Symmetra

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Symmetra's upgrades are buildings the players can place during combat.

Symmetra is always in one of the spawn rooms. Approach Symmetra to buy buildings and upgrades from her.

Using buildings
To place a building, press 4. To pick up a building you deployed, press F.

Can only have up to a single building at any one time. On placing or picking up a building, there is a 5 sc cooldown before you can place another building. Carry pick up buildings while on cooldown, but this will reset the 5sc cooldown.

On a building being destroyed, a longer cooldown is triggered. This cooldown is listed with the buildings.

List of buildings
Below are all the buildings, as well as upgrades for those buildings.

Laser turret - Deals continuous beam damage to the nearest enemy within 16m. Triggers a 20 sc on being destroyed. 160 hp.

Increase range by 25%, up to 4

Increase damage by 20%, up to 4

Increase hp by 25%, up to 4

Slowdown effect (slowdown effect stronger per stack), up to 3

Additional beam with range 8 m (range increases per stack), up to 3

After dealing enough damage, turret generates a small health pack on top (damage required decreases per stack), up to 3

Healing station - Heals teammates at a rate of 20 per sc, or 60 per sc if the teammate has not taken damage for 4 sc. Triggers a 10 sc on being destroyed. Healing radius of 1m, hp 150 hp

Increase healing radius by 20%, up to 4

Increase healing rate by 20%, up to 3

Reduce time before increased healing by 15%, up to 3

Speed boost effect (speed boost increases per stack), up to 2

Instantly heal players in radius on deployment (instant healing increases per stack), up to 2

Players and devices in radius are untargetable for 2 sc (radius increases per stack), up to 3

Decoy projector - When dropped, projects a decoy with 200 hp that is a copy of the player that used it. This copy will be treated as a player by the enemies. Projector lasts until its decoy is destroyed. Triggers a 5 sc cooldown on being destroyed.

Increase throw range by 25%, up to 4

Increase decoy hp by 20%, up to 4

Decoy explosion on destruction (explosion blast radius increases per stack), up to 3

Reduce cooldowns for both pickup and destruction by 20%, up to 2

Decoy detects enemies nearby (outer radius increases per stack), up to 2

Portable generator - Generates an energy pack that gives 300 energy at 10 sc intervals. Triggers a 15 sc on being destroyed.

Increase energy given per pack by 15%, up to 4

Speed boost for 3 sc on pick up effect (speed boost increases per stack), up to 3

Damage boost for 3 sc on pickup effect (damage boost increases per stack), up to 3

Temporary shields on pickup effect (amount given increases per stack), up to 3

Deploy an extra energy pack that gives 150 ultimate charge at 10 sc intervals (ultimate charge increases per stack), up to 3

Photonet - Generates a 6m by 2m zone which slows enemies passing through by 20%. Buildings are on side of the zone and share hp. Triggers a 15 sc on either building being destroyed.

Increase length by 25%, up to 3

Increase width by 20%, up to 3

Intermittant damage on enemies in photonet (damage increases per stack), up to 3

Increased jump height on players in net (jump height increases per stack), up to 3

On entering net, enemies cannot attack for 0.5 sc (duration increases per stack), up to 3

Defensive dome - Projects a dome barrier with a 4m radius. When barrier is destroyed, there is a 6 sc delay before a new barrier is generated. Triggers a 20 sc cooldown on projector being destroyed. dome barrier 400 hp, dome projector 100 hp

Increase dome hp by 25%, up to 3

Reduce dome recovery time by 10%, up to 3

Enemies in contact with barrier are dealt continuous damage (damage increases per stack), up to 3

Players inside active dome move faster (speed boost increases per stack), up to 3

Players within a radius inside the active dome cannot be targeted (radius increases per stack), up to 3

Repair tool - When equipped, pressing 4 will instead make player attack with a handheld tool. This tool deals regular quick melee damage, and also heals any building hit using your own ult charge, with 125 charge used per hit.

Increase attack rate by 15%, up to 4

Increase building healing per hit by 20%, up to 3

Increase passive ult charge generation by 10 per sc, up to 3

Chain shock effect (number of enemies hit in chain increases per stack), up to 3

Make enemies hit rattled for 6 sc (duration increases per stack), up to 3

Gain temporary shields per hit on enemy (temporary shields given increases per stack), up to 3

Anti-building enemies
During a wave, several unique enemies will accompany the other enemies in the wave. These enemies will specifically target any of Symmetra's buildings. They will all appear in the wave in random order. Any building ability that makes the building untargetable does not affect these enemies.

RC gator - high hp, medium, N/A

Travels along path to the nearest building. Once it reaches the building, explodes in a 3m radius after 1 sc delay. Will destroy any building in blast.

Napalm jaguar - medium hp, medium, explosive projectile on 5 sc cooldown

Once he finds building, will throw explosive projectile that coats surface hit in napalm for 5 sc. Will deal damage in a 4m radius.

Zapper bat - low hp, fast, melee attack

Cannot be targeted by any building. When building reached, will plant device that continuously deals damage to the building until it is destroyed. Using repair tool to hit affected building will remove the damage effect.

Turncoat capybara - high hp, medium, N/A

Once building in 10m detected, will turn it against the player after 3 sc.

Bombardier eagle - medium hp, slow, explosive projectiles.

Travels airborne, and fires explosive projectiles at the building. Explosives deal double damage to buildings.