Bastion | |
---|---|
Age |
32 (Overwatch 2)[1] 30 (Overwatch)[2] |
Occupation |
Battle automaton (formerly) Workshop assistant[1] |
Base |
Gothenburg, Sweden |
Affiliation |
Ironclad Guild[1] |
Chris Metzen[3] | |
Cosmetics |
Cosmetic page |
Quotes |
Quotation page |
Role |
Damage |
Health |
250 |
Armor |
100 |
Character Video
| |
Bastion is a Damage hero in Overwatch and Overwatch 2. It is one of the 21 heroes included in the game's release on 24 May 2016.
Overview
The ability to transform between Assault, Recon and devastating Artillery configurations provided Bastion with a high damage output.
Abilities
- Damage per second: 125 while firing (96.15 overall w/reload)
0.5 seconds (into Recon)
- Can be done in the air.
- After 1.5 seconds on one configuration, the ammo of the other configuration is automatically reloaded.
- Damage per second: 360 while firing
- Bastion cannot crouch while in Configuration: Assault.
100 - 50 (splash, enemy)
50 - 25 (splash, self)
10.5 m/s (enemy)
- Can bounce one time off the wall but cannot bounce off the ground.
- The projectile can be destroyed while in air by Defense Matrix, Kinetic Grasp and Javelin Spin and reflected by Deflect, but the explosion is unaffected.
- Amplification Matrix affects all damage dealt, if the projectile passes through it. Splash damage alone going through is not amplified.
250 – 200 (inner ring)
200 – (outer ring)
6.5 meter radius (outer ring)
- The artillery shells are projectiles that can be blocked by barriers, destroyed by D.Va's Defense Matrix, Orisa's Javelin Spin and Sigma's Kinetic Grasp and deflected with Genji's Deflect on the way down.
- The initial animation, where Bastion fires the shots upwards, is only a visual effect and does not produce projectiles that can be interacted with in any way.
- Bastion cannot crouch while in Configuration: Artillery.
Hero-specific options
Setting name | Options | Description |
---|---|---|
Relative aim sensitivity during Reconfigure | 0% ... 500% (default: 100%) | Multiplier to base aim sensitivity during Reconfigure. |
Strategy
Bastion is a hero with two main forms. Its default form is a mobile bipedal form with a sub-machine gun, while the second is a less mobile turret form. Bastion's turret has some of the highest damage output in the game, being able to shred through shields and heroes alike, but it can't deal a critical shot. Faster heroes can easily get behind Bastion and kill it quickly with this weak point. Even though it has reasonable health, its large frame makes it an easy target. Bastion is also relatively slow, making it easy to be outflanked by enemies.
Weapons & Abilities
- Ironclad: Bastion's passive ability. It takes 20% less damage while in Assault and Artillery configuration.
- Ironclad will take the lead in reducing all incoming damage before the armor reduces the remained outcome.
- Bastion has to finish the transformation to get this passive ability. As it will still receive normal damage while transforming, try not to use it as an instant defensive against heavy damage.
- Configuration: Recon: Bastion's primary form. The primary form of Bastion features a submachine-gun attached to its right arm as its weapon. The weapon fires hitscan bullets with high accuracy.
- While the main role of this form is to find a spot to transform into Assault, the weapon itself deals a good amount of damage; per shot, the damage is the same as Soldier: 76's Pulse Rifle, but with slightly lower range and fire rate, but smaller spread. It can kite a sniper or airborne target while keeping itself moving rather than being a stationary turret, easy to be shot down.
- In the case of engaging a mobile enemy, fighting with this mode is recommended over transforming into Assault, as it can deal a critical shot while the other cannot. Defensively, it also has a higher chance to disengage if the fight isn't in its favor rather than being stuck in an immobile form, and it does not have a weak spot on its back while in Recon, which is easy for mobile enemies to target otherwise.
- Reconfigure: Bastion's transformation skill. It changes to Configuration: Assault within 1 second, while it changes back to Configuration: Recon within only 0.5 seconds.
- This ability can be used mid-air, so Bastion can activate this ability mid-jump from a higher ground to lower ground, ready to fire at an opponent.
