Overwatch Uprising



 is the first Overwatch Archives event and gamemode. It started on April 11, 2017 and ended on May 2, 2017. In 2018, it returned with the same modes and loot box content, along with Overwatch Retribution and additional cosmetic content.



Summary
This event details Tracer's first mission as an Overwatch agent, when there was a riot started by Null Sector, exactly 7 years ago.

Story
"Archive declassification complete. Overwatch "Uprising" mission file status: OPEN. Commencing playback in 3...2...1..."

From now until May 2, you and three friends must journey seven years into the past, joining forces as Tracer, Torbjörn, Reinhardt, and Mercy to quell an uprising on the streets of King's Row. A group of omnic separatists known as Null Sector has overwhelmed the area, and you must defeat the robots to liberate the city. The future depends on you.

To defeat this new threat, you’ll need to work together with your team, developing new strategies and adapting on the fly as the seemingly unstoppable force continues its assault. The robots of Null Sector will stop at nothing—so you and your fellow agents need to be prepared for anything.

Details
Get ready for the ultimate recall. Our latest seasonal event turns back the clock, giving you the chance to relive a pivotal moment in Overwatch history. Explore the stories behind some of your favorite heroes, unlock pieces of the past with over 100 declassified Loot Box items, or suit up with your friends and join Tracer on her very first mission in a brand-new cooperative brawl.

Starting today, all in-game Loot Boxes have been replaced with Uprising Loot Boxes. These special time capsules have been filled to the brim with mementos from the earlier eras of Overwatch—including Mercy’s "Combat Medic Ziegler" and Tracer’s "Cadet Oxton" skins, "Talon Widowmaker," "Blackwatch Genji," "Blackwatch McCree," and more!

As with our previous events, any Loot Boxes you earn or purchase will contain at least one skin, highlight intro, emote, spray, or player icon from the Overwatch Uprising collection. While the contents of each Uprising Loot Box are random, you can unlock a variety of these cosmetic customization options with credits in the Hero Gallery throughout the event's duration.

Game Modes
With the introduction of the Uprising event, two new game modes were added to arcade mode; Uprising and Uprising (All Heroes). Both of which play out identically, having a team of four heroes go through a four-stage player-versus-enemy mission all around a modified version of the King's Row map while Overwatch operatives speak to the player via radio. The all heroes version allows the team of four to pick any hero they wish and features a younger Ana Amari and Jack Morrison instructing the player, while the standard version only allows Reinhardt, Mercy, Tracer, and Torbjorn on top of also featuring Gabriel Reyes making a radio appearance. Additionally, the standard version features dialogue between the four heroes in-game, while the all heroes version does not.

If a player's health is depleted in this game mode, rather than dying, they are 'downed' and Morrison announces so over the radio. If another player moves over them in under 40 seconds and holds R long enough to revive them, the downed hero will get up with full health. Should a hero 'bleed out' or all four team members be downed at once, however, the game ends in failure and players are sent to the end of match screen.

Stages
Once all four objectives are complete, the heroes will be granted victory and the end-of-round sequence will start.
 * 1) The heroes must hack three terminals to shut off anti-air cannons preventing a dropship from delivering the payload, represented in-game by three control points needing to be captured; one in an underground parking lot near the power plant entrance, one on the front side of where the statue normally is near the payload, and one inside the attackers' spawn on the normal version of the map, in that order. At least one player must be standing inside the control point's area until it goes from 0% to 100% - if no players are on the point or an enemy Omnic is, the timer will pause until the issue is resolved.
 * 2) The heroes must defend the stationary payload for four minutes while attacking Omnics try to destroy it as it comes online. The health bar for the payload is displayed in the upper-right of all players' screens during this time, and if it reaches zero, the game ends immediately. Once the payload activates, all enemies currently alive will die instantly.
 * 3) The heroes must escort the payload all the way to the power plant doors, where it will explode and grant entrance. As with normal payload mechanics, at least one hero must stand on the payload to make it move, and the presence or attacks of an enemy will stall it. Unlike the standard escort mode, the payload's speed does not increase with more players escorting it.  The payload's health carries over from the previous stage and it being destroyed prematurely still ends in failure.
 * 4) The heroes must infiltrate the power plant and destroy the four Null Sector OR14s defending it. One appears in the first hallway, the second walks out of the defenders' spawn and arrives at the second, and the last two do the same as the second but stay near where the payload's destination would be on the regular map. With no other objectives, this stage is fairly straightforward, if challenging. On higher difficulties, players are also given a time limit to defeat all four OR14s or fail the mission.

