Starting Time: 4:00

Capture A: +4:00

Total Time: 8:00

Welcome back to Sp0h’s Map Callouts! Last week, we kicked off of the series by featuring, Route 66, Overwatch’s longest payload map. This week we will be taking a look the first of the capture point maps in the series with Hanamura: the ancestral home of the Genji and Hanzo. While capture points are the least popular of the three map types (at least, in the pro scene), Hanamura happens to be the most popular of the three. Its last point may be notoriously difficult to capture if the attacking team is unable to snowball after capturing the first point, but something about makes it more appealing than Volaskaya Industries and Temple of Anubis.

Capture Point A: Pre-Choke Area

View 1


View 2


Despite there being a good amount of territory between attacker spawn and “DD”, much of it rarely (if ever) comes into play in a competitive setting, due to the strength of choke point defenses. Regardless of where the main fighting occurs, there are still areas in the pre-choke area that both attackers and defenders keep in mind. For defenders, “perch” is a common spot from which ranged classes such as Hanzo or Widowmaker pick off attackers or create enough pressure to force the enemy Reinhardt to put up his shield and slow the push. “Perch” is also a constant threat for both attackers and defenders when teams are setup near “DD”. On rare occasion a hero who has an escape (i.e. Reaper) may try to flank the attackers and score a surprise kill from either the “loft” or “cafe” and then escape with their life, delaying the push and buying more time for their team. Defenders will also have to be aware of ranged classes like Hanzo and Widowmaker taking advantage of both “loft” and “bridge” looking for easy picks.

Capture Point A: Post-Choke Area


Breaking into this area of the map can be difficult as the “DD” and “perch” areas funnel attackers into a natural choke point. Heroes like Mei, Junkrat, and Symmetra can make gaining entry to the point extremely difficult by spamming “DD” with damage or walling players off from the rest of their team. Out of these three defensive specialists, however, only Mei sees significant play here at the professional level. Flanking classes such as Genji and D.Va can be expected to utilize the window to gain access to “hut”/“terrace” and either choose to harass the team or force some of the defenders to the point by contesting it. They may also choose to contest balcony against heroes that gain advantage from high ground positioning like McCree.

Although the current professional meta does not feature Symmetra, we would be remiss to not mention common Teleporter spots. For aspiring Symmetra players – and those wishing to hunt down her Teleports – common teleporter locations are “fringe”, in and behind “apartments”, and on the second level of “pagoda”. It is also not unheard of for them to be found in the area between capture points A and B, specifically in “shop” and to the right of “bridge” towards “long”. Generally defending teams that wipe on first point will not be able to have a second chance to defend it and instead choose to give it up and setup for capture point B. Part of the reason Symmetra was a desired pick on capture point maps in the past was to give teams the opportunity to defend the first point, but by now professional teams have learned all of Hanamura’s Teleporter hiding spots, and have moved to more effective picks.

Capture Point B: Outside Area


Like the pre-choke area of capture point A, most of the area between A and B does not feature big fights in competitive play. After A is lost, most defending teams are much more preoccupied with setting up for fighting on point B inside the Dojo because it is a much easier place to set up a strong defense. Attackers will need to watch for defenders trying to get picks from either of the two windows of the Dojo from “walkway”. To the left of the shop is a small gap between “apartments” and “porch” where a Mei wall can be used to allow team members to cross quickly for a sneaky team flank. Classes that feature abilities to cross the gap themselves (i.e. Genji, Widowmaker, D.Va, Tracer) can often use this area to flank without assistance.

Capture Point B: Left Flank Area + Inside

Left Flank View


Inside Area View


The final area on Hanamura can be difficult to take if the attacking team does not snowball their advantage immediately after taking capture point A. If defenders are able to hold off the first assault on capture point B, they will have added ultimates to their positional advantage going into the next team fight. The core of point B’s defense will generally require setup on “balcony” to contest any offense coming from “patio” as well as to have the high ground advantage if the attackers decide to go “mid”. As a result of this, heroes that can make use of the jump to “porch” from “apartments” have the opportunity to flank the attackers when they are distracted by the main push coming from “patio” or “mid”.

The defending team can return to the point easily from spawn, so it is not uncommon to see attacking teams stockpile their utlimates in an attempt to fully wipe the defending team in order to stop them from delaying the point capture and shaving off valuable time from the clock. While she has not seen much professional play on Hanamura as of late, Mercy can be a particularly effective pick for this stage of the map because she can counter this all-in type play from the attackers with Ressurection.

Mei can also be used to great effect for this stage of the map as she can wall off both “patio” and “mid”, splitting the attacking force in half or stopping it altogether. She can also boost her own teammates from “walkway” onto “perch” which grants heroes like McCree, Soldier 76, and Ana another angle of attack on the opposing team. Usually defending teams will not have time to boost their teammates into this location if they have just wiped at A, which makes an assault by the attackers immediately following the point capture extremely important.

Here are some helpful tips to using the map overviews:

  • The shorter name or less syllables a map callout has, the less you will have say. This will make the communication on your team more efficient, reducing the amount of chat needed to relay important information. A good example of this would be abbreviating “apartments” to “aps”.

  • Buildings/areas with more than one level can be referred to upper/lower (i.e. “lower aps”)

  • Some of the callouts use the same name, sometimes even in the same map, to reduce the amount of memorization on the player’s part.

  • Medpacks are also included on the map and the color of the arrow will indicate the area that is located in. To differentiate between the two they can be called mega and mini, big and small, etc.


If you’d like to download the map callouts images for your own references, please follow this link