Blue Team
Tank: Eljay (10–4–8 | 4723 DMG | 98 H | 3389 MIT)
Pros: Reasonable damage and mitigation output for a tank.
Cons: Dying 8 times is quite high; it means the team was often without their frontline. The 98 healing could be from minor self‐heals or an ability, but it’s negligible overall.
DPS: Doughdge (10–0–4 | 5343 DMG | 360 H | 291 MIT)
Pros: Decent damage (5343) with a moderate death count (4). Did pick up 10 eliminations.
Cons: Zero assists may suggest a lack of follow‐up or coordination with teammates. The 360 healing might just be self‐sustain if playing a hero like Reaper or Soldier: 76.
DPS: RSK (3–0–6 | 5611 DMG | 0 H | 900 MIT)
Pros: Damage output (5611) is on par with Doughdge, so they were dealing some damage.
Cons: Only 3 eliminations (lowest on the team) and 6 deaths indicate the damage wasn’t converting into kills. High death count also means lots of downtime where your team’s DPS is missing.
Support: Bootyjigglin (6–0–5 | 2919 DMG | 4707 H | 0 MIT)
Pros: The healing (4707) is respectable, and 6 eliminations as a support suggests some offensive effort.
Cons: Red supports ended up out‐healing and out‐surviving Blue’s supports overall. Five deaths is on the higher side for a healer, meaning key moments of lost sustain.
Support: Clarity (4–5–7 | 1401 DMG | 3603 H | 0 MIT)
Pros: Added another 3603 healing plus 5 assists, showing some decent team support.
Cons: Seven deaths severely limits how often you can keep your tank/DPS alive. Lower total healing than either Red support.
Red Team
Tank: Kaladin (20–6–2 | 7742 DMG | 0 H | 3827 MIT)
Pros: Stellar frontline performance—leading in kills (20) and dealing the most damage of all tanks. Only 2 deaths, so they were present in nearly every teamfight.
Cons: N/A—stats suggest they pretty much controlled engagements.
DPS: MattDamon (17–8–2 | 3470 DMG | 225 H | 0 MIT)
Pros: Even though the raw damage is not huge (3470), 17 elims with only 2 deaths means they were consistently cleaning up kills and staying alive. The 8 assists indicate good follow‐through on teammates’ damage.
Cons: Relatively low damage for a DPS, but it clearly didn’t hinder final blows or synergy.
DPS: Welvoe (19–4–5 | 6805 DMG | 0 H | 0 MIT)
Pros: 19 kills and 6805 damage is a very high contribution for a DPS. This suggests they were actively pressuring the enemy frontline and finishing kills.
Cons: Died 5 times, but the high kill total and damage show it did not hamper overall effectiveness.
Support: Kaijano (10–15–2 | 2738 DMG | 4581 H | 834 MIT)
Pros: Low death count (2) but 15 assists, 10 elims, and 4581 healing. This support stayed alive, contributed damage, and pocketed allies effectively. Even 834 mitigation (likely from an ability) shows good utility use.
Cons: None major—extremely well‐rounded performance.
Support: Siebée (14–14–4 | 3080 DMG | 6680 H | 0 MIT)
Pros: Very high healing (6680), plus 14 kills and 14 assists. Shows great offensive pressure and strong support presence.
Cons: 4 deaths is not bad at all for a support putting out that much healing and damage.
Why Blue Team Lost
Red’s Tank Dominance
Kaladin maintained a huge presence (only 2 deaths) and led in damage and kills among tanks. That forced Blue to fight uphill battles more often, especially whenever Blue’s tank went down.
Support Advantage
The two Red supports combined for roughly 11,000+ healing, outclassing Blue’s total of around 8,300. Red supports also survived more often (fewer deaths), letting them consistently keep allies topped off. Meanwhile, Blue’s supports died 5 and 7 times, reducing healing uptime.
Finishing Power
Although some Blue players had solid damage (especially RSK at 5611 and Doughdge at 5343), Red’s DPS more efficiently turned damage into eliminations. MattDamon and Welvoe racked up 36 kills between them. By contrast, RSK and Doughdge had 13 combined.
Fewer Deaths, More Fights Won
Across Red’s roster, each role had fewer total deaths. In Overwatch 2, winning teamfights largely comes down to staying alive and capitalizing on numerical advantages. With Red consistently up players, they were able to secure key objective time or push payload points more effectively.
Overall, the stats suggest that Red simply out‐survived and out‐killed Blue. Their tank stayed alive longer, their supports out‐healed, and their DPS converted damage into kills. When your tank and supports die fewer than half as often as the enemy’s, it usually means controlling engagements from start to finish.