- Hit points range 175–800
- Tank damage: 40% less ult charge
- Anti-heal blocks 100% for 3 s
- Recon reveals targets under half health
Shoot the enemy whose death ends the fight soonest.
-
1
Jetpack CatFlying in the open, 200 health, no coverValueReachSpeed -
2
KirikoSuzu just used — 250 health, nothing to save herValueReachSpeed -
3
ReaperFlanking alone, far from his SupportsValueReachSpeed -
4
AnaSleep Dart used, but behind her TankValueReachSpeed -
5
D.MonThe Tank: barrier up, 250 armour, 40% less charge for youValueReachSpeed
An example fight with scores from BoostPirate's judgement, not game data. Health and armour: Blizzard's patch notes of 13 October and 3 November 2026.
Every second of a team fight, you choose who to shoot, and that choice decides more fights than aim does. Two players with the same accuracy can have very different results if one spends the fight on the enemy Tank's barrier and the other finishes the Support who was healing it. This guide gives you a simple test for picking targets in Reign of Talon Season 5: A Grim Doctrine: what an enemy is worth, whether you can reach them, and how fast they'll die — plus health pools, when the Tank is the right target, focus fire, the effects that change priority, and a kill order for each role.
- Value × reach × speed: a target scores low if any one of the three is low.
- Supports first, when you can reach them — Kiriko and Baptiste have 250 health, Jetpack Cat 200 since 3 November 2026.
- Cooldowns change the order: an enemy who just used their escape or save jumps to the top.
- Anti-heal and reveals mark the target for you — Biotic Grenade blocks 100% of healing for 3 seconds.
- Call it, ping it, commit: focus fire turns three half-kills into one kill.
The three-question test
Before you commit to a target, ask three questions. They take a second once they're a habit, and they rule out most bad choices:
Healers, the enemy's main damage threat and anyone holding a fight-winning ultimate are high value. A hero who is already leaving the fight is low.
Line of sight, range and what stands in the way. A Support behind a barrier and two teammates scores low on reach, however valuable they are.
Their health, their saves and escapes, and how many of your team can shoot them too. A target that survives the burst was the wrong target.
Multiply, don't add. A high-value target you can't reach scores zero; so does a reachable one who'll be healed through everything you do. The best target is usually the one that's good enough on all three, not the one that's perfect on one. Our scores in the hero are judgement calls — the point is the shape of the decision, not the numbers.
Which enemies are worth the most
Value depends on the fight, but some patterns hold:
- Supports. While they're alive, the enemy heals and gets utility. Killing one Support often wins the fight on its own, because the other can't keep four players alive.
- The hero with the fight-winning ultimate. If you know an enemy has their ultimate ready (our ultimate economy guide explains how to tell), killing them before they use it removes it from the fight.
- The enemy's main damage threat. The Damage hero who's been winning duels all game is worth focusing, especially when they stand away from their Supports.
- Anyone who just used their save or escape. A hero who can't leave and can't be protected is the easiest kill on the map — which is why cooldown tracking feeds straight into target priority.
Health pools: who dies fastest
The Overwatch Wiki puts hero hit points between 175 and 800, and the gap matters: you can kill several small heroes in the time it takes to kill one Tank. The values Blizzard changed most recently:
Bars are drawn on the wiki's 800-point scale, with a tick every 25. The yellow bars show only armour, a part of those Tanks' total health. On top of their base health, Tanks get 150 bonus health in Role Queue. The takeaway is the ratio: a 200- or 250-health Support can fall to one well-placed burst, while a Tank soaks the damage of your whole team for several seconds.
When the Tank is the right target
Shooting the Tank is the default in low ranks because it's the biggest and closest target. It's usually wrong: the Tank has the most health, often stands behind a barrier or damage reduction, and — under the Tank role passive Blizzard kept on 10 February 2026 — damage you deal to a Tank builds 40% less ultimate charge for you. But there are clear moments when the Tank is the right call:
- It's overextended.
A Tank who walked past its Supports or dived alone can be killed before help arrives. Killing the Tank breaks the enemy front line, and in Role Queue they have only one.
- Its cooldowns are gone.
No barrier, no Defense Matrix, no damage reduction: now your damage goes straight into health. Our cooldown tracking guide shows what to watch for.
- It's the only target you can see.
Damage on the Tank still forces healing and cooldowns, which helps your team. Just don't walk out of position to find a "better" target you can't kill.
Focus fire and calling targets
Focus fire means several players shooting the same enemy at the same time, so the target dies before its Supports can react. It's the single biggest difference between organised and unorganised teams. How we coach it in solo queue:
- Ping the target.
The ping system marks an enemy for everyone, even teammates without voice. Blizzard reworked it in August 2026 to be lighter on performance.
- Call it in two words.