Enemies

 * Nulltrooper - The most abundant variety of Omnic the players will face, standing about as tall as most Offense heroes. These only have one attack; a three-round burst of Fusion Driver-like lasers from a blaster on their left arm. While appearing in droves during the first stage of the game mode, they merely serve as escorts for the more powerful Omnics later on.
 * Eradicators - The second Null Sector Omnic encountered, standing around as tall as most Tank heroes and possessing more health than the lower Null Troopers. In addition to a large cannon that fires a horizontal fan of three explosive projectiles similar to Zarya's Particle Cannon, they have a rectangular shield with two lips on the side that protects their front. Despite these improvements, they both move and turn very slow. Should their shield or the generator for it on their backs be destroyed, their right arm will fall off, leaving the Eradicator vulnerable from all sides but causing it to move and attack faster, all until it's destroyed. First appears between the first and second terminal during the first stage, and then appears commonly for the rest of the game.
 * Slicers - Standing even shorter than Torbjorn, these armless Omnics are the third type of Null Sector encountered. Like Null Troopers, these are low on health but appear in large groups. However, upon spawning, Slicers will make an immediate beeline for the payload, before stopping, charging up, and focusing a thick orange beam on it that steadily damages it and, during the third stage, completely immobilizes it until they're destroyed. Because of this, they ignore players under all circumstances; even if pulled away from the payload, they will run towards it and resume damaging it once they can. Something else worth noting is that they lack a head hitbox, meaning they cannot receive critical hits. They appear for only the second and third stages, disappearing by the fourth.
 * Detonators - These Omnics resemble massive pressure mines with several thrusters beneath them, and are the fourth Null Sector Omnic encountered. Like Slicers, their only goal is to move towards the payload and damage it, but rather than melting it with a face-laser, these charge up for a moment then go off in a massive blast, taking roughly a fifth off the payload's health on any difficulty. Should the purple plating between 'spikes' on the bomb part be damaged enough, each piece can chip off, revealing a large molten core that functions as the Omnic's head hitbox. Despite not being human-shaped, they can be slept, pinned, trapped, and so on like any other unit. Only appears during the second stage and once during the third stage.
 * Bastion Turrets - Bastion units painted and programmed to obey Null Sector, otherwise identical in shape to the playable Bastion and the fifth Null Sector troop fought. Immediately upon spawning, these will walk to a set location in Recon mode while shooting at the heroes, before reconfiguring into Sentry mode and remaining so until destroyed or moved from their spot; in the latter case, they will simply walk back to it and settle down again. These possess more health than the player Bastion and have access to all of his abilities. This, coupled with their ability to perfectly track players, should make them high priority targets. Appears during the second and fourth stages.
 * Bastion Tanks - A second variety of the Null Sector Bastion that only appears during the third and fourth stages. Upon spawning in, these units let out a loud, unique ultimate activation line, immediately reconfigure into Tank mode, and permanently remain this way until death. Despite having higher health than Bastion’s own 300, they have much lower damage and cannot heal to compensate. Appears during the third stage and only once in the fourth stage. Higher difficulties will spawn more in the fourth stage.
 * OR14s - An older version of the OR15, restored and used as a defensive unit by Null Sector; the last Omnic encountered. During the fourth stage, the players will have the objective of destroying four of these on the way to the end of the power plant, after which the game will end in a victory. Aside from the small change of having different voice lines than her, OR14s fight identically to Orisa minus the use of Fortify. Exclusive to the fourth stage, of which there are only four.

General

 * Thanks to the abundance of targets, players will usually obtain their ultimates much quicker than in other gamemodes.
 * The 40 second time limit for a downed teammate ticks by slower than one would think. Unless you're a tank, always make sure any nearby threats are gone before reviving a teammate or you could end up defeated as well.
 * If the Payload is overrun by Slicers, remember that their beams can't penetrate multiple things. Placing or holding a barrier in front of them can relieve the payload from taking damage while another hero destroys the Slicers. Alternatively, standing in front of a Slicer's beam will stop it as well, at the expense of slowly taking damage from doing so.
 * An easy way to get around Eradicator's shield is to have a hero with a mobility ability get behind it and destroy the generator on its back, such as Tracer running around it then recalling behind it, or Sombra throwing a beacon over the shield and teleporting to the beacon after it lands.
 * Most Omnics have large and easily-visible head hitboxes, making critical hits easy to land.
 * Even with the ongoing time limit, it's highly recommended not to rush the final assault on the OR14s, given how easy it is to get swarmed by Nulltroopers and downed by Bastion turrets and tanks. As you make your way through the power plant, pull back if necessary to deal with the Bastion tanks under less crowded conditions before moving on. Bastion turrets should likewise be dealt with first before taking on the nearby OR14s.

