hybrid-logo HYBRID

Hybrid maps start with capturing an assault point that have mini checkpoints which, if completed, will result in escorting a payload. The attacking team will then have 2 points to escort the payload through, if time runs out or the end is reached the teams will swap sides

BLIZZARD WORLD


Blizzard World is a map where playing point consistently is key - what I mean is majority of your team will play on the first objective or on the payload. This obviously doesn't mean this will always happen as Widowmaker/Ashe are a common picks for all points but typically highground fights will only happen on the second point, but enemies playing here are easy to push down to the lowground which is where a more brawl type fight will play out. Short to long range heroes can be played on this map where there's usually a fair mix between hero selection, although you will benefit from longer range dps on second and first point usually.

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EICHENWALDE


Eichenwalde's second point highground is key for defense - it places pressure on the enemies especially since the distance is so great. The most effecient way for the offense to penetrate it would to be to go as a team onto the high and fight up there which does leave the payload abandoned. On Eichenwaldes first and second points there are many flanking opportunites and playing airborne heroes or long range heroes will more likely be successful here. Although on the last point it is completely enclosed; Mei, Junkrat, Sym, Bastion are amazing for this point as they are dangerous to approach in areas like this.

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HOLLYWOOD


Hollywood will see a range of heroes from airborne to long range to close range as all can play relatively well on this map. Hollywood's second point high ground is crucial to control as it oversees the payload and can easily be used to the defenses advtange. I'd suggest having heroes that can easily break their way through the first points choke and go onto the backline like Genji, Pharah, and any mobile tank and continue to play them throughout. Unless you can see the enemy team is distinctly playing lowground or a more brawly type of composition then it may be best to only swap then if the previous suggestion doesnt work. Remember as well on this map sightlines can be awkward so remember to make sure your supports can always see you!

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KING'S ROW


King's Row is probably the most well liked map in the game, usually a standard brawl is played here with Reinhardt and Ana being incredibly strong picks as well as the most common. The two heroes share amazing synergy together and typically this duo will be matched on both teams. Aside from those two, and depending on the playstyle of your team, good picks could also be Lucio, Kiriko, Cassidy, Widowmaker, Mei. King's row is quite narrow with short to medium sightlines so taking off angles and getting picks on dps could be very beneficial, but tank and support playing a huge role in the typical closeup brawl will need the dps to pressure the enemy tank further to win fights.

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MIDTOWN


All 3 pointes on Midtown differentiate quite a bit. First point you need to be able to swiftly break past the choke watching out for heroes like Hanzo or Ashe. I recommend not playing by going through the train on the highground as it's a waste of time as if you are attacking there is a slim chance you will be able to win over the enemy - this is because of how enclosed and narrow it is with little escape. A more brawl fight style is encouraged between tanks - Orisa being very strong - on each point but playing dive could ease the task of the tricky second point highground, but I recommend a more brawly composition as once you have to fight after the payload has passed under the tunnel it is more heads on for the rest of the map.

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NUMBANI


You need to be able to make space on Numbani - tanks like D.Va, Winston, and Wrecking Ball on attack can be crucial for a 'snowball' where you are able to chase down enemies whilst they are already weak, and stagger them so they are unable to engage in a proper fight. This is only after getting past the first point though which can be tricky due to the leering highgrounds overlooking the capture point. Although it's not as daunting as one may think, gather your team and run a mobile composition; this will require decent levels of coordination but calling out targets and going together is key to every point in this map. On the last or second point (more the latter) some players prefer to run brawl as it's a more enclosed area but this is heavily situational.

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PARAISO


Highgrounds are tall and open in Paraiso; you will need to play mobile or long range heroes with Ashe/Mercy being a strong duo here. Brawl is mostly rendered useless on this map as you'd be better off playing dive to reach the highgrounds. Remember to use natural cover to avoid unecessary exposure to the enemy which is relatively easy here. Watch out for flankers on both sides and try peel for your supports to get a chance at getting through the streets of Paraiso.

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