- Bastion will reload each form's weapon after roughly a second of being in the other form.
- Configuration: Assault: Bastion's secondary form. In this mode, Bastion moves 30% slower, but it trades his light sub machine gun for a powerful minigun. This gun fires a volley of rounds in a wide spread that deals an incredibly high amount of damage quickly. It can stay in this mode for up to 8 seconds, or until it decides to transform out of it.
- This is Bastion's primary mode of high damage. Its incredibly high damage per second makes it excel at shredding both barriers and tanks, as their large size ensures that most of Bastion's bullets will connect with them for maximum damage. However, its wide spread makes it much less effective at further ranges than Recon, making it weak for ranged poke damage.
- It is best to save this transformation for when an enemy commits to an attack. If enemies know you have it available, they will be much more wary about when they engage, and may try to bait out your transformation by faking a push.
- A-36 Tactical Grenade: Bastion's secondary offensive ability. In either Recon or Assault configuration, it can fire an arcing explosive that bounces off of walls and can stick to enemies or the ground. Once it sticks to a target or touches the ground, it will explode after a brief delay.
- This ability is great for providing an extra burst of damage. As most of Bastion's damage is sustained rather than burst, this ability can be great for finishing a kill that it normally would not be able to finish quickly.
- The bomb's ability to bounce makes it great for hitting enemies hiding behind cover. Try to get used to ricocheting it off of walls to try and catch enemies hiding around a corner.
- This ability also provides Bastion with a small amount of mobility thanks to offering him a bomb jump. By launching the bomb at his feet and jumping just as it goes off, it can reach surprisingly massive heights in a single bound. If the situation is safe, trying to use a bomb jump to quickly reposition is a worthwhile endeavor.
- Configuration: Artillery: Bastion's ultimate ability. In this mode, Bastion transforms into a stationary artillery cannon and aims straight upward. It becomes completely stationary in this state, but it can plot up to three different artillery strikes anywhere on the map within the ability's timer. The effect ends if Bastion is stunned, killed, or otherwise forced out of the configuration.
- This ultimate is very similar to Junkrat's RIP Tire. Use it when behind cover of your team to deal massive pressure onto an enemy team without even having to show your face.
- The projectiles fired from this form can be blocked by barriers, defensive abilities such as D.Va's Defense Matrix, and even reflected by Genji. However, they can only be affected as they fall down: the projectiles fired from Bastion as it fires are purely cosmetic and cannot be interacted with in any way.
General strategies
- It should be noted that Recon Configuration's submachine gun is a highly accurate weapon with reasonably high damage. When in Recon, safely poke at enemies from a distance, and save your Assault configuration for when an enemy begins committing to an offensive push.
- A common tactic for Bastion on Payload modes is to pair with Reinhardt and Mercy; the barrier combined with Mercy's damage amplifier will boost both Bastion's damage output and defensive capability while setting up on a payload.
- Carefully consider where to place yourself in turret mode. Change positions often (when you can safely move), especially whenever you feel that the enemy knows your location or is forming a strategy against you. Try to use the element of surprise to your advantage. Bastion does especially well in narrow corridors and unexpected positions.
- Bastion excels at destroying slow-moving and/or high-health targets, such as Winston, Roadhog, unshielded Reinhardt, and a flying Pharah; however, in some situations you should prioritize killing high damage dealing enemies, such as Reaper or another Bastion.
- When in turret mode, Bastion's weak point is behind it, and can be seen from almost any angle except from directly in front of it. Be vigilant for flankers, but try not to expose your weak point to the frontline while dealing with them.
- Bastion can go down relatively quickly when faced with focused fire from the entire enemy team, especially if they have high damage output. Prioritize taking out high damage output enemies as quickly as possible, or retreat.
