Soarne
Coaching4 August 20265 min read

How to choose target priority in Overwatch 2 fights

The right Overwatch 2 target is the one your team can punish before their cooldowns, cover or supports save them.

Shoot the enemy who can be killed, displaced or stripped of value right now, not the enemy who is simply closest. Target priority in Overwatch 2 is a live judgement about health, cooldowns, cover, role pressure and whether your team can actually follow the damage.

That answer sounds obvious until a ranked fight starts. The tank walks forward, a support is half-screen behind a corner, your other damage player is duelling on the flank, and everyone fires at a different problem. The useful question is not "which role matters most?" It is "who is punishable in the next two seconds?"

Soarne is useful here because this is where raw aim stops being enough. If you are still building mouse control, use proper aim-trainer work for that. In the match, your job is to spend that aim on a target that changes the fight.

Who is the real first target?

The real first target is the enemy who has the weakest escape from your team's current pressure. That can be a support, a damage hero, the tank, or even a deployable if it is the reason your team cannot move.

Start with four checks:

  • Is the enemy already missing health?
  • Have they used the cooldown that would save them?
  • Are they away from cover or from their support line?
  • Can at least one teammate shoot the same target from another angle?

If two or more answers are yes, that target is probably better than the full-health tank standing in main. A Genji with deflect down on your Ana is often a better call than the enemy Reinhardt. A Baptiste who has just used Immortality Field and is rotating late through open space is a better target than his team-mate standing in a safe corner. A tank can also become the right target when they push past help, use their defensive tool, and cannot back out without losing space.

The important part is not memorising a universal target list. You need a habit of reading who is exposed now.

When should you shoot the tank?

Shoot the tank when damaging the tank changes the map, forces a major cooldown, or confirms a punish. Do not shoot the tank because they are easiest to hit and require the least decision-making.

There are plenty of correct tank targets. If Ramattra walks too far without block timing, if D.Va has no boosters and no matrix, or if Winston lands alone after jump, the tank is no longer just a large health bar. They are the fight's most punishable player.

The bad version is different. Your team stands in main, shoots the tank through healing, builds some ultimate charge, and never pressures the supports or angles that make the tank comfortable. That feels active but leaves the enemy structure intact.

A simple test helps: if the tank survives the next three seconds, did your damage still achieve something? If it forced a defensive cooldown, denied a corner, stopped a contest, or let your tank cross a choke, it had value.

How do you pick targets from an off-angle?

From an off-angle, your best target is usually the player who cannot face both you and your team at once. That is why position and target choice are tied together.

Imagine you are Soldier: 76 on high ground while your team pressures main. The enemy Cassidy is watching your tank. Shooting Cassidy can split his aim and create a trade window. If he turns to you, your team gets space. If he ignores you, he risks dying.

This connects to the broader mechanics idea in clearing angles one at a time. You want to create a fight where the enemy has too many threats to answer cleanly, while you still know which threat you are responsible for.

Do not turn the off-angle into a solo mission. If your team is not ready, your "priority target" becomes a private duel. Wait for pressure, shoot as the fight starts, and leave before the angle is predictable.

What should you call in voice?

Call the target only when your team can act on it. A useful call is short, factual and timed with damage.

Good calls sound like:

  • "Ana no sleep, left room."
  • "Reaper one, no wraith."
  • "D.Va no boosters, punish now."
  • "Bap lamp used, pressure Bap."

Bad calls are vague or emotional: "kill something", "shoot the supports", "why are we on tank?" Those calls might be true, but they do not give the team a usable action.

If your comms tilt the lobby, say less. Ping the target, call the missing cooldown, and keep playing. Use comms under pressure if your target calls become arguments instead of information.

What does a good review question look like?

After a loss, ask whether your shots were pointed at the enemy who could be punished.

Review three fights and pause at first contact. Write down:

  • Who did I shoot first?
  • What cooldown had that player used?
  • Was my team able to shoot them too?
  • Did the damage force a kill, space, or a defensive cooldown?
  • If not, who was more punishable?

This keeps the review honest. You might find that you were mechanically fine but spent most fights farming the safest health bar. You might also find the opposite: you tunnelled supports while the enemy tank walked over your backline for free.

For a broader transfer check, use From the Trainer to the Server. The question is whether your aim arrives at the correct fight, at the correct moment, with an exit plan.

How should you practise it this week?

Pick one role and one target rule for a short block of ranked or quick play. Do not try to fix every decision at once.

For damage, the rule could be: "I shoot enemies with no escape cooldown before I shoot the tank." For support, it could be: "I damage the enemy pressuring my other support before chasing long-range poke." For tank, it could be: "I call the target I have trapped, not the target I wish my team would see."

Use the Overwatch 2 hub as the game anchor, then connect the habit back to the general library. Soarne does not replace high-level hero-specific coaching, and the Overwatch hub opens fully when it has a lead. Until then, practise this: read the exposed enemy, spend your aim there, and stop feeding damage into targets who are comfortable.

Talk about this in the Discord

Questions, pushback and your own results all go in the Discord. That is where the next post gets shaped.

Join the Discord

Next post

When should you third party a fight in Apex Legends?

A good third party is timed around resets, not noise; you arrive when the fight has produced weakness and before the survivors can heal.