All heroes have abilities that are unique to them. Unlike weapons, abilities do not consume ammunition, but their use is limited by cooldowns and charge. Most abilities are disabled when a hero is hacked.
Overview[]
Abilities are split into three types:
- Normal abilities: These abilities usually have cooldowns, limiting their usage. All heroes have at least 2, keyed to Left [L] Shift and E, although some heroes have more.
- Ultimate abilities: These powerful abilities require to be charged in order to use, by healing or dealing damage.
- Passive abilities: These abilities are innate to the hero and apply automatically. Some passive abilities cannot be hacked.
Any damage from abilities is considered "ability damage," which is relevant for some abilities, such as Doomfist's The Best Defense... passive.
Effect types[]
Area of Effect[]
Area of effect abilities apply their effects to all heroes in their area. Area of effect abilities require an unobstructed line of sight to the targets, meaning that they can be blocked by terrain, terrain-like objects, such as Mei's Ice Wall, and in most cases also by barriers. Most area abilities are spherical, but they can also come in other shapes. Other effects may also generate an area of effect when colliding with a hero or terrain.
Projectile[]
- Main article: Projectile
Projectile abilities fire a Projectile or Arcing projectile that apply their effect to the target they collide with. Projectiles have a size and travel time.
Hitscan[]
- Main article: Hitscan
Hitscan abilities can be described as projectiles without travel time. They apply their effects to the first target in their path.
Targeted[]
Targeted abilities apply their effects directly to the selected target. To apply the effect, there must be an unobstructed line of sight to the target, similarly to area of effect. Enemy barriers usually block line of sight for targeted abilities.
Movement[]
- Main article: Movement abilities
Movement abilities grant the hero using them a burst of movement in the forms of dashes, leaps and teleports. Abilities that only grant movement speed generally do not count as movement abilities. Movement abilities are disabled and interrupted if the hero becomes stunned, knocked down, hacked, rooted or hindered, with some exceptions.
Cast types[]
Channeled[]
- Main article: Channeled
Channeled abilities are generally longer lasting effects that are interrupted if the hero using them is stunned, knocked down or hackedat any time while they are active. Generally, channeled abilities also prevent the hero from using their weapons or other abilities while they are active. Pharah's Barrage and Roadhog's Take a Breather, for example, are channeled abilities.[1]
Some channeled abilities do, however, allow the hero to use certain abilities during them. For example, Moira can use Fade during Coalescence and Sigma can use his primary fire after the targets are lifted by Gravitic Flux. Additionally, some other mechanics may override the ability to interrupt channeled abilities, such as Terra Surge also making Orisa immune to stuns and knockdowns for its duration.
Transformation[]
- Main article: Transformation
Transformation abilities are the opposite of channeled abilities and cannot be interrupted at all even if the user hit by crowd control effect. They only end when their duration runs out or their user is eliminated. Usually, transformation abilities modify or change the user's HP, weapon, other abilities, and/or provide other benefits (e.g. seeing through walls via Infra-Sight) for a period of time. Another difference between transformation abilities and channeled abilities is that transformation abilities do not restrict the use of weapons (potentially a different weapon) and/or abilities. For example, Winston's Primal Rage, Genji's Dragonblade and Ramattra's Nemesis Form are transformation abilities.[1]
Cast time[]
Cast time abilities are a middle ground between channeled and transformation abilities. These abilities can be interrupted by crowd control effects during their startup time, but once the startup has finished, they can no longer be interrupted. Lúcio's Sound Barrier and Tracer's Pulse Bomb are examples of cast time abilities.[1]
In general, "cast time" refers to a property most abilities, including channeled and transformation abilities, have which describes how long it takes to activate the ability. Cast time consists of two parts: startup and recovery. Startup refers to the time it takes for the ability to activate after the button is pressed – and during which the ability can be interrupted if it's a cast time ability – whereas recovery refers to the time before the player can use their weapon, quick melee or other abilities after the ability has finished applying its effects.
Confirmation input[]
Abilities that deploy a stationary object may first enter a targeting interface, previewing location, allow changing the orientation and require a confirmation (default: primary fire) before they are activated by the user. The targeting can be interrupted or manually cancelled, while the actual activation of the ability cannot. The ability is not activated and will not go on cooldown or consume ultimate charge until the cast is confirmed, meaning if the targeting is interrupted or cancelled, the player can attempt to use it again immediately. Symmetra's Photon Barrier and Mei's Ice Wall, for example, employ this targeting scheme.
