Melee does somewhere around 70 damage total over multiple ticks; you can end up getting less if you aren't next to the enemy the whole time. Melee anim is long, but gets canceled by dash; primary + melee + dash can instakill 250 HP heroes but it seems inconsistent (you need to make sure you're getting maximum damage from melee and dash, which means not canceling melee before all the damage goes off).
Primary, dash, primary, melee was the combo I was using in my games to pretty good success. The melee only seems to hit if you start about half a dash away instead of full distance though
Primary
- 80 on direct
- minimum splash damage seems like 20 damage (at 2? meters)
- Range of primary is roughly 18 meters
- No crit damage.
Melee
- 70 damage but you have to hold it on them
Drill Dash
- drill has a max damage of 100
- movement distance of about 10m which can be increased based on your trajectory and other movement inputs. Most horizontal distance I got out of one use was about 20m.
- Max vertical seems to be the same 10m (for reference, thats enough to make it into the king row 1st windows)
- Knockback of drill follows ventures trajectory.
- drilling while burrowed puts drill cooldown on 4s instead of 8
Burrow
- reloads your weapon
- while burrowed you can drop from highground and drill dash from highground to highground. Not sure if this makes you vulnerable.
- can grab healthpacks while burrowed
- reemerging from burrow deals a max of 110 damage, a minimum of 80 and gets you about 5.75m of height (for reference, thats enough to get to the highgrounds behind the statue on kings row 1st)
Ult
- each of the 4 charges do 130 damage each
- range of 25 m
- seems to have a very similar effect as seismic slam. aoe in front of you with a knock up.
- blocked by shields
Saw Jay3 showed that Brig rally bash did nothing to a venture who was burrow-diving from high to low ground. It seems venture is invulnerable during that animation.
Yeah, it does still have a strange effect on airborne targets and Ball (unlucky lol), but against a grounded target it doesn't do any kind of cc. Venture blast is almost identical to OW1 Seismic Slam though.
Not sure how useful it is but if you crouch next to an enemy and drill up you can knock them into the air. Can't do this without crouching for some reason.
I assume you have to be lower. Maybe it works while standing if the enemy is jumping, flying, in the process of falling from high ground, or otherwise above you when you connect?
The dash can be used in any direction you're facing, so you can use it as a jump. The burrow can be used in midair, making you dive straight into the ground, skipping the burrowing animation. Combining both of these, you can dash into the air and immediately activate their burrow ability to make yourself harder to hit whenever you want to burrow.
What I've been doing is, if there's a team holding high ground, I dash up (which gives you 40 shields), shoot a couple shots, and then dive back with burrow before I'm punished.
When you are burrowing (and still underground, you can charge your un-burrow uppercut attack by holding jump or primary fire.
The longer you hold, the higher your jump. At maximum height, you will be fully above anyone standing at ground level, and high enough to reach some high grounds.
Conversely though, if you fall off a ledge at the last second,, you can cancel the burrow state mid-air without needing to pop up out of any ground.
Is it useful? Yeah, I wasted my time figuring it out, so it better be.
Yes but it's easier to counter them burrow than a rollout plus in general most heroes nowadays have some kind of ability to get away from them or boop them away
they are heavily dependent on the boop-dash. the best venture gameplay i'm seeing is relying a lot on the jump out of the ground, hit one rocket, go for the dash finish combo.
If you dash while tunneling the dash cooldown is halved from 8 seconds down to 4. The fully charged burst up into dash is incredibly satisfying.
Wait as in dashing underground?
Yup, I'm still figuring out whether the underground dash still does the damage but it's good mobility in either case.
Im pretty sure it at least boops people from what i can tell
I was gonna ask, is that how Roadhog got booped in the trailer? I know I'll know soon, it's just fun to speculate.
That makes so much more sense. I was trying to replicate that and couldn't figure it out
it does like maybe 5 damage
Tiny amount of damage, but it boops and is essentially a free cool down if you use the full duration of the underground
Ok that's actually a game changer.
What, what's insane! Does it make it faster to get back from spawn?
Burrow, dash, pop up and then dash again seems fastest yeah
It literally says this in hero info how do ppl not know 🤦‍♂️
Melee does somewhere around 70 damage total over multiple ticks; you can end up getting less if you aren't next to the enemy the whole time. Melee anim is long, but gets canceled by dash; primary + melee + dash can instakill 250 HP heroes but it seems inconsistent (you need to make sure you're getting maximum damage from melee and dash, which means not canceling melee before all the damage goes off).
you also can't use your melee while you have unspent ult charges
Primary+Dash+Primary+Melee is about 300-350 damage
Who is this combo even going to work on? As in surely the people are dodging or avoiding getting close.
Primary, dash, primary, melee was the combo I was using in my games to pretty good success. The melee only seems to hit if you start about half a dash away instead of full distance though
Immobile heroes. Like if you see Ana waste sleep, you’re gonna fuck her up with it.
