The sniping spots on Dorado that all beginner and intermediate Widowmaker players should know. Learn the best places to contribute to the battle.
Check out all the articles in my series about the best sniping spots for Widowmaker:
Aim is important, but positioning is the key to victory. As a sniper, having a good aim is indispensable, but knowing the positions from where to shoot without being seen makes the difference between life and death. I analyzed streams, videos, and pros gameplay to compile a list of the best and most used sniping spots.
Positioning when pushing, flanking, and in teamfight. We will have a look at the best placements to push, defend, take part in teamfight, and predict the movements of the enemy Widowmaker - both on offense and defense.
No Grapple shots. A Grapple shot is a scoped headshot performed in mid-air, using Grappling Hook to reach max height and “fly” momentarily. This article is thought for new or intermediate players, and I consider Grapple shots a mechanic for advanced ones. I might prepare a guide on them in the future.
Widowmaker duels. Depending on the situation, bodyshots and a correct use of your SMG (often underestimated) may be crucial, but when facing another Widowmaker you should always attempt to headshot her. We will study the best places to kill her while remaining concealed.
Keep moving. Thanks to Grappling Hook, Widowmaker is a relatively mobile hero - you should exploit this strength to rotate the spots and escape from flankers. Relying too much on the same location could be your ruin.
Note: even if I have explained some placements only from the perspective of the defenders or the attackers, you can use several of them for both purposes.
While explaining the spots, I might use some map callouts: List of all map callouts and credit to their creators.
Beware from mobile. All pictures are optimized, but there are about 100 on this page.
First Point - Attack
A basic spot on the high ground just outside your spawn. It is mostly used to attack the enemy Widowmaker and any hitscan hero positioned on Long.
All the rooftops (White, Yellow, and Red) on this area of the map are solid options.
White is one of the best placements as you have a complete view on the road below and the opposite high ground. Depending on your target, the house on the right can be used for a partial cover.
On Long (image 3) there is a handy health pack, but be careful as the rivals might flank you from there.
Yellow and Red can be used to deal with the heroes on the high ground of Lounge, but at the same time you are extremely vulnerable to those camping on Pass.
From Red, you have also access to the choke (image 3). Staying crouched will hide most of your silhouette.
The wall offers a solid cover and gives you vision on all the enemy placements. In most games, you will probably rotate between this ground level position and White.
The staircase on the left side is an underused spot. It works great if the enemies are not fighting on the road - almost no one expects a Widowmaker here. Staying crouched you will expose just a minimum part of your body.
Once the payload advances past the choke, you must exploit the area around the bridge.
Wherever you decide to fight, be sure to check out the high ground above the gate at the end of the market because the defender Widowmaker will surely utilize it.
The high ground on Lounge is also a possible spot. It works great to kill the enemy sniper on the gate as she will focus her attention on the choke.
Use these barrels near Alley for cover, and jump on Halls once the payload is pushed to the final section of the point.
The statue is a very underestimated spot. Your vision is limited, but in both positions (images 2 and 3) you are able to access most entrances while remaining hidden and safe.
On the right side, you can use the stairs for some cover, and then advance through Apartments. If there are no enemies inside, you will be able to move behind their defenses and flank them.
Finally, I want to show an extraordinary spot that is rarely used. From Long, launch your Grappling Hook on the yellow wall, and you will gain an effective placement on the final section of the first point.
First Point - Defense
You can start from White for a few quick kills, but afterwards move elsewhere as this is a very risky placement.
The safer way to relocate is through Long. From here you have access to the high ground outside the enemy spawn, and you might score an easy kill if the attacker Widowmaker is still there.
From Pass you have vision on the choke past the payload and on the side entrance on your right (image 3). Note that staying on Pass is one of the safest options as you can hide behind the wall when necessary.
This main high ground is the most used placement. You have a complete vision on the road and on all the rooftops, and in many games Reinhardt will protect the team here with his shield.
There are also a few placements on the ground level, but generally they are more dangerous. For example, flankers can kill you easily if you decide to stay on the ground level of Lounge.
Moving on the market, the high ground above the main gate is certainly the most popular position. You have an absurd vertical advantage and vision on the whole area.
On your left, grapple to the wall in order to gain access on the enemy spawn. Most players won’t expect an attack from this position. You could change the fate of a battle if you are able to kill a support before they regroup with their team.
