Hard Counters to Torbjörn
Pharah (Low-Medium Difficulty)
Widowmaker (Low Difficulty)
If you fail to kill Torbjörn in one head-shot, it is probably because of Armor Pack. Remember this; and be ready to follow up a half charge shot into his body. Alternatively, if you begin to take down his turret he will be forced to repair. This is a great way to force him out of cover, or in the reverse force him back to cover to finish off the turret. A good Torbjörn player will account for your angles and consistently alter his setup; this makes it imperative for you to do the same.
Hanzo (Low Difficulty)
Although Hanzo's arrows only do 125 damage at max charge, they can be arc'd over cover to hit targets that would otherwise be safe. This is especially useful when he equips his Scatter or Sonic arrow. This property makes Hanzo the go to choice when Widowmaker would be under too much duress. His ability to move quickly, fire and move, and lob arrows will make high risk situations easier to manage and break.
Scatter arrow is essential when dealing with Torbjörn, or any static hero for that matter. In the right image, the split pattern of the arrow is static and can be used to our advantage. Every scattered arrow will deal 75 damage, and can deal damage to the same target after every bounce. If Hanzo properly lands this arrow the 3 center splits will deal 225 damage, instantly killing Torbjörn. If Torbjörn sets up his turret in a enclosed area, one well placed Scatter arrow will kill the turret and possibly him if he is near by. Remember against targets like Torbjörn that have structures, tagging him or the turret with Scatter arrow will deal the damage of the arrow normally; and then add the splitting arrows which could potentially clean up both targets.
Junkrat (Medium Difficulty)
Small things to keep in mind when spamming: 1. Pros and top Junkrats only use 4 of the 5 grenades to ensure they have 1 left to answer incoming threats. 2. Vary angle and distance to vary the ending location, this allows you to catch heroes as they run like crazy from the grenades that are incoming; it also make it hard to predict what is actually a safe area to stand.
Soldier: 76 (Medium Difficulty)
Positioning is a critical aspect of every competitive game. It decides who fires first, who knows what first, and where the fights take place. Soldier is the only hero in the game with a no downtime mobility ability. Sprint can be used for any time, and cancelled at any time. Giving Soldier a unique role to consistently manipulate where the enemy meets resistance, or is being suppressed from. Against Torbjörn we can use this in two manners. Consistently changing our angle from where we harass and kill Torbjörn forces him to consider switching, especially if he can never find a safe location to setup. Sprint also gives us the option of flanking, although less reliable than blink, Soldier can use Sprint and Helix Rockets to clear additional air and reach otherwise unreachable locations. Soldier is meant to be mobile; use him this way and static defenses will feel very uncomfortable.
Soldier: 76 is an all-purpose response to static defenses. His mobility, self-healing, and accuracy make him well equipped to suppress the defenses, while having the potential to pick them off. He can stand in teamfights, and assist the entire team with Biotic field. Overall Soldier is a solid response to most situations, but especially solid against Torbjörn.
Soft Counters to Torbjörn
Reinhardt (Medium Difficulty)
Charge is an amazing ability when you want to press the advantage and get into the fight. It has a 3 second duration, with a 10 second cooldown. The cooldown will only begin after the charge is completed so the down time is the same as the cooldown. Charge is especially useful when your team is heavily pressuring the turret and Torbjörn is moving in to heal it, because you can charge him off of it. Be wary that this kind of play is only attempted when your team can back you up. The folly of Reinhardt players is aggressive charging without follow up. Communicate and coordinate with your team to get maximum usage out of Charge.
Barrier field is the only ability of its nature, and it is the only Barrier that will absorb 2000 damage. The wide area Barrier Field covers makes capitalizing on picks, or destroyed turrets that much easier.
The key to good Reinhardt play is noticing these opportunities and pushing forward with your team behind your Barrier. Be aware that it takes a full second for the Barrier to begin healing when sheathed, and it has a 4 second cooldown when destroyed. When you use your Barrier to create room for harassment, be sure to give it ample time to heal before you push in aggressively!
Zarya (Low-Medium Difficulty)
Zarya's primary fire on her Particle Cannon may not be too useful against Torbjörn specifically, but its good to know it does 80 DPS at 0 energy charge. Her alternate fire, which is extremely useful against Torbjörn, does 46 damage with 0 energy charge. Zarya gets 3 charge for every 5 damage the barrier absorbs, allowing her to charge up to 100 energy. She recieves 1% damage for each point of charge, at max giving her double damage. This will cause Zarya's alternate fire to deal 92 damage and because it is lobbed Zarya can effectively harass and kill Torbjörn from pretty great distances. One of the main reasons Zarya is not a hard counter is because these energy grenades are very hard to aim, they fall quickly and do not bounce. Precision aiming with Zarya will take time and feeling out the trajectory, but when mastered can effectively destroy a Turret and Torbjörn in 1 clip.
Remember, like Junkrat we want to reload at 25/100 ammo to avoid being empty if pressured, and to vary our angles to vary the ending location. There is always chance when we vary our shots, more than one connect as the enemy flees.