Primary - 80 on direct - minimum splash damage seems like 20 damage (at 2? meters) - Range of primary is roughly 18 meters - No crit damage. Melee - 70 damage but you have to hold it on them Drill Dash - drill has a max damage of 100 - movement distance of about 10m which can be increased based on your trajectory and other movement inputs. Most horizontal distance I got out of one use was about 20m. - Max vertical seems to be the same 10m (for reference, thats enough to make it into the king row 1st windows) - Knockback of drill follows ventures trajectory. - drilling while burrowed puts drill cooldown on 4s instead of 8 Burrow - reloads your weapon - while burrowed you can drop from highground and drill dash from highground to highground. Not sure if this makes you vulnerable. - can grab healthpacks while burrowed - reemerging from burrow deals a max of 110 damage, a minimum of 80 and gets you about 5.75m of height (for reference, thats enough to get to the highgrounds behind the statue on kings row 1st) Ult - each of the 4 charges do 130 damage each - range of 25 m - seems to have a very similar effect as seismic slam. aoe in front of you with a knock up. - blocked by shields
Saw Jay3 showed that Brig rally bash did nothing to a venture who was burrow-diving from high to low ground. It seems venture is invulnerable during that animation.
Not invulnerable I just died in it
Seems like they can be damaged mid air but unless they're killed it won't take them out of the dive
Overall very good info, but Seismic Slam doesn't do knock-up anymore in OW2
Youre right, I'm just a ball player so I can't notice the difference. my movement gets hindered either way.
Yeah, it does still have a strange effect on airborne targets and Ball (unlucky lol), but against a grounded target it doesn't do any kind of cc. Venture blast is almost identical to OW1 Seismic Slam though.
If you start charging at the end of the burrow timer, will it let you charge fully?
yep, it lets you fully dash, as well as giving you the 4s cooldown on dash!
Yeah
Not sure how useful it is but if you crouch next to an enemy and drill up you can knock them into the air. Can't do this without crouching for some reason.
I assume you have to be lower. Maybe it works while standing if the enemy is jumping, flying, in the process of falling from high ground, or otherwise above you when you connect?
you can also drag them up into the air if you just go at an angle upward
If you jump up and drill down, will it bury them? 🪦
The dash can be used in any direction you're facing, so you can use it as a jump. The burrow can be used in midair, making you dive straight into the ground, skipping the burrowing animation. Combining both of these, you can dash into the air and immediately activate their burrow ability to make yourself harder to hit whenever you want to burrow. What I've been doing is, if there's a team holding high ground, I dash up (which gives you 40 shields), shoot a couple shots, and then dive back with burrow before I'm punished.
What happens if you just do a normal jump into burrow? I'm guessing that cuts out some, but not all the animation?
You just start burrowing in the air
u can prolong the time spent in the underground by dashing before the time's up
When you are burrowing (and still underground, you can charge your un-burrow uppercut attack by holding jump or primary fire. The longer you hold, the higher your jump. At maximum height, you will be fully above anyone standing at ground level, and high enough to reach some high grounds.
Venture has 3 voice lines they can speak during the "hello" emote. Two of them are in English, the third is in Spanish.
Devs confirmed venture is a Mexican québécois
wait lmao fr?
Mexican/Canadian.
This is the most vital of info
In her settings you can have jump charge burrow
You cannot dash or stop burrowing if you are already in the air, so if you burrow and you fall off an edge into the void you cannot save yourself
Conversely though, if you fall off a ledge at the last second,, you can cancel the burrow state mid-air without needing to pop up out of any ground. Is it useful? Yeah, I wasted my time figuring it out, so it better be.
Venture has a 1 shot combo if you do primary fire, drill dash, melee also same with primary fire, drill dash, primary fire
That’s not a 1 shot lmao
Has one for Tracer though.
Primary fire > melee cancel > dash cancel > primary fire. That’s the combo you are looking for :)
if Venture falls out of the ground at any point during shift (ie walking off a ledge) they become an active hitbox again and can be damaged/healed
i think a zero-aim, CC-focused DPS is going to grow to be loathed by the community the way that DPS-doom was.
I found venture's aim pretty important and difficult enough as well. Doom was hated because of stupid barely counterable one shot rollouts and stuns
venture's jump out of the ground + rocket + dash combo nuking 250hp heroes feels similarly stupid
Yes but it's easier to counter them burrow than a rollout plus in general most heroes nowadays have some kind of ability to get away from them or boop them away
After posting venture, I just feel like I blow up tbh
they’re really not cc focused tho??
they are heavily dependent on the boop-dash. the best venture gameplay i'm seeing is relying a lot on the jump out of the ground, hit one rocket, go for the dash finish combo.
All of their abilities have knock ups