Match-Ups and Team Synergy
Tank
Hero | Match-Up | Team Synergy |
---|---|---|
D.Va |
D.Va can use her Defense Matrix to completely block your attacks for a brief period, allowing her teammates to finish you off easily. If this happens, try to shoot in a direction that Defense Matrix isn't covering. It's rarely smart to try to retreat while Defense Matrix is active, as this will just make it easier for her teammates to kill you; Defense Matrix is brief, and once D.Va has used it up, it will be easy to shred through her and destroy her Mech. Be careful about D.Va's Self-Destruct; your low mobility will make it difficult to escape in time. | (To be added) |
Orisa |
Orisa is generally one of the easier targets to take down if her team is not continously backing her up. While her shield has a relatively short cooldown, you can tear through it so fast she has no other option then to use fortify and try to stand her ground or retreat. Whatever she does in that case, you'll tear through her due to her large shape. Her halt can't move you due to you being unable to be moved in Assault configuration. If she decides to place her ultimate behind her shield, your first move should be to destroy the supercharger after tearing through the shield. If she decides to try and bodyblock it, just keep the trigger down. If she hides it however, try to seek cover and reposition so you're able to destroy the supercharger in Assault configuration. | To be added |
Reinhardt |
Reinhardt has little means to harm you at distance; a Reinhardt standing out in the open is asking for his barrier to be shredded, leaving him and his allies vulnerable. If you see a Reinhardt roaming about, make shredding his shield your top priority; even if you don't kill him, losing his shield will cost his team their protection as well as their time. If Reinhardt is able to approach you before you can shoot down his shield, a Charge can incapacitate you before you're able to kill him, and your low mobility while in Assault Configuration makes landing that Charge all the easier. | Reinhardt's massive shield is incredibly handy while you're set up in Assault Configuration; he will be able to protect you from enemy fire, while your massive damage output will be able to fend off opponents who wish to advance on your position. |
Roadhog |
If Roadhog grabs you with his Chain Hook, he can pull you out of position and force you into Recon Configuration, leaving you an easy target to quickly finish off. If Roadhog's hook isn't ready, though, his large hitbox and low speed makes him incredibly easy to rip apart with your gatling gun. Roadhog is unlikely to peek his head around you unless his Hook is ready, though, so try to stay behind a friendly barrier to block that hook so you can fire away in peace. Even at a distance, you'll be able to deal substantial damage to Roadhog if he's forced out in the open. You won't be knocked back by Whole Hog, but at close range its massive damage output will quickly kill you; your best option in this scenario is to fire back and hope you can kill him before he can kill you, because if you attempt to run away, you're much more certain to be killed. | Something that the enemy team has to look out for is Roadhog's ability to take someone out of the fray and eliminate them with his hook and gun. When a friendly Roadhog manages to grab an enemy, there is normally no need to start firing at the hooked prey; Roadhog himself should be more than capable of securing the kill. Instead, focus your attention on using your massive firepower in Configuration: Assault to scatter enemies and force them into the grabbing range of an allied Roadhog. |
Sigma |
Most Sigmas understand the power of a Bastion, and will try to power through you as fast as possible, often using all his abilities. If a Sigma is smart, they will try to place an Experimental Barrier in front of themselves, and then use Accretion to deplete your health fast. Try to give yourself the upper hand by placing yourself in a high place where players would not suspect you, and eliminate them before they can get to you. The best way to counter the defense listed above is to hold fire and shred through their defenses. Just remember, they can also use your bullets as shield health. | (To be added) |
Wrecking Ball |
Wrecking Ball is usually easy to take out due to the low power of his quad cannons and his large hitbox. Due to his high speed in ball form, you must be in an open area to take down his 600 health if not you will only damage him and give him a chance to heal. Keep in mind that when in turret form you are a sitting duck for his mines. To combat this use your turret form on one end of a large open area. | Althrough Wrecking Ball does not provide barriers or shields of any sort to provide protection to you, you can still benefit a lot from the disarray caused from a friendly Wrecking Ball's onslaught. Wrecking Ball will be able to demolish ranks of enemies near solid walls or pillars where his hook can latch unto, meaning that the enemy will try to move towards flat, open ground to catch him in advantageous territory. Do not allow this, and keep your view on said terrain in Configuration: Assault, as to allow Wrecking Ball to continue attacking. |
