Nitorita

Payload Mei Hold

Feb 14th, 2017
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  1. >> Dorado - First Checkpoint
  2.  
  3. * (Risky) The very first turn at the Attacker's spawn can be Mei held. I strongly advise against this one, because it's extremely easy for the Attackers to flank and wipe the team, and then you won't be able to hold the next choke. I usually only do this if my team's being stupid and they mutually decide to hold it there, and I have no choice but to pitch in.
  4.  
  5. - If you're going to hold this choke, wall the right side of the street, next to the building, to force the enemy team to go to the left or flank.
  6.  
  7. * (Good) The turn *just before* reaching the arch. That is, you can hold the payload just before it turns into the arch, by walling the left and forcing the enemy team to go right.
  8.  
  9. - You *can* wall the right side of the arch entrance, but you're removing visilibilty of the right flank, which can be problematic. Plus, the left side exposes you to a lot of focus fire.
  10.  
  11. - The good thing about attempting this turn is that if things turn a little sour, you can back up a bit with the team to hold them at the arch instead.
  12.  
  13. * (Best) The arch is the best place to Mei hold for Dorado, and often succeeds. The reason is because the enemy team is *forced* to flank, and as long as you have a few people covering the right, you should generally be able to full hold this choke.
  14.  
  15. - If you lose this choke, then you pretty much lost the first checkpoint, unless you get lucky with trickling in. No guarantees.
  16.  
  17. >> Dorado - Second Checkpoint
  18.  
  19. * (Risky) This turn is kind of hard to pull off, simply because nobody ever coordinates with you. Basically, after the payload makes its first turn left (its left), and then proceeds to turn right onto the main street, you can wall on the left at this exact turn to force the other team to flank around the wall/payload.
  20.  
  21. - As long as the *entire* team pitches in and works with you, it's doable. They need to watch your flank and focus fire anyone who tries to go around. If it fails, quickly back up to the next hold below.
  22.  
  23. * (Good) This is technically part of the turn above, but basically, this entire street can be Mei held. With a bit of luck and teamwork, you can hold the payload at any point of this street. The unfortunate part is, this street often turns out to be a fight of ultimates, so make sure you have your Blizzard ready.
  24.  
  25. - You can also aggressively go in front of the payload to disorient the other team, because they'll often be occupied with the team fight.
  26.  
  27. * (Risky) The section under the bridge after this street has *potential* for a Mei hold, but I've never really found an opportunity to execute it. Usually, if the streets phase is lost, they manage to get past this point as well. If you must attempt it, just wall the right side to buy a few moments.
  28.  
  29. * (Decent) In the open area after the streets phase and just before the checkpoint, you *can* fight here to buy some time and sometimes get lucky with a win. It's a hit or miss, but since you're going to lose the checkpoint anyway, it's worth a shot since it takes the enemy team some time for the payload to get past the checkpoint anyway, giving you some time to regroup for the last checkpoint. Don't attempt to hold here if your entire team isn't working together with you, though.
  30.  
  31. >> Dorado - Last Checkpoint
  32.  
  33. * (Best) The bridge is the best place to hold the payload, as you can just wall the right side under the bridge and hold it forever. Flankers don't often flank right, and the left side is completely exposed. Your team should be dealing with the high ground.
  34.  
  35. - Also, the turn just before *and* after this bridge section can be held as well. It'll buy the team a minute or two.
  36.  
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  38.  
  39. >> Eichenwalde - Second Checkpoint
  40.  
  41. * (Good) This turn is actually good to hold, contrary to popular belief. Unfortunately, most solo queuers won't work with you, which means that you'll often lose it quickly.
  42.  
  43. - Basically, after the payload makes a left, you want to wall off the right side of the street so that only the right-most door is exposed (the one that leads to Point A, where Symmetra places teleporters in).
  44.  
  45. - This forces the enemy team to have to go around the wall to the left, which leaves them incredibly exposed. Focus fire will keep them at bay for a long time. Be sure to swap positions with Reinhardt if your wall is on cooldown, because he's the only other person who can contest it here. Your Rein shouldn't be afraid to be a bit aggressive fighting the other Rein, since he should be pocket healed here.
  46.  
  47. * (Decent) The next turn right after the one above (where the payload turns right around the castle) can be held as well. Just wall the left and force the enemy team to go around to the right, and be constantly aware of the potential for flankers who go inside the castle, especially enemy Roadhogs.
  48.  
  49. * (Decent) This entire streets phase can be Mei held, *as long as the enemy team doesn't take high ground*. If they do, then you want to be very careful and constantly backpeddle, since you can die in seconds. Also, this streets phase is where all the ultimates come into play, so have your Blizzard ready. If things turn out well, you'll hold the payload before it reaches the bridge.
  50.  
