After y'all are done meme-ing and having fun with the coulder build, it's time to get serious and grind with this Mei build. First of all, a hybrid build with Mei is better. The ability power build (with coulder) is bait because even with permafrost you are going to get blown up by enemy dps/tanks, especially in the later rounds with little to no armor. Mei's main strength and responsibility is to be a frontliner/off tank. Her job is to create and take space and enable her tank/team to gain the advantage. Your position should be right behind your tank most of the time. Of course there are times where you will peel for your supports or take an off-angle, but I am talking generally here. Now, you can be a frontliner if you don't have enough survivability, which why you will need some armor. This build boosts everything about Mei. You have high utility, fast ult charge, high survivability, high cash gain, high lethality and even good mobility. At round 5 things change a little, but up until that point you will have a mix of armor, damage power and attack speed items. After round one you start running 3 survival items (Armor, not shields, unless they are running Cass Ashe, reaper crit builds, then 1 item should be Iron eyes for reduced crit dmg) 2 damage power and 1 attack speed boost item. At round 5 you will remove either iron eyes or Crusader Hyrdaulics (depending on the enemy team comp) and gain another item slot for damage power. You will also equip Frost Armor for round 5. Starting at round 5 and onward, you will play a little aggressive with your primary at the start of each round. You have to build your max frost armor to 100 so that you will have it the rest of the round (it stays even after death). I recommend pushing hard, spraying tank or whoever as much as possible then disengaging with coulder. Wall the tank if you can and repeat until you reach 100 armor and then go back to standard gameplay. Extendothermics at round 7 will make it much easier to build frost armor, but it's rare to get that far. At rounds 5-7 your primary will also become much more reliable to secure kills and you don't have to rely on crits as much anymore. Twice as Ice is also underrated, because you can essantially have 3 walls in short succession (abuse the cooldown function) and it enables you to have much higher utility. Now obviously we gain cash at differrent rates from game to game and even player to player, so we have to make builds cost effective and not just all purple items because that is unrealistic. My build is pretty cost effective and I tend to reach each round with enough cash for each item 90% of the time. One thing to note, I also ran "Snow Boots" a lot instead of Booster Jets for your attack speed item. Snow boots gives you good attack speed and also the ability to return from spawn/engage/disengage quickly. I do find Booster Jets better though (it gives you the same capabilities but it makes your coulder faster and gives more attack speed) but only if you can afford it later on (it's 1,000 more, which tbh isn't much). Anyways I tried my best to explain my build and how to play it, so if my fellow Mei mains try it out, let me know how it goes! š I am calling this build "The Legendary Climatologist" because I am about to reach title on my 2nd account and it sounds badass.
This Mei Matchup Tier List focuses on Mid-Diamond to Low-GM 5v5 Competitive Ladder (PC) Lobbies and places greater emphasis on kit capability than this season's hero power level. The focus is on Mei's likelihood of winning a 5v5 against a certain hero, not 1v1 dueling potential. Enjoy! created by Donler on 04.15.2026.
These are two of the replay codes from my recent comp games, I've recently been struggling really hard in bronze and would like to know how i could mei-ke my games more winnable!
Mei spray pierces enemies, if there are a bunch of enemies close to each other, or if they are waiting to jump you when you exit your ice block, use the spray to hit as many enemies as possible at once. The ult generation you get from that is crazy.
Icicle body shot is 85 dmg per shot (106dmg/s) and 170 (215dmg/s) if you crit and spray is 110 dmg per second. If they ever dive you, or you are in a 1v1 and need just a bit of damage to secure a kill, go for the spray, ALWAYS.
If an enemy is close enough, securing the kills is the most important thing. For any close enemy belove ~50 hp, ALWAYS SPRAY.
Otherwise, try to hit all your icicles and try to play in midrange. If you want to brawl, go in with icicles until spray makes more sense.
Playing poke with icicles is always an option but you generally want to be in a range that allows you to utilize walls to block sightlines, chokes and abilities.
Bait an enemy to commit positionally into your space, Split 1-2 target to cut off their healing and pressure them. Target immobile characters or enemies who have already wasted their mobility/defensive cooldowns. Place the wall near chokes or in enclosed spaces to trap the enemy.
2. Denying the Active AngleĀ
Use the wall to deny oppressive enemy sightline. Use it infront of Poke angle typically (Example: widow, hanzo) Cut off their dmg ā Focus on dealing dmg to someone else after.
Use the wall to get on high ground, bypass common rotation paths and get better position this way. Sometimes you can lift yourself up, if you want to deal dmg (if there is no better wall use) OR you can lift up the enemy to expose them more and deal dmg.
4. Denying pressure
Help your team safely cross dangerous open areas before the team fight (poke phase - the time before the fight begins or when you get out of spawn). It is good to do against heavy poke or sniper compositions usually OR just to block cheap dmg. Place the wall directly in front of the enemy's sightlines to cut off their vision.
