiny spot right like this tiny little spot from like here to the middle like this right and then I start swinging hard to the right you see see this for a second I try and Crouch and now I start swinging to the right so now like I'm kind of like and I'm hugging the like wall and then I'm like okay right now I go for it bonus section blink spots if you coming across the bridge and you want to contest a
widow or an ash on High Ground you can jump on this ledge then blink across and then blink to The High Ground there's also another way if you jump on this Little Rock then you jump twice onto each part of the ledge and then blink to The High Ground if you're playing the other side of the map and you want to contest a widow you can jump on this rock and you can contest either High Ground using your blinks staring if you want to get to the top right High Ground you can stand on this
plant bar and double blink on Lighthouse if you want to contest The High Ground rather than going around through their spawn blinding you can stand on this side then jump up to the ledge and then jump late to The High Ground however if the sign is broken you can still stand on the barrels then jump link to the ledge and then jump link to The High Ground this is a short one but you can stand on this ledge and jump link to The High Ground they recently added this car which means you can jump on
it and double blink to the top left High Ground there is also an alternative W doing this if you jump on the ledge then jump link to the sign then you can jump link to The High Ground this one's short again but you can jump on the fountain and then jump L into the window this one is really useful you can jump on top of the orange van and double blink onto the ledge if you're on attack you can also do this off of the payload instead making it much safer route once you make the
third Point attack back if you want to contest any of these high grounds you can stand on top of the payload and jump link to the little corner of this ledge on the pool you can stand on the edge here and blink to the ledge you can also do this from The Lion statues as well you can get to the mega High Ground using a jump link from The Ledges on either side on Oasis you can stand on top of the sofas and jump Ling into the windows however you have to hug the inner wall
if you're on Havana first point attack and you want to make it to The High Ground you can go up the stairs and double blink onto this ledge and then jump blink onto The High Ground this roll out is a personal favorite of mine you can jump on this ledge then jump up and blink wait for your blinks to regenerate on the roof and then triple blink through the window you can also do this from further up and triple blink into the window if you don't want to use three blinks you can walk along this
little ledge and use one blink to go into the window on third point you can jump on this bit of metal then jump L into the corner and then jump to The High Ground you can also do this on the other side but without using any blinks on route if you want to contest this common High Ground you can stand on the bridge and jump link to the ledge and then you can jump link around the corner onto The High Ground this one on Realto is more useful for pulse bombs but you can jump link
over the wall and then catch them off guard but don't stand too close to the wall when you're doing this as soon as you come out of Spawn you can get to The High Ground immediately by jumping on this box and blink to The High Ground there is more that I haven't shown on jalter but the most useful one is that you can use one blink to Blink to the nose of the plane this also works on both sides this one isn't necessarily a blink spot but if you come to the forklift you can just
get to The High Ground purely by jumping and you can speed this up with blinks I've been time OverWatch and I hope you all enjoyed