List of normal hero abilities[]
- See Ability/stats for tables with full statistics.
Tank[]
| Hero | Ability | Description | Shot type | Cooldown | Details |
|---|---|---|---|---|---|
D.Va |
Defense Matrix | Block projectiles in an area in front of you. | 1 second | ||
| Boosters | Fly in the direction you are facing. | Melee Movement |
3.5 seconds | ||
| Micro Missiles | Launch a volley of explosive rockets. | Projectile Area of effect |
7 seconds |
| |
Doomfist |
Rocket Punch | Hold to charge then release to launch forward and knock an enemy back. Damage increases if the enemy hits a wall. | Melee Movement |
4 seconds |
|
| Seismic Slam | Leap forward and smash the ground. | Area of effect Movement |
6.5 seconds |
| |
| Power Block | Protect yourself from frontal attacks. Blocking heavy damage empowers Rocket Punch. | 7 seconds | |||
Hazard |
Spike Guard | Protect yourself from frontal damage. Firing homing spikes at nearby enemies and regenerating ammo. | Projectile | ||
| Violent Leap | Lunge forward. Activate again to slash enemies, knocking them back. | Movement Melee |
6 seconds | ||
| Jagged Wall | Launch a spiked wall that damages and knocks back nearby enemies. | Projectile (initial) | 12 seconds | ||
Junker Queen |
Jagged Blade | Active: Throw the blade. Re-activate to pull it back with any impaled enemy. Passive: Wound enemies hit by Quick Melee or Throw, dealing damage over time. |
Melee Arcing projectile |
6 seconds |
|
| Commanding Shout | Grants temporary health and movement speed to yourself and allies. | Area of effect | 12 seconds | ||
| Carnage | Wound all enemies in front of you, dealing damage over time and reducing the cooldown for each enemy hit. | Melee | 8 seconds | ||
Mauga |
Overrun | Charge forward to stomp and launch enemies. You are unstoppable while charging. | Shockwave Movement |
5 seconds | |
| Cardiac Overdrive | Nearby allies take reduced damage and heal by dealing damage. | Area of effect | 12 seconds |
| |
Orisa |
Energy Javelin | Launch your javelin at an enemy to stun and knock them back. More effective if the enemy hits a wall. | Arcing projectile | 7 seconds | |
| Fortify | Gain temporary health, reducing all damage taken and becoming unstoppable. | 15.5 seconds | |||
| Javelin Spin | Spin your javelin to destroy projectiles and block melee attacks, while also pushing enemies and increasing forward speed. | Area of effect | 8 seconds | ||
Ramattra |
Void Barrier | Create a barrier at the targeted location. | 13 seconds | ||
| Nemesis Form | Transform into Nemesis Form, changing your attacks and gaining bonus armor. | 8 seconds |
| ||
| Block | Significantly reduces damage taken from the front and reduces movement speed. | 1 second | |||
| Ravenous Vortex | Fire a sphere of energy that creates a slowing vortex on the ground, damaging enemies within and pulling them downward. | Projectile Area of effect |
11 seconds | ||
Reinhardt |
Barrier Field | Hold |
5 seconds (destroyed) | ||
| Charge | Charge forward and smash an enemy against a wall. | Melee Movement |
7 seconds | ||
| Fire Strike | Launch a fiery projectile. | Projectile | 6 seconds, 2 charges |
||
Roadhog |
Chain Hook | Drag a targeted enemy to you. | Projectile Extended Melee |
6 seconds | |
| Take a Breather | Heal yourself and reduce damage taken. | 1.25 seconds | |||
Sigma |
Experimental Barrier | Hold to propel a floating barrier; release to stop. Press again to recall the barrier to you. | 1 second (recalled) 5 seconds (destroyed) |
||
| Kinetic Grasp | Absorb projectiles in front of you and convert them into extra health. | Area of effect | 12 seconds | ||
| Accretion | Gather a mass of debris and throw it at an enemy to knock them down. | Arcing projectile Area of effect |
10 seconds | ||
Winston |
Jump Pack | Leap forward into the air. Landing on an enemy damages them. | Area of effect Movement |
5 seconds | |
| Barrier Projector | Deploy a protective energy dome. | 12 seconds | |||
Wrecking Ball |
Grappling Claw | Launch a grappling claw to rapidly swing around the area. Enables high speed collisions to damage and knockback enemies. | Melee Movement |
