Beating a spawn camp: patience
Living the #permabronze life I have more than once encountered severe spawn camping, most recently a Hamster backed by an Illari. I have also dealt with Orissa and Reinhardt or Doomfist. The answer should be simple, but the default bronze instinct just results in feeding. Moira (or other) is not going to be able to beat a tank who is spawn camping, let alone one with a healer. But the simple answer is this: just stay in spawn. As long as they are waiting for you they are not with the rest of their team, so by simply sitting in safety, you are completely using the time of their tank
What if their whole team is hard-camping your whole team?
In this case it can be very useful to use Moira’s Fade ability to escape and go for the point. Use the map’s alternate exit if necessary. I’ve played games where we had no idea they were sitting on the point and they got the payload or capture. But without them allowing this blunder, the fact is that you will force them to break camp and deal with you, which means the rest of your team can get out (in Bronze this is usually a whole-team response, but even it not, with one or two less players your team should be able to power out of the spawn). You have on highest priority in these situations, and it is NOT capping: stay alive! As long as you deny them the feed factor and the peace of mind of having eliminated you, they now have to continually keep an eye on their point and NOT on the spawn camp. The only possible exception is if you need to sacrifice your life to get a “tick” on a point capture, which means that even when you’ve left point, that much capture progress is locked in.
Dealing with a back-line assassin
Sometimes there are opposing players (usually Sombra, Genji, or Tracer) who dedicate themselves (solo) to getting a run on healers, and once you kill one, then they can intercept them alone en route to their team from then on. In this case one of the best things you can do with Moira is embrace the one-on-one, for which she is objectively good. You can at the very least soak up their time, always threatening to either kill them or get to the safety of the rest of you team. In this effort ther are several points I’ve picked up:
Dueling skills, especially vs. assassins
- Save your fades. Don’t use a travel fade when you know there is an intercepting assassin. You will need the fade to win the duel.
- If it is 1:1 against a highly mobile target, damage orb is your friend. UNLESS you are really struggling to keep a life-sustaining grip on them; then you will need a well-placed healing orb that you must follow to stay alive. The exception is if they are a burst-damage hero like Junk Rat or Pharah, in which healing is pointless and you just try to deal as much damage and evade altogether.
- Don’t let them get head-shots on you. Jump, fade, strafe – with a good grip on them you can outheal most partial body shot damage, but if they can get headshots, you are toast.
- Mark them! Before you fire any shot you should mark them with a ping (I think the default is middle-click on them) so that your team knows what you are up against and where; help might be on the way.
- Work on your accuracy; keep your lock on them both for damage and for healing. Practice this!
- Work on your evasion; one of the remarkable things watching ArX is how much they just miss him or get partial hits almost all the time. Learn their gun timings, use cover, learn what movements they might predict and change to a different pattern, and do all of this QUICKLY, in the course of the first second or faster when battle arrives. And if they fall back to unaimed spamming, avoid spam points and predict their shots.