"Kiriko, low" or "Ana, no sleep". The hero and why — the why tells teammates it's worth switching.
- Follow the first call.
If a teammate called a target, switch to it rather than calling your own. A slightly worse target that three players shoot dies; a perfect one that you shoot alone survives.
- Switch when it's saved.
If the target gets Suzu, Immortality Field or a bubble, move to the next one instead of emptying a magazine into the save.
Anti-heal, Weaken and reveals
Some abilities mark a target for your whole team. When you see one land, that enemy jumps to the top of the list for a few seconds:
Ana Biotic Grenade. Enemies in it can't be healed — the wiki lists 100% less healing
received for 3 seconds. Nothing is easier to kill than a target that can't be healed. Its explosion damage dropped from
90 to 60 on 3 November 2026, but the anti-heal is the part that matters for focus.- The baseline healing reduction. Since 10 February 2026 every hero's damage carries a 30% in-combat healing reduction (weaker against Tanks). Sustained damage on one target slows the healing it receives, which is another argument for focusing one enemy rather than spreading damage.
Sombra Weaken. Sombra's reworked kit weakens enemies inside Cyberspace, cutting their own damage
and healing; Blizzard trimmed it from 50% to 40% on 3 November 2026. A weakened enemy Support heals less, so their team is easier to
kill.- Recon reveals. Recon Damage heroes reveal enemies they damage below half health through walls. When a low target is revealed, it's trying to hide — chase it only if you can reach it safely.
Targets when ultimates come out
Ultimates rewrite the kill order for a few seconds, and the right reaction is usually the opposite of instinct:
- An enemy is Nano Boosted. Per the wiki, Nano gives 50% more damage and 50% less damage taken for 8 seconds. Shooting that hero is now the slowest kill on the map; stun, sleep or avoid it, and keep shooting the targets that aren't boosted — including the Ana who just used her ultimate and can't use it again.
- An enemy is about to ult. If you know a hero has a fight-winning ultimate ready, they become the top target until it's used. A sleep, a hook or simple burst damage that kills them first removes the ultimate from the fight entirely.
- Your team ults. Your ultimate creates its own priority list: the enemies it catches are the targets, even if they're Tanks. Follow up on whoever is held, slowed or exposed, not on whoever you were shooting before.
- Their defensive ultimate is out. When the enemy answers with a defensive ultimate, stop and wait it out if you can, then go back to the kill order. Empty magazines during a defensive ultimate are how fights are lost after they looked won.
Tracking which ultimates both teams hold is a skill of its own; the ultimate economy guide covers how to count them before the fight starts.
Target priority by role
- Whoever is in your face — the enemy diving your back line.
- Exposed Supports you can reach without leaving your team.
- The enemy Tank when it's out of cooldowns.
- Supports standing apart or without their save.
- The other Damage heroes on off-angles — win your duel.
- The Tank only with nothing else in reach.
- Enemies diving you or your partner — survive first.
- The target your team is focusing, with damage or anti-heal.
- Low targets you can finish without stopping heals.
The role guides go further: our Damage guide covers duelling, and the Support guide covers when to stop healing and shoot.
Common targeting mistakes
- Finish the low target before starting a new one.
- Switch to a target your team has already called.
- Punish an enemy the moment their save or escape is used.
- Shoot the hero holding the ultimate that wins their fight.
- Empty your magazine into a barrier or a bubble.
- Chase a fleeing target past your own Tank.
- Spread damage across five enemies.
- Ignore the diver on your Supports to chase a kill.
How to practise target selection
Target selection improves fastest from replays. Pick one lost fight, pause at the start and ask the three questions for every enemy you could see; then watch who you actually shot. Most players find they spent the first seconds on the closest target rather than the best one. A few matches of deliberate practice — saying your target out loud before you shoot — builds the habit. The VOD review guide covers the replay workflow, and positioning covers how to reach the targets worth shooting.
- Blizzard, Overwatch patch notes: 3 November 2026 (Jetpack Cat 200 health, Reaper 300, Mauga armour, Biotic Grenade damage, Sombra Weaken 40%) · 6 and 13 October 2026 (Kiriko 250 health, D.Mon armour 250, Sombra's Weaken) · 11 August 2026 (ping system rework) · 10 February 2026 (Tank −40% ultimate generation and +150 health, baseline 30% healing reduction, Recon)
- Overwatch Wiki (community reference, read 8 November 2026): Heroes (175–800 hit points) · Ana (Biotic Grenade, Nano Boost) · Baptiste (250 health)
- The value / reach / speed test, the example kill order and scores, the role lists and the focus-fire steps are BoostPirate's coaching advice. Checked 8 November 2026.
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Common questions
Who should you shoot first in Overwatch?
Should you shoot the Tank in Overwatch?
Why should Supports often be the first target?
What is focus fire in Overwatch?
How does anti-heal change target priority?
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