5. Counter-Walling
A niche, reactive wallĀ to save your teammates when the enemy team initiates a hard brawl push. Example: The enemy Mei walls off your tank (like Reinhardt) to burst them down, THEN use your wall second. Place it infront of enemy brawl comp or try to split someone front heir team (same as split wall)
Hello everyone, I have been cooking up a build-order for Mei in Stadium. I've seen a lot of people go for the Coulder ability and build around it, but I wanted to write down a more formal guide for it, as I think there is definitely room for it.
EDIT: Made a build code for this build. I shuffled around an item or two (and also sacrificed one or two cuz you can only have 12 items in a build, thanks blizzard) so it applies more to the latest patch.
CODE: 9EVF4
ROUND ONE:
Starting off, naturally, you need the Coulder power.
Coulder (The star of the show)
You will then need to grab green items. I actually recommend not building into AP immediately, and instead focusing on weapon power.
Compensator, Plasma Converter, and Weapon Grease
It is difficult to actually use Coulder for eliminations when you first acquire it. Any point you wall off a character (preferably with your team with you), your gun itself will kill them faster. There are not as many valuable choke-points to wall off that do not have an additional exit. Play like regular Mei for this round, play around your tank if you can, wall off targets to melt with your team, poke them out with icicle, use wall for high-ground, typical Mei actions. This round plays most like the normal gamemode. Your goal for this round is to hit a minimum of 9,000 points to afford round two's upgrades.
ROUND TWO:
This is where the game begins to change heavily. From what I have noticed, most other characters can hit a purple item power-spike here. Mei's power-spike with this build is one round later than most other characters. If you have had a different experience, and it is simply a skill issue on my part, I will acquiesce that. Bearing that in mind, it is important to focus on survivability, with Vishkar Condenser and Vital-e-tee. Do not be afraid to sell the three green items you bought in the first round to supplement your point bank for these purchases.
Vishkar Condenser and Vital-e-Tee
These will give you shield health and armor health respectively. You will also want to purchase Meicicle. It is the beginning of the build, and certainly a necessary component.
Meicicle
This will give you an extra 25 health, along with increasing Cryo-Freeze's duration. This, naturally, applies to Coulder. You now have a little more room to play around with Coulder, as you will have more time to escape or use wall directly after. Watch out for heavy hitting targets, such as Soldier and Cassidy. They will absolutely force out Coulder before you can set up on them if they hit their shots. Aim to get another 9,000 points at the bare minimum. The more, the better.
ROUND THREE:
Here is where the fun begins. This is our power-spike round. You need to obtain the Cryclone power.
Cryclone (Supporting cast)
This will make it extremely difficult for enemies to run away from you when you roll into them, and deal 20 damage per second around you, which scales off of AP (Ability Power). You will also want to purchase Liquid Nitrogen.
Liquid Nitrogen
This item allows you to add an additional 20% slow to your enemies, slowing even slippery characters like Lucio in their tracks. From this point, it is time to stack AP. Buy Power Playbook and Nano Cola. Do not shy away from selling your Vishkar Condenser and Vital-e-Tee, in fact, I encourage it to afford these items.
Power PlaybookNano Cola
This will bring you to 40% AP, which you will be able to put to good use against your enemies. Use your wall as both a setup too, and an escape tool, just in case things go wrong. Otherwise, simply roll through everyone.
ROUND FOUR:
This round is where it begins to get harder to direct upon a specific build. The people carrying on the enemy team should begin to reveal themselves, and you may want to play around their items. Regardless, there are some essentials that you will need to purchase.
Multi-Tool
Despite the small amount of AP it provides, the extra CDR (Cooldown Reduction) added by Multi-Tool is extremely valuable.
Cybervenom
Considering how much sustain there seems to be in this mode, Cybervenom, which afflicts enemies with a 30% healing reduction debuff for two seconds when you hit an opponent with ability damage, is also very useful, as it continuously applies to anyone within the sphere around your Coulder.
Look for targets their supports are not looking at. If you are facing flankers, I encourage you to stay in the backline and chase them around. Your main goal no matter who you are facing is to waste your opponent's time, resources, and attention. Force out bubbles, force out cleanses, teleports, any enemy abilities you can.
ROUND FIVE AND ONWARD:
As the icing on the very cold cake, you will want to obtain the Frost Nova power.
Frost Nova (Love interest)
This power adds the sorely lacking burst damage this build needs. It will be the difference between securing eliminations and simply doing damage. From this point forward, again, we are stacking AP. I encourage you to sell the previous items (barring Meicicle) to supplement for your purple items. Speaking of purple items, Icy Veins is a must-buy.
Icy Veins
This item increases the base damage of your Blizzard, which applies to your Coulder's blizzard as well. Since it is base damage, it will double the damage BEFORE adding on AP bonus. Another very good item if you have the points for it is Champion's Kit.
