


Hey there, my name’s Librarian Husky, and I’ve gotten completely hooked on this game mode in the last month or so. In this guide, I’ll be going over some little things that have helped me as Mercy
Mercy Tips for Stadium
One thing to note before we start, I mainly play in first person because I found movement a lot easier and more enjoyable. However, I did recently start playing around with third person again, so this article will have a mixture of both. I’m not recommending one mode over the other. Just do what works for you. All right, then let’s get started with general tips.
Rounds in Stadium are quicker than normal Overwatch, meaning on modes like King of the Hill, the ticket goes up faster than you may expect. As Mercy, you may occasionally need to touch the objective to trigger overtime when no one else can get there. However, I kept having rounds where I didn’t quite make it in time. I was leaving it too late because my judgment was based on years of regular CT rounds. Essentially, you may need to push forward a bit sooner than you think to get to the point in time, although not too soon. I mean, it’s just something you’ll get better at over time.
I’ve seen a few players say they sometimes struggle to tell whether they have their staff out or the blaster during a chaotic, messy fight in third person. In Mercy’s hero options menu, you can set different crosshair reticles for the blaster and the staff to help separate them from each other. Weapon power and weapon speed do nothing for damage boost and only affect Mercy’s healing. There is an epic survival item called Chain Invoker, though, which makes damage boost better.
Every so often, I see Mercy players increasing their ability power. However, it does nothing for her outside of two specific powers. The first being Ambulance, which heals your GA target for each meter traveled to them and scales that healing. The second is First Responder, where you and your ally gain overhealth after you res them, and the amount received can be scaled. Do not sleep on attack speed.
I see so many Mercy players who just don’t touch this stat at all. Weapon power determines your healing output, but attack speed determines how often that output is well put out. There isn’t a huge amount of attack speed items, so you likely aren’t going to get this stat super high, but it’s definitely worth considering if you have a spare slot or two. Attack speed also determines how fast you fire the blaster, which nicely complements the infinite ammo you get during Valkyrie.
And thanks to Kuloscular Circle, Valkyrie is often your big power spike. If your aim is good, your damage output can be crazy. And if your aim is bad, who cares? You’re firing a million bullets a second. At least some of them have to hit, right? On that note, keep in mind that a lot of the Mercy exclusive items do not come with weapon power or weapon speed buffs. For example, Angelic Acrobat basically gives you Mercy’s old movement back, but that’s basically it.

Optimizing Mercy’s Build
You don’t get any power with it, and you don’t get any Extra shields or armor either. I’m not saying this item is bad or that you should avoid any of the exclusive items, but it is essential to consider your build overall. So, like as a non-nuanced black and white example, if I throw together only exclusive items, we have higher utility and lower stats. Whereas, if I just grab generic items, we have lower utility and higher stats.
You could think of this as a scale, and how you want to balance it will depend on the flow of your match and personal play style. High stats mean nothing if you can’t stay alive, but high survivability also means nothing if your allies can’t stay alive. Essentially, I just think everyone should consider what they could be sacrificing when they take up an item slot. Plus, the generic purple items do have some pretty good stuff attached to them as well. Your other support is likely going to be doing damage at various points, so it’s important to keep up as rounds progress.
Stadium has a handful of ways to increase your base movement speed, which is great, but it does mean it’s easier to accidentally cancel your own reses. Extra movement speed means you’ll leave the maximum res range quicker than you think or expect, which can catch you off guard. One good thing about the fast-paced nature of Stadium is that when allies have that full 12-second respawn timer, your window to potentially resurrect them will be pretty lenient. Last second revives are pretty strong in this mode and worth keeping track of because enemies won’t always be able to watch an area for that long amount of time.
Advanced Nanobiotics is a blue weapon item that gives a base 5% increased weapon power and also 10% attack speed for 3 seconds after you heal an ally. This item is especially good on Mercy in particular because it will permanently be active while healing someone, making it a great choice in the earlier rounds. Electrolytes was recently changed so that it activates after every time you respawn, and this does include being resurrected. Bad res are extra risky in Stadium because if you bring someone back in a bad position or into a lost fight and they just immediately die a second time, you’ve handed the enemy a little bit of extra cash. As the match progresses, you want to be aware of what one-shot focused builds the enemy team is working towards. This could be a Reinhardt or a Juno going all in on ability power for their fire strikes and torpedoes.
With Juno, there is a sound effect for when torpedoes have locked on to you, which is an indicator to fall behind cover. With Reinhardt, I’m very wary of approaching corners and choke points that he’s likely to spam fire strikes at until I know he’s used them, especially near the beginning of rounds. With third person, line of sight seems to still be based on Mercy herself rather than the center of your screen or your camera view.