  51. * (Decent) The bridge can be Mei held as well, but there are substantial risks to consider, such as ultimates, Lucio and Pharah boops, etc. Use your judgement to decide whether to hold this or simply buy a minute or two to brawl at the checkpoint.
  52.  
  53. >> Eichenwalde - Last Checkpoint
  54.  
  55. * (Risky) The first turn after the gate can be held by walling the right, but it's pretty hard to execute as the enemy team has the high ground on the left and most solo queuers don't work with you. Unless your entire team is contesting it here, don't bother.
  56.  
  57. * (Decent) The stairs can be held by walling either side (left is probably better), but over my experience, this generally ends up failing. Don't be afraid to back up if the hold starts to fail.
  58.  
  59. * (Good) This last turn is great to hold by walling left, as the enemy team is forced to go around it or to flank. With a good Reinhardt working together with you, you can hold it here for quite a while. Unfortunately, this turn is where all the ultimates come in, so be sure to have your Blizzard ready.
  60.  
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  62.  
  63. >> Gibraltar - First Checkpoint
  64.  
  65. * (Good) I'd like to call this 'risky' instead, but it really boils down to how both teams are playing. You can easily buy several minutes here if it works out well, but don't get cocky.
  66.  
  67. - Basically, at the very first turn when the payload turns right, you can actually wall left at the turn to stop it here. If your team *does not* join in to contest with you, immediately give up and fall back to the underarch choke. Don't stay here too long, or else you'll lose it and likely a large chunk of the underarch choke. Also, if the enemy team decides to go to the high ground above you, you will need to fall back as well. Only persist if it seems like the enemy team is ignorant and is still trying to push the payload.
  68.  
  69. * (Best) The underarch choke is the best place to hold with Mei. Every part of the choke can be held, so just use your own judgement for when and at which point to do so. The most important thing is your team working with you, so sticking with the team works best. Have a few watching the high ground behind, and you should be okay. You can full hold this entire choke.
  70.  
  71. - An alternative strategy for this particular phase is to have a Rein and Bastion combo in the far back, and then isolate people over and over in this choke while having Bastion clean up.
  72.  
  73. >> Gibraltar - Second Checkpoint
  74.  
  75. * (Decent) This entire section is kind of bad for Mei to hold, since there's a lot of open space and flank routes. The final turn up the ramp to the checkpoint is probably the only place where you'll have a chance at holding the payload. You can wall off to the right to force the enemy team to go left or flank.
  76.  
  77. - You should not use your Blizzard here if possible, because it's hard to follow up on and the enemy team can flee from it easily. It's better to let Reinhardt use Earthshatter instead. You should keep your Blizzard for the brawl near the checkpoint instead.
  78.  
  79. >> Gibraltar - Last Checkpoint
  80.  
  81. * (Good) The ramp up after the first turn is actually a very good place to Mei hold the payload since you have the high ground and the enemy team doesn't have many options for flanking, but solo queuers often hang back near the turn, which renders this hold futile. You need to work as a team to hold this ramp. It's easier to wall the right side to force enemies to go to the left (and it's hard to aim in the gap between the walkway on the left and the payload).
  82.  
  83. * (Risky) The final turn left for the payload can be Mei held with a right wall, but I've found this almost always fails due to ultimate fights happening here, and it's easy for the enemy team to retreat. They also have many high ground spots they can cover, which makes it difficult for you to contest.
  84.  
  85. * (Decent) The final run is a hit or miss for Mei holds because both teams will be aggressively brawling here at this point in time, which makes it hard to disorient the other team. You can attempt to vary your positioning to avoid getting hit and to buy time for the final run, but in the end, it's a hit or miss.
  86.  
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  88.  
  89. >> Hollywood - Second Checkpoint
  90.  
  91. * (Decent) Before the actual streets phase, you can actually wall to the right near the gate and hold for a few minutes here. Dying is actually fine, since you'll make it back in time.
  92.  
  93. - Unfortunately, most solo queuers won't play along for this area, so only do so if the rest of your team is willing to work with you.
  94.  
  95. * (Good) The entire streets phase can be Mei held. Not much to say than to try your best at doing so. It's better to stay with your team, and aggressively isolating enemies who haven't reached the payload can buy you time.
  96.  
  97. * (Decent) After the final turn left towards the checkpoint, you can Mei hold here for a while. Ultimate fights occur here, so a well-timed Blizzard will help you team wipe. If you fail to hold it here, you've basically lost the checkpoint.
  98.  
  99. >> Hollywood - Last Checkpoint
  100.  
  101. * (Risky) You can actually buy a minute or two by holding the payload at the last turn as it turns right. It's hard to do since there's a lot of exposure, so pull back as soon as you notice things not turning out well.
  102.  
  103. * (Good) The final ramp to the end is actually a great place to Mei hold, especially by walling left, because the enemy team is forced to go around to the right. Ultimate fights will happen here, so be careful. If you lose this, then you'll have to brawl at the last checkpoint.