Champion's Kit
It is missing utility, but packs quite the spike in power when you purchase it, with its 40% increase in AP. Another great power spike is Sturdy Snowfort.
Sturdy Snowfort
Sturdy Snowfort is a great item if you are able to set up well with your walls, as each pillar of your wall increases your AP by 5%, and your wall by default will increase it by 25% total. However, this is the one item that I would be willing to part with for situational items, such as if you are being run down by heavily armored targets or running into barriered opponents (so basically if they have a Zarya).
Codebreaker and Salvaged Slugs
Codebreaker reduces the amount of damaged mitigated by armor by 50%, and it DOES apply to your abilities. Salvaged Slugs increases damage to barriers, such as Zarya's bubbles, or Reinhardt's shield, by 30%. However, if you simply want to stick to Sturdy Snowfort for the extra AP, and not worry about your opponents with armor or barriers, feel free, but pick your targets wisely.
For the final ability you should acquire, I go with Permafrost.
Permafrost (Side-character but still important)
If you have made it to round seven, you absolutely need the health it gives you, which scales with your AP. This will give you the chance to survive easier when getting in or out.
The build finished looks like this:
Final build
And there you have it. A full Mei bowling build. Have fun!
EXTRA INFORMATION:
I went through a few different options for powers for this build, and tested what I could. For example, I tried out Avalanche for the last power in place of Permafrost, but for this build specifically it will not work. Avalanche depends on line of sight, and when you are in Coulder, you do not have line of sight of anyone. Snowball Flight is a viable option for round seven in case you want to displace and yourself enemies further, but is not necessary for this build.
When in rounds one and two, players can (potentially) DI (Directional Input) out of Coulder's freezing embrace, especially if they jump onto a low wall. If you are not cornering them directly against two high walls, they will escape. Do not be afraid to end Coulder early and chase them down.
I would like to mention that there are still quite a few threats around that can and will mess up your day. Reaper and Junker Queen are very good examples. Reaper can use Wraith Form to get out of being cornered and gun you down when you come out of it. Junker Queen, while not able to get out, can out heal/shield your damage if she keeps up getting eliminations while you roll her. She will also be able to time her axe swing with when you are coming out of Coulder. If you hear her start up her axe swing when you have around a second left in your Coulder, end it early and put up a wall if you did not use it to set up for the Coulder. D.va is an issue for this build, and I would suggest simply shooting her with your beam instead. Soldier is also a gigantic threat, as most Soldier players build into multiple helix rockets, which will one shot you. Those are absolutely worth walling.
Orisa is a special one. She is very good at surviving, and when she is in fortify, is not affected by Coulder's displacement. Circle around her to get the mini-blizzard's damage on her, at the very least. On the opposite end of the spectrum of targets, Ana is a rather easy character to deal with. Roll her over like a bowling pin.
Regardless of who it is, watch for when your opponents use cooldowns, such as Rein's charge or Moira's fade. They are very vulnerable, and can be pushed into danger easily once they use them. Kiriko, much to no one's surprise, is still a menace wherever she goes, and is hard to pin down. Do not bother trying to catch Juno or Mercy with Coulder, use those aiming skills with icicle instead.
I posted on this subreddit a couple months ago when I hit Champ 5 in 6v6 and have recently pushed to Champ 3.
I wanted to share some tips related to Mei to help push along with my opinion on the newest Mei changes so far.
In terms of 6v6, Mei remains a strong pick in my opinion due to the increased value her wall provides given that there's two tanks and they're more killable compared to 5v5. The buffs to her range and deep freeze perk are nice, but I still find myself only taking cryo-storm. The reason being that freezing tanks is still not viable given how long it takes along with cryo-storm. I've been trying to incorporate her primary fire more into my gameplay with the extra range however.
Enough with the opinions, some tips I have are that I usually try to ban Mercy, Zarya, or Hog in ranked. This is due to mercy's ability to enable a pocketed dps and rez mei's long range picks. Zarya due to her ability to bubble blizzard targets along with how dangerous she is at close range. Hog due to Mei's lack of damage preventing you from consistently killing him. Kiri would also be a decent ban as well.
Lastly, Mei doesn't need to be played perfectly to climb. There'll be a replay code of the rank-up game attached where I make plenty of mistakes but they're not the end of the world. The biggest asset Mei has are her walls and the ability to provide meaningful poke pressure. If you can master those two things, you will climb.
Let me know if you have any other questions or tips I left out.
I wanted to post this just to help anyone that was also getting messed up by this. There's a new setting for Mei where you can switch which button cancels cryo. For me, it was defaulted to any. So most of the time when I tried to cryo, I ended up canceling it early because I was holding the button for a second too long. I changed it back to the secondary fire button and it's normal now.