There are not many spots on the ground level, and generally you can use any corner for cover. For example, in these pictures I am near Apartments, but you can also camp on Short.
The statue is useful also for the defenders. You can stay concealed and simultaneously have a great view on the main road and Lounge.
Second Point - Attack
The main gate is a solid placement also for the attackers as you have a proper view on the entire area below.
On the ground level, you can stay on the right (image 1) or left (image 2) side of the gate.
I suggest using the first position when the payload is just past the gate, then move on the high ground, and finally relocate on the left side as from there you can shoot at anyone on the road and in the bank.
Moving to the left side, you can use Museum and the adjacent stairs for cover. Crouching will hide most of your body, and from here you can even kill the hitscan heroes on Church and Pass.
Via Museum, you will reach Park: it is a very underused area of the map. I have showcased a few basic spots, but generally you can use any element in the garden for cover. From here, you have a line of sight on the choke, the portion of the road immediately past it, and all the high grounds: Church, Pass, and Ivy.
There is a possible flanking route via the Bank, but I do not recommend it as this is a very dangerous position. Situationally, you can use it for a quick kill.
Let’s move on the high ground.
Church is undoubtedly one of the best positions on the second point. You have access to the whole area, can advance to Pass (image 3), or go inside Church and use the windows for cover (image 4).
Be aware that this area is completely open: you can snipe anyone, but also the opponents can kill you easily, so check out the positions used by the defenders.
Via Church, you can reach Courtyard and then Ivy. This high ground is amazing and might change the fate of the game if the opponents are blocking your team at the choke.
There are always defenders camping this area, so eliminate them before attacking their team.
Finally, from the ground level of Courtyard you have access to the road past the choke (image 2) and can also reach the ground level of Ivy (image 3). Still, I do not recommend the latter as this is an unsafe position.
Second Point - Defense
The high ground of Church is the primary location for the defenders because you have vision on all the entrances. Try to maintain the control of the area for as long as possible.
Moving on the ground level, there are some spots near Church (image 1), on the main road (image 2), and inside Museum (image 3). Feel free to use them whenever it is impossible to fight safely from the high ground.
Bank is a basic but very strong position while the payload is stuck on this portion of the road. From here, you have also a quick access to the high ground.
After Church, Pass is also an outstanding high ground placement to protect the first section of the road. Once the payload reaches the choke, you can grapple to Ivy (image 2).
These stairs (image 3) are the only cover available on Ivy, and you should use them when there is an enemy Widowmaker inside Church or on Pass. After dealing with her, you can enjoy the whole high ground (image 4).
At any time, you can jump back to Pass, kill an unaware hero, and retreat to Ivy for the main fight.
You can also stay on the ground level, but this placement can be flanked easily as the enemies may come from your left.
Third Point - Attack
There aren’t many spots on the third point as the area is quite small.
Garage and Warehouse are basic but viable locations to fight on the first section of the road.
From Warehouse, you can grapple towards Ops, and potentially get a few kills while the enemies are all concentrated on the road.
This flank route is relatively safe as you can just drop down when in danger; there is also a health pack nearby.
From Glass (image 1), you have access to a few positions on both the ground level (images 3 and 4) and the high ground (images 5 and 6) of Halls.
There isn’t a lot to explain. They do their work, but the defenders will try to keep the control of these spots as well, and the enemy Widowmaker will usually camp the high ground areas.
Pass is a bit more exposed, but it gives you access to several areas and to the enemy spawn.
Finally, a flank route via Storage that not many players expect. If the enemies are defending Pass, you might score a few easy kills and give your team the opportunity to push the payload towards the point.
Third Point Defense
Pass (images 1 and 2) is the best initial placement for the defenders as your team will try to contest the payload at Garage for as long as possible.
Once the payload is pushed, you can retreat to the high ground on Halls (images 3 and 4).
It is also possible to fight on the ground level. Changing position is fundamental for Widowmaker: the enemies will find a way to flank and kill you if you are too passive.
From the second position you even have a line of sight on the main entrance.
A few placements on the final area of the point:
Pit is great while the teams are clashing on the mid section of the road.
Ops is useful also to deal with the hitscan/sniper heroes on the opposite high ground, but beware of flankers from the right side.
You can even fight from the room just outside the spawn. Your vision is limited, but the walls will hide you from many dangers.