Advanced Tactics

 * When dealing with multiple less threatening targets (NullTroopers and Slicers), It can be useful for heroes that cannot headshot (such as Zarya and Reinhardt) to prioritize targets that cannot be headshot, such as Slicers. This also works inversely, with heroes that can headshot prioritizing NullTroopers). This allows for more potential damage to done in the same amount of time. One should still focus fire on more lethal or immediate threats (such as Bastion Tanks) if/when they appear.

Uprising

 * Mercy should focus on healing over dealing damage. Not only is the Caduceus Blaster's damage much lower than her teammates' weapons, but she's the only source of healing for her teammates due to the lack of health packs around the map. In a pinch, Valkyrie should be used to heal your allies if they're all low on health.
 * Similarly, Reinhardt should prioritize protecting his teammates over getting eliminations. While keeping his Barrier Field is a large part of this, eliminating any Omnics swarming a teammate also plays a part in protecting them. Reinhardt's Barrier Field is also vital for protecting the payload from Slicer beams and Detonator explosions. Uniquely, his hammer will also hit Detonators multiple times per swing, allowing him to destroy them very quickly by himself.
 * Despite her low health, Tracer shouldn't be afraid to run into the fray. As half of her team will be playing defensively, it's mostly up to her to eliminate as many enemies as she can. Pulse Bomb should be used liberally, especially on beefier targets, given how quickly you'll build it up.
 * The latest iteration of Torbjorn allows him to actively deal damage like Tracer, since his turret automatically deploys itself instead of requiring upgrades. However, the lengthy 10 second cooldown he's forced into when his turret is destroyed means that it's in your team's best interest to keep the turret fixed and healthy. Molten Core is a great crowd control tool during the clock tower phase, payload escort and final assault, damaging hordes of enemies and getting around the OR14 shields. Make sure you spray it as widely as possible; the more enemies you catch and kill in its range, the more your Ultimate builds up towards another Molten Core.

Uprising (All Heroes)

 * Widowmaker is ill-advised to use due to the lack of elevated positions and the erratic movement of Null Sector Omnics making critical shots difficult.
 * While you're free to choose any combination of four heroes, it's still best to balance your team similarly to the default Uprising team with a shield user, healer and DPS.
 * It's a good idea to have at least one hero with an ultimate that can eliminate multiple targets. Examples include D.va's Self Destruct, McCree's High Noon and Junkrat's RIP-Tire.
 * Sombra's hack will completely stun a target for roughly six seconds, preventing them from moving or shooting, on top of disabling any abilities. This works on all seven Omnic types. EMP works the same, effectively turning it into a mass stun. Just remember that EMP is blocked by walls.
 * Genji's Dragonblade will, like Reinhardt's hammer, also hit Detonators multiple times per swing, dealing massive amounts of damage in a very short period.
 * Despite their molten appearance, Detonators' cores can still be frozen by Mei.

Uprising (Molten Cores)

 * All enemies will spawn a lava puddle upon death, so remember to step away from enemies shortly after killing them. Characters with ranged attacks or abilities, in addition to those with knockback effects, will be preferable.

Uprising (Glass Cannon)

 * It's especially easy to be incapacitated in this mode due to the smaller health pool. Try not to be reckless and avoid diving into groups of enemies.
 * Sigma's Gravitic Flux gets damage boosted by the extra damage in this mode, rendering it a one-shot ability to anyone he catches. It can single-handedly delete the last two OR-14s at once.

Uprising (Bulletproof Barriers)

 * Eradicator and OR-14 shields cannot be destroyed (with the exception of Sombra's EMP), but the enemies themselves are still vulnerable to all forms of damage.
 * Eradicators can largely be kited around but should still not be underestimated - their damage output on Expert difficulty is nothing to sneeze at, especially during the payload warmup phase when things are lot more chaotic.
 * Reinhardt is a good source of damage since his hammer ignores shields, and his Charge can be vital in stunning one of the last two OR-14s to create an opening for the team. Consider having another Tank such as Orisa to provide shield support for the rest of the team.
 * Sombra's EMP will still destroy all enemy barriers caught in it's effect area as normally does, making it the only way to actually remove barriers deployed by OR-14's without killing said unit. This can be vital to dealing when facing multiple barriers at the same time.
 * Play conservatively, especially during the final assault - remember that Bastion tanks will spawn from behind at designated times. Fall back to deal with them before progressing onto the remaining OR-14s.

Trivia

 * This is the second event featuring a cooperative Brawl, as the first one was Halloween Terror's Junkenstein's Revenge cooperative Brawl.
 * A portion of the main screen soundtrack can be in the Cinematic Trailer's 0:12 - 0:23 part, while the soundtrack itself could be heard after the Year of the Rooster event was ended.