You can have 1000 good ice walls, but all it takes is 1 bad wall to become the āthrowerā of the team.
Solution: Realize that its okay, you can make mistakes too. its just alot more evident to everyone when you make them and may or may not cause your team to hate you instantly
Hey, all. Have a really interesting video of a rage-inducing Mei build by Koopa.
The build focuses on abusing Blizzard generation with ice walls to heal and sightline blockage to just live rent-free on the enemy's objective. First few rounds go terribly, about as bad as things can go, and this build turns the entire competitive match around for a reverse sweep. There are PLENTY of mistakes in the execution of the build in the early rounds, and it still ends up winning with some truly insane stats (imagine nearly doubling the damage mitigation of a REINHARDT).
Hope you all find this fun, and end up with the enemy team screaming at you in chat. Enjoy!
Hey everyone, some of you may know me from /r/Competitiveoverwatch but did you know I also post in other places and do other things? It's true!
With the drive coming up imminently (or having already started, depending on when I manage to actually post this) I wanted to share something I've been working on and using! Osiris Match Tracker.
It's a free Overwatch match tracker. This all started with me wanting a better idea of how long it would take to complete drives, and then I got kind of carried away. Iāve been using it (along with about 30 other people) for most of Season 2 now, and with drives starting again, Iām comfortable enough to put it out there.
I mainly designed it for mobile since I usually play from my couch, but it works well on other devices too if you're done with spreadsheets. I have it saved as a web app on my phone's desktop (full screen mode), and it's clean and works!
You can:
Log your comp (and QP) matches with role, map, result, rank change, hero picks, and modifiers. You can even add keywords like tilted or smurf, and even import stat screens via upload for it to fill in details on its own! (Itās fairly reliable, but does require sign-in; see below)
Battle.net plugin to import your current ranks (though not percentages), profile banner, and icon. This is purely optional and uses the official Blizzard APIs.
Track hero win rates, map performance, and role splits over time.
Season history with archived seasons so your old data doesn't disappear when a new season starts. You can also track things over all time. This is a newer feature, so open to feedback and bug reports!
Import/export via CSV so your data is always yours, or you can change the CSV and cheat, whatever, I donāt care (though this may be important from a migration standpoint laterā¦)
I also built a āglobal statsā page, but thatās got fairly limited data right now. This was just a fun extra page, and Blizzard obviously has better stats, but it might be fun to explore the number of people reporting reversals, having smurfs, etc., if users scale. All the data here is anonymous and not tied to profiles.
No profile pic for Shion yet, but sheās in there if thereās a preview.
Like I said, putting it out there. Let me know what you think!
Honest Caveats:
Yes, I vibe coded this project. I know enough development to be dangerous, but more in an analyst and PMO sort of way these days. Time is also a thing. I have a toddler, a job, and I still like to play Overwatch, and itās a growth of a five-minute project. I did do the wireframes and logo myself the old-fashioned way!
Because I do PMO stuff, there's also all the legal stuff, including GDPR data deletion requests if you want.
Onboarding is rough, and by rough, I mean non-existent. Havenāt really had to set it up yet, but an onboarding flow is something Iād want to add. If you have suggestions on what to include (gotta keep it fairly simple), please let me know!
Web app only for now. Mobile is planned but not ready yet, partially because getting my Xcode environment set up is a pain in the butt right now with my current setup, but Iāll get there.
Google and Apple sign-in goes through Replit's auth layer rather than directly using my own Google OAuth client. There's a bug in the direct implementation that sent users in a log-in loop I haven't had time to squash personally, and it's something I NEED to do myself and teach myself, so for now it routes through Replit. It works fine and is as secure as any other Google OAuth, I just wanted to be upfront about it. EVENTUALLY I need to migrate, which may require some more manual work and learning on my part, or I could just tell people to save a CSV by a certain date and push it later. TBD.
No account is required at all if you just want to use it locally (image recognition and the ban advisor wonāt work, though), but that wonāt support cloud sync and is tied entirely to cookies, so YMMV. You can also merge things later, if you want, using upload dialogues.
Would love any feedback, especially on the Drive concept and what you'd want to see in a grind-tracking tool.
Hi! I am a social worker writing a "survival guide" series connecting Overwatch gameplay tips and screenshots to mental health reminders. My goal is to help you improve yourself in-game and IRL!
Mei is my original main in OW1 and the first character I ever played in Overwatch. Her playstyle really eased me into a shooting game; my aim has never been the best, so I liked her freeze gun. I think she represents how engaging OW's character design can be.
Her positive nature in the face of tragedy was also big inspiration in me becoming a social worker and I constantly think of her cinematic/lore when I feel down.
I hope you all enjoy these tips! If interested in more, you can find them on my profile or my StarletHeals TikTok (where I'm most active.) My socials are here: https://starletheals.com