5 seconds (after fireball) 1 second (no fireball) |
|
| Roll | Transform into a ball and increase maximum movement speed. | Movement | 0.4 seconds | ||
| Adaptive Shield | Create temporary extra health that increase with more nearby enemies. Some of the health can be transferred to allies. | Area of effect | 15 seconds | ||
| Piledriver | Slam into the ground below to damage and launch enemies upward. | Area of effect Movement |
8 seconds | ||
Zarya |
Particle Barrier | Create a damage barrier around you. | Self | 11 seconds, 2 charges |
|
| Projected Barrier | Create a damage barrier around an ally. | Targeted (allies) | 9 seconds, 2 charges |
Damage[]
| Hero | Ability | Description | Shot type | Cooldown | Details |
|---|---|---|---|---|---|
Ashe |
Coach Gun | Blast enemies in front of you and knock yourself backwards. | Shotgun (hitscan) Movement |
10 seconds |
|
| Dynamite | Throw an explosive that detonates after a short delay or immediately when shot. | Arcing projectile Area of effect |
12 seconds | ||
Bastion |
A-36 Tactical Grenade | Fire a bomb that bounces off walls and explodes when it hits enemies or the ground. | Arcing projectile Area of effect |
8 seconds | |
| Reconfigure | Switch between weapon configurations. | 12 seconds | |||
Cassidy |
Combat Roll | Roll in the direction you're moving to take reduced damage and reload. | Movement | 6 seconds | |
| Flashbang | Hinder enemies in front of you, slowing them and preventing them from using movement abilities. | Arcing projectile Area of effect |
12 seconds | ||
Echo |
Sticky Bombs | Fire a volley of sticky bombs that detonate after a delay. | Projectile Area of effect |
6 seconds | |
| Flight | Fly forward quickly and then free-fly briefly. | Movement | 6 seconds | ||
| Focusing Beam | Channel a beam for a few seconds. Deals very high damage to targets under half health. | Beam (hitscan) | 8 seconds | ||
Freja |
Quick Dash | Vault in the direction you're moving and refresh Take Aim. | Movement | 4.5 seconds, 2 charges |
|
| Updraft | Launch upward with a gust of wind. | Movement | 12 seconds | ||
Genji |
Swift Strike | Rapidly dash forward and inflict damage on enemies. Eliminations reset the cooldown. | Melee Movement |
8 seconds | |
| Deflect | Deflect incoming projectiles towards the direction you are aiming and block melee attacks. | 10 seconds | |||
Hanzo |
Sonic Arrow | Reveals enemies for a short time upon impact. | Arcing projectile Area of effect |
12 seconds | |
| Storm Arrows | The next 5 arrows ricochet and fire instantly at reduced damage. | Arcing projectile | 8 seconds |
| |
| Lunge | Double Jump. | Movement | 4 seconds | ||
Junkrat |
Concussion Mine | Throw a knockback mine with LSHIFT then detonate it with |
Arcing projectile Area of effect |
8 seconds, 2 charges |
|
| Steel Trap | Place an immobilizing trap. | Arcing projectile | 10 seconds | ||
Mei |
Cryo-Freeze | Become invulnerable and heal yourself. | 12 seconds | ||
| Ice Wall | Create a wall in front of you. | 12 seconds | |||
Pharah |
Jet Dash | Boost horizontally. | Movement | 9 seconds | |
| Jump Jet | Fly rapidly upwards. Grants some fuel. | Movement | 14 seconds | ||
| Concussive Blast | Launch an explosive blast to knock back enemies. | Projectile Area of effect |
7 seconds | ||
Reaper |
Wraith Form | Move faster and become invulnerable, but you cannot shoot. | Movement | 8 seconds | |
| Shadow Step | Teleport to a targeted location. | Movement | 10 seconds | ||
Sojourn |
Railgun Alt Fire | High impact shot that consumes stored energy and pierces enemies. | Hitscan | None | |
| Power Slide | Ground slide that can cancel into a high jump. | Movement | 7 seconds | ||
| Disruptor Shot | Launch an energy burst that deals damage to enemies within it. | Projectile Area of effect |
15 seconds | ||
Soldier: 76 |
Helix Rockets | Launch a volley of explosive rockets. | Projectile Area of effect |
6 seconds | |
| Sprint | Run faster while moving forward. | Movement | |||