Winston |
Winston low, steady damage output, lack of critical hit capability, large hitbox, and necessity to attack at close ranges makes him an incredibly easy foe for you to kill. The best he can do is Jump Pack away out of your field of view; if he tries to approach you, even with his Barrier Projector up, you can quickly destroy it and then destroy him in turn. Even when he activates Primal Rage, his knockback won't work on you if you're in Assault Configuration, and if he's brave enough to stay in your field of view, you can rip him apart within a few seconds of continuous fire. | The bubble-shaped barrier that Winston places down is a perfect place to change configurations safely, as it is better off being used as an expendable barrier rather than a frontline bulwark. Inside of the protective bubble, you are fully covered in all directions, allowing you to focus your fire unto the opposition's barriers on the frontline, or at any enemies looking to flank you. |
Zarya |
Your only real concern when fighting Zarya is to make sure you don't attack her or her allies while her Barrier is active. While her powered laser won't out-damage your gatling gun, if she's supported by teammates she can be kept alive long enough to kill you before you can kill her. If she approaches you with her Barrier up, it is actually sometimes more advantageous to attack; ripping through her Barrier will power her up, but it will also cause it to dissipate quicker, meaning if you're accurate you should still be able to kill her before she kills you. | (To be added) |
Damage
Hero | Match-Up | Team Synergy |
---|---|---|
Ashe |
(To be added) | Both Coach Gun and Dynamite are finnicky tools, best used to force enemies out of their positions behind barriers or physical cover. Make sure to benefit from their usage, as good teamplay will involve a friendly Ashe forcing enemies into your line of sight, ready to be fired upon. Of course, Ashe herself also benefits from having a good line of sight, so be sure to cover different areas if a friendly Ashe decides to start camping in order to spread the sightlines around the map. |
Bastion |
Running into another Bastion in the wild while you are both in Recon Configuration is extremely rare. Should this happen and you catch it alone, try to quickly transform into Assault Configuration to gun him down. If his teammates are nearby, better to remain in Recon Configuration and try to land some headshots to take it out before it can transform. If you are in Assault Configuration and a Recon Bastion rounds a corner, try to gun him down before it can run or transform, as in that state it is of no concern to you. Likewise, if you are in Recon Configuration and you round a corner and spot a Assault Bastion, quickly try to duck and avoid his fire or, if a friendly barrier is nearby, transform and try to gun him down. Both of you running into each other in Assault Configuration is only going to happen on Escort maps if one of you is riding the Payload, in which case it comes down to who sees who and who opens fire on who first. | Friendly Bastions are not going to be encountered outside of custom matches, but in the event where you are teamed up with an allied Bastion, make sure to cover the battlefield with your view in Configuration: Assault while staying away from the other omnic in the same configuration. This way, area-of-effect attacks will not be able to wipe out 2 Bastions at the same time, and your team's captured areas will be defended from multiple angles at once, making setting up barriers or pushing forward that much harder. |
Cassidy |
Cassidy is typically at a disadvantage when you are in Assault Configuration. Ironclad will reduce a good amount of damage from his Peacekeeper, though a sneaky Cassidy can peek around a corner and shoot at you while you have little opportunity to return fire. Always try to be set up so Cassidy won't be able to get behind you and shoot your critical hitbox in your rear, with your back to a wall or covered by a barrier. | In the event of a team fallback, Cassidy will make use of his mid-range combat aptitude to pick off enemy combatants, and may find himself straying from his normal posts into your field of defense. Of course, this means that you should provide supporting fire to keep your Cassidy healthy. In return, Cassidy can pitch a stunning grenade to paralyze adversaries and leave them open to your gunfire. On top of that, a friendly Cassidy can count on you to cover him as he charges up his dangerous Deadeye, which can easily pick off hordes of enemies. |
Doomfist |
(To be added) | Throughout the duration of the match, Doomfist will be trying to go in deep, leaping into enemy ranks and wreaking as much havoc as he can. Because of his reliance on melee-oriented airstrike attacks, you should coordinate with a friendly Doomfist and cover his rush with your surveillance. Doomfist will be able to scare enemies out of cover, leaving them susceptible to your shots, and his spectacular mobility will more than likely be able to pick off foes that you weaken in Configuration: Assault. |