  104.  
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  106.  
  107. >> King's Row - Second Checkpoint
  108.  
  109. * (Best) This is actually the ultimate choke to hold, but also the easiest choke to lose. Inside the arch just as the payload heads for the streets phase, you can full hold by placing the wall under or even on top of the payload and staying behind it the entire time. The only caveat is, solo queuers *never, ever* help you. *Ever*.
  110.  
  111. - There's only two other routes for the enemy team to take if you hold the payload here, which is the top window above you that's actually hard for the enemy team to fire towards you at without exposing themselves, and the far left flank, which not many take. As long as your Reinhardt and D.Va help you out on the frontline, you should be able to hold this forever.
  112.  
  113. - One thing to note is, if the enemy team is running Roadhog, Widowmaker or Hanzo, you need to be very careful that you don't get picked off. If necessary, feel free to hold the payload just as it leaves the arch, since you can stand to the side and in cover.
  114.  
  115. * (Decent) The first two turns in the streets phase can be Mei held with right and left walls (respectively), to buy your team a few minutes of time, and possibly even push it to Overtime. Unfortunately, most solo queuers like to back up, so if they do so, you should follow them. It's easy to get picked off in the streets phase.
  116.  
  117. * (Decent) The final corridor as it turns right can be Mei held quite well, as long as you stay close to the walls you place down. If you've bought enough time earlier during the streets phase, you *can* full hold it here.
  118.  
  119. >> King's Row - Last Checkpoint
  120.  
  121. * (Risky) The first turn can be Mei held by walling right, but I've not seen much success with it. It's easy to lose this turn. You can try to buy a minute by doing so, but back up if it isn't working out.
  122.  
  123. * (Good) The last turn and the ramp down can be held quite well with a left wall, as long as the other team isn't aggressively taking high ground above you. If you lose this turn, then the rest boils down to an ultimate fight before losing the checkpoint.
  124.  
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  126.  
  127. >> Numbani - Second Checkpoint
  128.  
  129. * (Risky) The streets phase for Numbani is difficult to hold with Mei. There's a lot of open space, high ground, and flank routes. You can *try* to hold at the middle of the streets phase for a minute, but generally, you will not be able to hold that well.
  130.  
  131. >> Numbani - Last Checkpoint
  132.  
  133. * (Best) The choke just after the second checkpoint can be full held with Mei, with some luck and coordination. Be evasive and disruptive, and use any tactic necessary to disorient the other team. Feel free to chase and wall off runners to finish them off. You will need to put some faith into your healers to keep you alive. Spam your ultimate as soon as you have it, because it will charge very quickly here.
  134.  
  135. - Generally, solo queuers will not try to aggressively contest it within the choke, so you may need to rush in and initiate yourself, even if it's risky. Just pop out from the left around the corner and wall left to start the initiation. The enemy Rein will generally appear from the right, which you should try to freeze.
  136.  
  137. * (Decent) The final turn (and the short path leading up to the checkpoint) can be held with a right wall, to a certain extent. Some luck is necessary here, since ultimate fights will happen. If you lose this turn, then you'll have to brawl for the rest of the checkpoint.
  138.  
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  140.  
  141. >> Route 66 - First Checkpoint
  142.  
  143. * (Great) You can actually contest the payload on the road right outside of the enemy's spawn, with strong coordination and support. If your team makes sure to watch the top flank, you can full hold the payload right here and essentially win the match. The only problem is: Nobody will ever want to work together with Mei for this hold. It's a hold more suited for extended matches, when risks need to be taken.
  144.  
  145. - If your team does decide to do this hold, back off if you lose 1-2 people. Your teammates should be able to get back before the payload reaches the next hold.
  146.  
  147. * (Best) This hold is basically the only hold you have for the entire map. Just before the first turn, you will want to rush in and place down a right wall. Don't delay the wall too much, as I've found that once the payload starts going around the turn, it's hard to hold. With some luck and help from Reinhardt and D.Va, you can full hold the payload here and win the match. Spam your Blizzard whenever you have it to get easy picks and to force the enemy team to back off.
  148.  
  149. * (Decent) If you miss those two opportunities, then the only other place you can hold the payload is just before the checkpoint, beside the health pack building. Ultimate fights happen here, so have your Blizzard ready.
  150.  
  151. >> Route 66 - Second Checkpoint
  152.  
  153. * (Decent) There's actually no real good spot to hold the payload here. It's more a job left for Reinhardt to calls the shots for. There's more visibility near the end in front of the initial spawn room, but besides that, it's mostly a fight of ultimates. You can actively contest at this area to buy time.
  154.  
  155. >> Route 66 - Last Checkpoint
  156.  
  157. * (Decent) There isn't really a good spot during this last run to contest, since ultimates get activated quite often, and flanking happens a lot. You'll just have to rely on a lot of luck to winning this.
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