| Biotic Field | Deploy a field that heals you and your allies. | Area of effect | 15 seconds | ||
Sombra |
Hack | Hold to hack. Hacked enemies cannot use abilities and can be seen through walls. Hacked health packs spawn faster and can't be used by enemies. Taking damage interrupts the hack attempt. | Targeted | 6 seconds (heroes) 3 seconds (non-heroes) |
|
| Virus | Infect enemies with a projectile that deals damage over time. Virus damages hacked targets at a faster rate. | Projectile | 6 seconds | ||
| Translocator | Throw a beacon and teleport to it. Become stealthed for a short duration after teleporting. | Arcing projectile Movement |
6 seconds | ||
Symmetra |
Sentry Turret | Deploy a small turret that damages and slows enemies. | Projectile (before deployment) Beam (turret beam) |
10 seconds, 3 charges |
|
| Teleporter | Create two temporary teleporters that enable instance travel between them. | 12 seconds | |||
Torbjörn |
Deploy Turret | Deploy a self-building turret. | Arcing projectile (deploying turret) Hitscan (turret fire) |
5 seconds 12 seconds (in combat) |
|
| Overload | Gain additional extra health as well as improved attack, movement, and reload speed. | 10 seconds | |||
Tracer |
Blink | Teleport in the direction you are moving. | Movement | 3 seconds, 3 charges |
|
| Recall | Travel back in time to your previous location and health. | Movement | 13 seconds | ||
Venture |
Drill Dash | Dash forward while above or underground, pushing enemies back. The cooldown is accelerated while underground. | Melee Movement |
8 seconds | |
| Burrow | Move underground and become invulnerable. Emerge to deal damage. | Movement Area of effect |
8 seconds | ||
Widowmaker |
Grappling Hook | Launch a hook that pulls you towards a ledge. | Projectile Movement |
10 seconds | |
| Venom Mine | Launch a poison trap. | Arcing projectile | 15 seconds |
Support[]
| Hero | Ability | Description | Shot type | Cooldown | Details |
|---|---|---|---|---|---|
Ana |
Sleep Dart | Fires a dart that puts an enemy to sleep. | Projectile | 14 seconds | |
| Biotic Grenade | Throws a grenade that heals and increases healing on allies, while damaging and preventing healing on enemies. | Arcing projectile Area of effect |
14 seconds | ||
Baptiste |
Regenerative Burst | Activate to heal yourself and nearby allies instantly, with additional healing over time. Instant heal is doubled for targets less than half health. | Area of effect | 14 seconds | |
| Immortality Field | Toss a device that prevents allies from dying. The device can be destroyed. | Arcing projectile Area of effect (field) |
25 seconds | ||
Brigitte |
Barrier Shield | Hold |
5 seconds (destroyed) | ||
| Shield Bash | Available when Barrier Shield is deployed. Dash forward to knock back an enemy. | Melee Movement |
5 seconds | ||
| Whip Shot | Launch your flail forward to knock an enemy away from you. | Projectile Extended Melee |
4 seconds | ||
| Repair Pack | Heals an ally for a short duration. | Targeted (allies) | 5.5 seconds, 3 charges |
||
Illari |
Outburst | Launches you in the direction you are moving. Knocking back enemies. Hold jump to go higher. | Area of effect Movement |
7 seconds | |
| Healing Pylon | Deploy a pylon that heals allies. | Arcing projectile (deploy) Projectile (heal) |
7 seconds (default) 14 seconds (under attack) |
||
Juno |
Pulsar Torpedoes | Press Secondary Fire to lock on, then Primary Fire to fire homing projectiles. Heals allies over time and damages enemies. | Projectile Targeted |
10 seconds | |
| Glide Boost | Glide horizontally with increased movement speed. | Movement | 6 seconds | ||
| Hyper Ring | Deploy a ring that increases movement speed of allies that pass through it. | Projectile Area of effect |
14 seconds | ||
Kiriko |
Swift Step | Teleport directly to an ally. | Targeted (ally) Movement |
7 seconds | |
| Protection Suzu | Throw a protective charm to make allies become briefly invulnerable and cleansed of most negative effects. | Arcing projectile Area of effect |
14 seconds | ||
Lifeweaver |