Thankfully, the small red X should generally tell you that you’ve broken LOS. That being said, I still think this is worth keeping in mind because you may have moments during tense fights where you think your beam should be connected because of where your eyes are looking, where in reality, Mercy herself doesn’t have the angle.
There’s a handful of burning related powers with characters like Ash, so do remember that health packs cleanse burn. With push, the robot’s move speed is not affected by the number of players nearby, meaning you only technically need one person on it. As Mercy, you’ll often provide more value by beaming the allies pushed ahead making space as opposed to hanging back with the robot. Lastly, I’m not sure if this is a bug or a feature that’s going to stay, but they recently changed Mercy so that activating Valkyrie during res will cancel the res. This can screw you over if, like me, you occasionally hold down fal while resing to automatically use it once the animation is finished. However, I did have a moment where it might have been effective and allowed me to get away from a reaper sooner.
Moving on, let’s look at power specific tips. Starting with Threads of Fate, your staff chains to your previous target for 3 seconds at 50% effectiveness. 3 seconds is a pretty long time, so you don’t need to be flicking like this, but with good beam management, Threads can have an almost constant uptime. This power is very flexible and can get a lot of cash in the early rounds. Make sure you’re watching out for when two allies attack the same enemy, which I found especially useful if we’re running like Junker Queen or Genji or something. Alternatively, your DPS might be holding slightly different positions.
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Mercy’s Abilities Breakdown
Plus, the secondary created beam has no range or line of sight restrictions. This means if you see an ally breaking away from the rest of the team and don’t plan to follow their flank, you may want to throw a beam on them. If your team is running Reinhardt and Moira or Ash, Threads can be really good at the beginning of the round to catch both Fire Strike and Bionic Orbs being thrown forward and let you damage boost both. Like with Mercy’s chain damage boost perk in the main game, Threads can be used to beam an ally that’s pushed a bit further forward than you’re comfortable getting to by attaching your beam to someone safer for an indirect connection to them. Also, if you have an ally that’s almost full health and see someone else injured, you can move your beam onto that second person early and have the chain beam clean up the first.
Next, Koscular Circle. While Valkyrie is active, both beams are automatically applied to nearby allies. This power is the key to the majority of Mercy builds, right? One silly thing to remember is that you cannot manually beam people while it’s active, but it also won’t automatically take your blaster out. So, make sure you’re not just hovering there staring at your team. I’ve had moments where I think Valkyrie is about to end, so I swap back to the staff. But actually, there’s a second or two left on it, so I miss out on a minuscule bit of pistol damage or whatever. This power stays active while resurrecting, so you can bring someone back without having to wait for another ally to be healed up first. It also complements your other beam perks very nicely. The created beams go through shields, meaning against a Reinhardt or whatever, you can get behind and either he’ll turn around, which gives your team an opportunity, or he won’t, and you’ll get shots into his back. This can also be useful against characters like Genji to avoid his deflect, or Diva to avoid DM. That being said, it may mean turning your back and therefore camera view to areas that enemies are likely to be in, which you should keep in mind.
Be careful with this power against hitscan heavy comps because while Stadium Mercy can get pretty tanky, she won’t be immortal. Although getting in the faces of enemies can make it easier to land shots, sometimes it’ll be safer to just poke fire from a distance near your team. Mercy’s bullets don’t have damage drop off, so it’s not like you need to worry about that. If you have guardians angel target priority set to prefer facing target or prefer beam target, using G while not looking at an ally will fling you back to someone you’re connected to, which can be useful as a pullback, but also potentially mildly disorienting.
Next, Renaissance. After using resurrect, trigger Valkyrie for 5 seconds. Two things to note for this one. But for starters, it does nothing if you res while Valk is already active. Like it doesn’t extend the timer by 5 seconds or anything. Secondly, like with activating normal Valkyrie, you do get a reset on the cooldown of Guardian Angel. This means you can super jump res and immediately reposition afterwards.
Next, Serenity. Sympathetic recovery heals you for 20% more and will trigger even if healing a full health ally. This power will apply to your chain beams in Valkyrie and even while resing if you have Koscular Circle.
Equivalent Exchange
Next, Equivalent Exchange. You have three charges of resurrect with a 33% reduced cast time. With this power, resurrect has no cooldown, meaning you can chain them, but once the charges are used, that is it for the round. You really need a gauge when a fight is already won or already lost. So, you can just let allies respawn normally and save a charge. I will be real, it is extremely easy to straight up throw rounds with this power, meaning restraint is a must-have skill, and even then, you don’t always know how many fights there are even going to be in a round. Next class extra full. Healing full health allies will give them up to 50 overhealth. The overhealth does not decay over time, so make sure you top up allies between fights and before the round is started so everyone has it out the gate. This power will also apply itself during Koscular Circle.