Echo |
(To be added) | (To be added) |
Genji |
Genji will often try to heckle you with his Shurikan, either from a safe distance or up close where he'll hope he can bait you into firing at him while Deflect is active. If Genji approaches you while in Assault Configuration, be ready to stop firing as soon as he activates Deflect. While this will keep you safe momentarily, it will also free his team to push while you can't attack, so either get your teammates to deal with Genji and his allies or, if necessary, be ready to transform and move out. Aside from Deflect, Genji will have difficulty killing you, instead proving to be more of a nuisance. If Genji activates Dragonblade, try to remain in Assault Configuration to withstand more strikes from him and shoot back (though again, be ready to stop should he activate Deflect). Fighting a Genji with Dragonblade will come down to the wire, as one of you is going to die incredibly quickly based on reaction time. | Surprisingly, Bastion synergizes quite well with Genji. As Bastion, when your team is on the offensive, a good indicator of where you are supposed to be standing guard is an attacking Genji within view, given Genji's position on the battlefield, and your role of securing a safe zone for your team on the back lines which is not to be too far back. Genji can Deflect projectiles en route to your large hitbox, and has the mobility and harassment needed to fend off pesky long ranged attackers. On the flipside, your high, long-ranged damage can cover Genji when he executes Dragonblade, which is an expedient which can work very well in games if done properly. |
Hanzo |
Hanzo can repeatedly peek around a corner and try to hit you with arrows without exposing himself, so either stay behind cover or get away if he's heckling you. A burst of Storm Arrows will finish you off when at lower health. You're not as easy of a target while in Recon Configuration, but your damage output is also severely hampered. If Hanzo hits your location with a Scatter Arrow, it would be wise to transform and move, since enemies knowing exactly where you're situated will make you an even easier target than you already are. Should you weaken a Hanzo enough for him to flee, don't chase him down, as his mobility far exceeds yours; let your teammates handle him, or simply hold your position and wait for him to return. | Long-ranged hassle is an Achilles’ Heel of yours, so Hanzo’s mighty arrows are a blessing when it comes to surviving. Additionally, a well-placed Sonic Arrow of a friendly Hanzo can alert you of incoming prey for you to do away with, and Dragonstrike can easily clear the way for you to wreak havoc in Configuration: Artillery. Since Hanzo relies on mobility to be effective, make sure you can cover him as he moves toward favorable locations. |
Junkrat |
Junkrat is unlikely to hit you at great distances, and in close combat you can usually gun him down before he can hit you. However, because you are stationary, this can allow him to make tricky shots, sneak up behind you or throw a Concussion Mine behind a barrier you're hiding in. Because you won't be moving around a lot, though, you're also less likely to step in Junkrat's Steel Trap. If a Junkrat is trying to spam grenades at you, your best bet is to obviously kill him, but if he's peeking behind corners, consider relocating to avoid his high-damage bombs. If you hear him activate RIP-Tire, it's better to stand your ground than attempt to flee; a quick hailstorm of bullets can destroy RIP-Tire before it has the chance to detonate, whereas if you run it can easily catch up to you and kill you. | Aside from delivering dastardly bombardment from further distances, Junkrat can also set up his Steel Trap and mines to take out an overconfident foe from the fight. Naturally, these traps would be in areas you would normally be surveying in Configuration: Assault, such as chokepoints and blind corners. Keep a close eye on Steel Traps, for if a foe were to stumble upon them, they would be incapacitated long enough for you to shred them with gunfire. |
Mei |
If you aren't being protected by cover or a berrier, Mei’s icicle can heckle you with her Icicle from a distance, which can prove to be rather annoying. Her Ice Wall can completely cut off your line of sight on the enemy; while you can eventually run through it with your gatling gun, the time it will take to do so may be enough for her team to sneak around and make an offensive push on your position. In close quarters combat, though, Mei fares far worse. Even if she freezes you, she lacks the killing potential to quickly finish you off; as soon as you thaw out, you can run through her with your gatling gun. Should you get caught in a Blizzard, you have a very minute chance of transforming and escaping, but only if you're at the very edge of its area of effect; if you're trapped in the middle, better to remain in Assault Configuration with your Ironclad defensive buff rather than transform and render yourself an easier target. | While she can still do the “damage” part well, Mei is commonly viewed as a more defense-oriented Damage hero. Take advantage of this, as you are a vulnerable attacker in Configuration: Assault. Cryo-Freeze can block incoming harm directed towards her or her teammates, and so can Ice Wall. A friendly Mei can also use Ice Wall to lift you up while in Configuration: Assault if placed correctly, which is an uncommon strategy employed for its surprise factor. Finally, take note of where Mei deploys a Blizzard, as the slowed targets inside can be gunned down very easily. |