Petal Platform | Throw a platform that springs upwards when stepped on. Resets when not in use. | Arcing projectile | 12 seconds | |
| Rejuvenating Dash | Dash towards your traveling direction and lightly heal yourself. | Movement | 5 seconds | ||
| Life Grip | Pull an ally to your location, protecting them as they travel. | Targeted (ally) | 18 seconds | ||
Lúcio |
Soundwave | Create a short-range blast wave to knock enemies away from you. | Area of effect | 4 seconds | |
| Crossfade | Switches between two songs: Healing Boost heals nearby allies, and Speed Boost makes nearby allies move faster. | Area of effect | |||
| Amp It Up | Increase the effectiveness of your current song. | Area of effect | 12 seconds | ||
Mercy |
Guardian Angel | Fly towards an ally. While in flight, Jump launches you forward, and and Crouch launches you upward. | Targeted (ally) Movement |
1.5 seconds | |
| Resurrect | Revive a dead teammate. | Targeted (fallen ally) | 30 seconds |
| |
Moira |
Fade | Disappear, move faster, and become invulnerable, but you cannot shoot. | Movement | 6 seconds | |
| Biotic Orb | Launch a bouncing sphere that either heals nearby allies or damages nearby enemies. | Projectile | 8 seconds | ||
Wuyang |
Rushing Torrent | Ride water to move faster and jump higher. | Movement | 8 seconds | |
| Guardian Wave | Send a water wave forward that increases the amount of healing received by allies and knocks back enemies. | Area of effect | 14 seconds | ||
Zenyatta |
Orb of Harmony | Launch this orb at an ally to heal them. | Targeted Projectile |
| |
| Orb of Discord | Launch this orb at an enemy to increase the damage they take. | Targeted Projectile |
|
Perk Abilities[]
Certain Perks grant additional abilities, or completely replace an existing ability.
| Hero |
Ability |
Description | Shot type | Cooldown | Details |
|---|---|---|---|---|---|
Baptiste |
Rocket Boots | While airborne from Exo Boots, use (SPACE) to dash horizontally. | Movement | 6 seconds | |
Bastion |
Self-Repair | Press E to rapidly heal yourself. |
| ||
Cassidy |
Silver Bullet | Peacekeeper's secondary fire is replaced with a piercing shot that inflicts bleeding. Combat Roll and Deadeye reset its cooldown. | Hitscan | 8 seconds |
|
D.Va |
Precision Fusion | Press Reload to reduce Fusion Cannons' Spread by 75% for 3 seconds. | 8 seconds | ||
Illari |
Solar Flare | Press Primary Fire while using Solar Rifle's healing beam to consume 50% of energy, healing allies in front of Illari for 100 healing. | Area of effect | ||
Mei |
Glacial Propulsion | Double jumping creates a small ice pillar that launches Mei into the air. | 10 seconds |
| |
Mercy |
Flash Heal | Flash heal can be used on Caduceus Staff's active target to restore 50 health, tripled on allies below half health. | 15 seconds | ||
Orisa |
Protective Barrier | Javelin Spin is replaced with a barrier. | Arcing projectile | 8 seconds |
|
Reaper |
Dire Triggers | Use (RMB) to fire a volley with long range accuracy from both Hellfire shotguns. | Shotgun (hitscan) | 3 seconds | |
Reinhardt |
Shield Slam | While Barrier Field is active, use Primary Fire to damage and knockback enemies. | Melee Movement |
6 seconds | |
Sigma |
Hyper Strike | Every 5 direct hits with Hyperspheres, your next successful Quick Melee levitates and knocks away enemies. | Melee | ||
| Levitation | Activate and hold Double Jump to briefly levitate upward. | Movement | |||
Soldier: 76 |
Stim Pack | Stim Pack replaces Biotic Field. On use, Soldier: 76 heals for 30 health per second and gains 20% increased attack speed for 5 seconds. | 10 seconds |
| |
Symmetra |
Hovering Barrier | Teleporter gains the option to create a forward moving barrier instead. Pressing Ability 2 again slows down the barrier's movement. | 12 seconds |
| |
Venture |
Smart Extender | Empower SMART Excavator with E to increase its maximum projectile range by 100% for 4 seconds. | 12 seconds | ||
Zenyatta |
Ascendance | Activate and hold Double Jump to hover for up to 3 seconds. | Movement |
References[]
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