Moving on, let’s talk ally-specific tips with Mei. Although you can’t attach your beam when she’s inside a regular stationary ice block, you can do so when she’s got Colder equipped. She also has a power called Frost Nova where she’ll do explosive damage upon leaving it, which can also be boosted as well. With Junker Queen. As someone who plays a lot of her in Stadium, she can be a really good damage boost target, especially once you’re a couple of rounds in and she has a lot of ability power. Queen is one of those characters where you need to keep your beam attached to damage booster, but can do so even if you missed the initial attack animation and didn’t have your beam attached at that point. Essentially, look out for her swinging her axe when you can because Junker Queen has a lot of life steal built into her kit. You can often damage boost her while she’s somewhat injured and she’ll just heal herself up. With her ultimate, I love to flick my beam onto her during the pause at the beginning and keep it on her until it breaks from her leaving range.

As you can see here, I was healing her until she ulted, in which case I switched to damage boost. Junker Queen also has a power called Reckoner‘s Ro where shout will do AoE damage, which can also be boosted at any time. You can tell when a Junker Queen has this power because the visual effect for shout will have this light red bloody tint to it. With Kiko, there’s a power where she creates a clone after teleporting. Mercy can res those clones and it won’t do anything because they just instantly die again. However, it will eat your cooldown. There were a couple of frustrating moments where a clone would die right in front of me, and I’d instantly res without thinking about it, which then just kind of screwed my team over.
To fix this, I’d either flick my eyes to the kill feed first or try to be aware of who the clone was beforehand, which you can tell thanks to half their health being green. With Soldier, I like to look out for him taking the double Helix power. He might take off angles at the start of fights to quickly burst someone down, which I’ll try to damage boost. He also has a power where he’ll ult for half a second after using a rocket. It can be worth looking for this little visor pull down animation to quickly flick your beam onto him if it’s not already attached.
Mei’s Beam Attachment
Although you can’t attach your beam when she’s inside a regular stationary ice block, you can do so when she’s got Colder equipped. She also has a power called Frost Nova where she’ll do explosive damage upon leaving it, which can also be boosted as well.
With Junker Queen. As someone who plays a lot of her in Stadium, she can be a really good damage boost target, especially once you’re a couple of rounds in and she has a lot of ability power. Queen is one of those characters where you need to keep your beam attached to damage booster, but can do so even if you missed the initial attack animation and didn’t have your beam attached at that point. Essentially, look out for her swinging her axe when you can because Junker Queen has a lot of life steal built into her kit. You can often damage boost her while she’s somewhat injured and she’ll just heal herself up. With her ultimate, I love to flick my beam onto her during the pause at the beginning and keep it on her until it breaks from her leaving range. As you can see here, I was healing her until she ulted, in which case I switched to damage boost. Junker Queen also has a power called Reckoner‘s Ro where shout will do AoE damage, which can also be boosted at any time. You can tell when a Junker Queen has this power because the visual effect for shout will have this light red bloody tint to it.
Orisa Tactics in the Stadium
With Orisa, her ult charges faster due to her Terra Surge ability. This can be more effective than damage boosting since Orisa is resilient during it, requiring less charge for eliminations. When combined with Crep Circle, enemies can be easily weakened with her blaster due to the slowdown effect. Additionally, when Reaper teleports, your beam remains connected for 1.3 seconds, allowing for extended Guardian Angel usage if respawning simultaneously. In the Stadium, Reaper’s mini ult post-teleportation can be deceivingly weak initially, rendering him slow and vulnerable without the ability to wraith form. It’s crucial to analyze the situation before engaging to avoid revealing his position inadvertently.
Reaper and Enemy-Specific Strategies
Against Ash, Bob Junior persists twice as long as regular Bob, potentially impeding progress significantly. Observing allies attacking Bob Junior presents an opportunity to enhance their damage output. Conversely, Reaper‘s stealth capabilities, especially with the Silent as the Grave power, necessitate vigilance to preempt his ambush tactics. Similarly, Kirao‘s teleportation skill demands quick reactions to counter her flanking maneuvers. Being attentive to subtle visual cues amidst the game’s chaos is vital to effectively support allies and counter enemy strategies.
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Analysis of Oessa’s Abilities
Against Oessa, she often gets out faster than other heroes, raising concerns about utilizing Guardian Angel to approach her. The smaller maps and players’ proximity can limit escape opportunities if caught. Notably, Arisa’s range appears extended beyond its visual indicator, leading to unexpected eliminations while healing allies near Terasurge’s edge. Beware of the Spin Storm Update, enabling javelin deflection, potentially resulting in team kills with the blaster. Exercise caution during Crap Circle events.
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Overwatch Mercy Guide: 30+ Essential Tips for Stadium & General Play