Pharah |
While Pharah can repeatedly peek behind corners to shoot a rocket and hide, your Ironclad can help you withstand most of her attacks. Still, it will only take a few rockets to kill you, so having a barrier protect you can help ensure your safety. Her Concussive Blast’s large knockback won't affect you while you are in Assault Configuration. While your gatling gun is incapable of headshots, it can still rip through Pharah if she tries to fly out in the open in your view. Even when in Recon Configuration, your hitscan gun can land accurate shots on her; just keep in mind that your low mobility will make it easy for her to land her shots on you. | Having a Pharah on your team gives your side the benefit of air superiority. Merge it with your land coverage, and you get a superb defensive advantage, taking attacks from both high and low. Furthermore, a friendly Pharah can make short work of long-ranged harassers that could ruin you from afar, and you can easily decimate an opposing Pharah that could give your Pharah trouble in a dogfight. |
Reaper |
Reaper’s flanking abilities can help him easily approach you from out of your view. If he sneaks up behind you, he may be able to gun you down before you can react. If you know a Reaper is about, be attentive and be prepared to turn around and run him down; while his point-blank damage is exceptional, yours is even moreso and will make quick work of him even with his self-healing. At longer distances, Reaper will be ineffective against you; his guns have pitiful dropoff, and while your gatling gun also suffers from dropoff, you can still kill him in a second or two with some accurate firing. | You and Reaper operate on different zones of the map, so both of you will not be meeting much. However, since Reaper can move around easily, he is able to pick off hostile flankers with his substantial damage if he decides to help you. You can also assist a friendly Reaper with your considerable zoning abilities; being a threatening presence may cause enemies to group up to coordinate a push, leaving them very vulnerable to Reaper’s Death Blossom. |
Soldier: 76 |
Your biggest concerns against Soldier: 76 are his burst damage with his Helix Rockets and his impressive range. If you aren't behind the protection of a barrier, Soldier: 76 can be capable of catching you by surprise and shooting you down before you can retaliate and kill him. If he's peeking back and forth behind a wall, you should retreat or reposition. If he's coming at you with full force, though, attack back and hope you can shred through him before he shreds through you. If he runs away with Sprint, don't chase after him; you'll be much more vulnerable while in your Recon Configuration, and he'll have most likely either healed up or regrouped with his team. | Its decent firepower and Biotic Field make Soldier: 76 a defining frontline presence. A friendly Soldier: 76 may attempt to drop his Biotic Field next to your team’s tank in order to supply them its steady healing. If the tank has a barrier of any sort up, consider advancing over to the Biotic Field and provide covering fire in Configuration: Assault. Not only will the barrier actively soak up enemy fire, but the extra insurance the Biotic Field dispenses will keep you alive to mow down threats. |
Sombra |
Sombra can prove to be a huge headache to you should she sneak behind you and Hack you. A Hack will force you out of Assault Configuration, which will make you a much easier target while allowing her teammates to safely pass through a choke you were guarding. Your stationary nature, as well as your tendency to hide behind barriers, makes you a prime target for her EMP Ultimate. You might be able to handle yourself against Sombra okay in a one on one fight if you are hacked, but in a group fight you're going to be much less helpful for your team; focus on retreating, staying alive, and going back into Assault Configuration as soon as the hack wears off. Should you see visual indicators of Sombra using Translocator, or should you suspect she's running around in Stealth, some quick spraying with your gatling gun can potentially force her out of her Stealth, rendering her an easy target. Don't worry about being Hacked while in Configuration: Artillery, as it will have no effect. | In Configuration: Assault, you are prey to flankers, whose mobility options allow them to evade your bullets and/or get behind you to secure an easy kill. For that reason, a well-timed Hack from Sombra can stop enemy flankers in their tracks and leave them open to a beating they can’t get out of. You can also make use of Sombra’s E.M.P, which can obliterate enemy shields, cutting off the enemy from their protection. This is your time to start raining bullets on them. |
