Hey everyone! Today I’m going to be talking about the latest Overwatch 2 support hero Kiriko. I will break down her abilities well for you, tell you how to play her and what kind of tips and tricks are there with Kiriko.

Since I’m a professional Overwatch 2 booster here at Boosting Factory, I have to learn all heroes in-depth in order to either perform while using them on client’s demand or against them when they're in the enemy team.

Rest assured, it won’t be long. Let’s dig in.

Kiriko Abilities

Kiriko is mentally and mechanically challenging, but very rewarding to those who can perform well. You will need to be aware of where your team is, similarly how Mercy is played, in order to jump in the fight once an engagement happens.

By mechanical demands, I meant primarily on her highest in Overwatch 2 headshot multiplier, to be precise, 3x headshot multiplier. Means that her damage is not that high when she hits bodies, but when she hits heads, she rips. To be precise, right now it’s at 40 per body shot, and 120 per headshot.

Passive: Wall Climb

Since Kiriko is a ninja that grew up with Hanzo and Genji, she can climb walls just like them by simply jumping at them.

Primary Fire: Healing Ofuda

Healing Ofuda is Kiriko’s only, and primary healing ability. Once pressed, Kiriko launches 10 talismans, each one healing 13 health, while the total is 130 health bursts. The ability itself has 5 ammo, and sends 2 talismans per ammo, therefore, 10 in total. They reload every 1.65 seconds, meaning that she can send out 10 talismans every 1.65 seconds.

If Kiriko aims the heal towards the ally within 35 meters, the ability will lock onto them and follow them until they reach the ally and heal them. Therefore, you don’t need to aim well to heal, just in the general direction of the ally so the ability can lock onto them. However, it will not go through barriers or terrain even if they’re locked onto them.

The talismans that are tracking an ally are yellow color, while blue ones are not tracking, however, if someone runs into them, they will get healed. The catch here is that they travel relatively slowly, so if the target for the heal is far away, they won’t get healed until talismans reach them, and if they get behind an obstacle or terrain, the talismans will just collide with it and be destroyed.

Secondary Fire: Kunai

This is Kiriko’s only and primary damage ability. Once pressed, Kiriko throws a Kunai dagger that deals 40 damage to the body but incredible 120 damage to the head. She carries 12 ammo and can fire 1 per half a second. Fun fact, the second highest headshot multiplier is Widowmaker with 2.5 with her scoped headshots.

Kiriko Aim Tips with Kunai

Therefore, in order to be a great Kiriko player, you will need to practice headshotting with Kiriko. While it may look fun to make those insane flick headshots that make great recordings, you cannot do those consistently!



Because Kiriko shots are hit-scan shots, meaning that they do not fall-off with range, wherever you aim, the damage will go there. Therefore if you aim at the head, it goes to the head. Duh.

However, in order to achieve that, you need to keep your crosshair at head level at all times. Easier said than done, when you move your mouse left and right it’s hard to keep it perfectly at head level, especially if you have high sensitivity. Therefore, you need to try the following playstyle.

Use your mouse to only move it up and down, while using your keys left and right (A and D on keyboard). That way maintaining head level aim will be MUCH easier. You will need to use your mouse for left and right, don’t get me wrong, however, those should only be micro-adjustments. Whenever possible, you should be moving with your A and D, this is especially valid when the distance to the enemy is higher.

This same trick is used by Cassidy players to maximize headshots, because their firing style is pretty much the same. You can practice this in the practice range while lowering your sensitivity in order to understand what needs to be done and practice it. This is how our Overwatch 2 boosting squad plays both Kiriko and Cassidy.

It is worth noting that when things get chaotic and targets are very close to you, this will NOT work and flicking will be the only way to achieve headshots. Who knows, you might even make some great clips.

LSHIFT: Swift Step

When activated, Kiriko will teleport to a targeted ally. The teleport can go through terrain and walls up to 35 meters of range. You will be placed behind the ally in the direction where you teleported from.

It has a 7 second cooldown and it also cleanses Kiriko of most negative effects except Cassidy’s Magnetic Grenade, Tracer’s Pulse Bomb, and Echo’s Sticky Bombs. It cannot be used while Kiriko is trapped by Junkrat’s Steel Trap, Sigma’s Gravitic Flux or Zarya’s Graviton Surge, therefore, no escape from those.

During the short animation of Swift Step, Kiriko can be interrupted by enemies. Also, once Kiriko lands behind her ally after teleporting, she is briefly invulnerable and with perfect timing, it can be used to dodge abilities such as the D.Va bomb even if the ally is in range.

E: Protection Suzu

When activated, Kiriko can throw a projectile that explodes when it touches ground or obstacle and heals allies by 50 HP, cleanses them of most negative effects, and makes them invulnerable for the duration of 0.75 seconds.

The effects that won’t be cleansed are Junkrat’s Steel Trap, Reinhardt’s Charge, Roadhog’s Chain Hook, Sigma’s Gravitic Flux and Zarya’s Graviton Surge. Therefore, you can’t cleanse yourself with the bomb and then try to use Swift Step to escape when caught in these abilities.

If you only need to cleanse yourself, it might be wiser to use the teleport ability instead of using Protection Suzu to cleanse only yourself.

Q: Kitsune Rush

Kiriko launches a fox spirit in the desired direction that leaves a trail. When allies go over the trail their movement speed is increased by 50%, rate of fire by 25%, cooldown reduction by 3x, and reload time by 50%. It lasts for 10.5 seconds. It goes through barriers but not terrain.

This ultimate can be used offensively and defensively. More frequently offensively, once the team is ready for engagement, Kiriko can launch her spirit to increase the odds of a good push.

How To Play Kiriko

I believe Kiriko is best played defensively just like most supports, however, always on the lookout for headshot opportunities to turn the tide of the game. It’s best not to be a hero all the time and try to land headshots instead of healing, your primary job is to heal, remember that.

She also pairs well with flankers such as Genji, Tracer, Sombra because she can teleport through walls to those sneaky flanking routes where they either need healing or additional damage to finish the job.

Therefore, you should be with your team in the back most of the time, but always ready to help out a flanker that’s behind somewhere doing their thing. If your second healer has got it under control during poke long range fighting, attempt to pull some headshots via the method I explained.

That was all, I hope you enjoyed my Kiriko guide! If you need Overwatch 2 placement games boosting or Overwatch 2 win boosting where my colleagues or I can help you improve your rank the easy way, just visit our service pages and we’ll be with you same day!

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