The best and safest turret spots on Blizzard World that work even at high ranks. Play Torbjörn only where he is useful to the team and contributes to the victory.
Check out all the articles in my series about the best turret spots for Torbjörn:
Not all maps work. Torbjörn is a truly particular hero that doesn’t work well in all maps, so I will only talk about those where he can be an effective pick.
Defense only. I am aware that in some maps he may work also when played on attack, but honestly I would recommend everyone to pick Torbjörn only when on defense.
You do not need a dedicated shield. When playing Torbjörn, you should be able to contribute without the necessity of a shield-based hero such as Orisa or Reinhardt protecting your turret. Do not complain in the team chat if your turret is destroyed.
Safe placements. The main goal of your turret is to survive and provide cover fire to protect a certain area of the map. Do not place it in an open field from where literally anyone in the enemy team could detect and destroy it.
I will illustrate the best locations for your turret considering the points above.
Beside these spots, there are other viable ones depending on your rank. At lower skill ratings people will often ignore your turret, but I want you to learn only the placements that will work even against experienced players. I did include also some risky spots, and explained in detail when you may consider them.
The standard placement on the main high ground. It works well only if you have a shield-tank covering the area constantly.
An anti-dive turret useful to protect your teammates on the main high ground. It can also attack the enemy heroes rushing to the point.
More often than not, the real battle will take place on the area immediately around the point, so this turret is a solid choice. The boxes protect it from long-range attackers stationing on the main high ground, but Pharah will still be able to destroy it.
The safest and my most used spot on this area of the map. The adversaries can flank it from the right, but they do not use this route often, so you might be able to block a few pushes safely. Put the turret next to the wall for some cover.
A very basic location used to protect the point. The wall hides it from the invaders coming from the left, but long range attackers will deal with it easily as they can shoot it from the opposite high ground.
If your team prefers camping the high ground next to the boat, placing the turret directly on the point isn’t a bad idea. The enemies won’t be able to commit against it without being attacked by your team, and the turret is particularly useful against dive heroes - such as Winston - who can jump on your location.
These turrets are viable only if your team is determined to fight on the first section of the road, otherwise they will be destroyed in no time. The high ground one is exceptionally efficient if most of the opponents are on the ground level.
This area with the yellow panels offers several spots.
Left. The safest position to attack the opponents coming via the high ground. The turret has access also to a small portion of the road.
Center. The most versatile and used spot. It is the easier to bring down for long-range attackers.
Right. It can be used to defend the final area of the point and to attack the flankers.
A simple and underestimated location. It can’t be attacked from the high ground, and the adversaries must reach this segment of the road to spot and destroy it. Works well for a few fights, particularly if you have Molten Core to stop the final push.
A “secret” placement inside the ex-defenders’ spawn - no one expects a turret here. Its vision is limited, but good enough to cover the end section of the point.
Note: if you have a shield-based tank willing to protect your turret, you can place it almost anywhere on the ground level to defend the road.
There are no good placements on the first section of the third point. Mostly, you will put the turret on the high ground or behind the pillars immediately below it. It does its job if the team is contesting the payload.
This area offers several spots for your turret.
On the right side of the wall, your turret is partially sheltered by the bricks, but honestly it isn’t the safest option.
The placement on the left side is a better choice. If you put the turret slightly behind (image 2), it will lose access to a part of the road, but will become very harder to detect and destroy.
Moving on the left side, you can exploit these pillars for cover. The first location has a better view on the road, while the second is more sheltered.
If the whole team is coming from the main road, the brazier will partially hide and protect this turret (image 2). At the same time, it is extremely vulnerable against flankers.
The location used for the final defense. It can attack all enemies on the main road, and any bold Widowmaker using the high ground on the left. The column gives some cover, but overall it is rather easy to destroy once your team is wiped. Again, beware of flankers using the left route to the point.
High ground positions which can be used for a surprise defense. You will rarely use them as some time is required to reach these placements. Honestly, they are great to stop an attack if you have Molten Core ready, otherwise they will be destroyed with almost no effort.