Symmetra |
While you can chew through Symmetra's health pretty quickly, a high-powered Symmetra can likewise chew through you quite quickly as well. Symmetra will often try to place a teleporter behind your setup so her team can ambush you; while it may be tempting to try to gun down her allies as they walk through the teleporter, it would be a better idea to simply destroy the teleporter as soon as she activates it; that way, only one or two teammates will be trying to attack you in your defensive setup, which will be much easier for you and your allies to handle. When roaming in Recon Configuration, be wary of Assault Turrets; should one start attacking you, a quick burst with your submachine gun can destroy it. Just be ready for
the Symmetra to show up and finish you off while at low health; if she attempts to fight you one on one while you're weakened, don't flee, because while you're doing so her weapon is only going to get stronger. As soon as you're safe from the Assault Turret, shift into Assault Configuration and rip through her before she has the chance to power up. Photon Barrier will completely block off your gunfire; it may be tempting to try to rip through it with your gatling gun, but instead try to focus on enemies on your side of the barrier, and be ready to flee with your team if need be. |
Teleporters cpnstructed by a friendly Symmetra can be a huge help due to your low mobility. It is possible transform atop the Teleporter before teleporting, and by doing this, you'll already be in Configuration: Assault once you're on the other end, ready to gun down any nearby opponents. Photon Barrier will keep you safe from enemy fire during its duration, so try to stay on one side of it and gun down opponents beyond it. |
Torbjörn |
As you and Torbjörn both tend to remain in the backline, a match-up between the two of you is rare. If Torbjörn walks into your field of view while you're in Assault Configuration, he's a prime target to tear to shreds. If he deploys a Turret in your view without a barrier's protection, you can likewise rip through it in less than a second. Even if a barrier is protecting it, if no other enemies are nearby to attack you, you can destroy the barrier and turret extremely quickly, and its lower damage will barely leave a scratch on you. Should you run into a Turret while moving in Recon mode, consider gunning it down with your standard fire or quickly transforming to destroy it; if Torbjörn or his allies aren't nearby, the Turret is no threat to you. Should you run into Torbjörn while in Recon Configuration, either try to retreat to your team while backpedaling and firing or quickly transform into Assault Configuration and attack him. Molten Core can prove very dangerous due to your stationary nature; should Torbjörn use it on you, quickly get up and flee, otherwise you're going to die extremely quickly. | Torbjörn's point security, combined with your own, can form a hearty defense. While you gun down enemies from further distances with steady devastation, Torbjörn's turret can cover your flank and churn out some consistent damage itself. Keep in mind that you and the turret cover each other's weaknesses, and your team will be able to hold down ground much more effectively. |
Tracer |
Tracer’s small hitbox and mobility makes herself difficult to hit. She can easily flank you and escape, and her Ultimate can potentially kill you even while in Assault Configuration. This requires her to get close to you; a wily Tracer can use Blink to avoid your line of sight, but if you have twitchy aim and can keep a lock on her, you can run through her minuscule health in an instant, especially at close range. | Administering harassment and backline trouble is well within Tracer's field of expertise. As such, a friendly Tracer can rattle the enemy ranks with her high mobility, distracting and leaving them open to gunfire, especially yours. A team in disarray will be a team easily torn apart, so look out for opportunities where you can extend forward to positions you wouldn't normally go; opportunities made more frequent with a reliable Tracer on your side. |
Widowmaker |
Widowmaker's ability to peek around corners and kill you from a distance without exposing herself makes her a dire threat. Try to position yourself behind cover or in areas where Widowmaker lacks long line of sight. If a Widowmaker has a beat on you, your low mobility makes it extremely difficult to escape her sight, making your best option to not be in her sight in the first place. | A friendly Widowmaker is a solid counter to the enemy Widowmaker, who can take you out of the game with a few shots on your static chassis in Configuration: Assault. With this big of a threat neutralized, you are free to continue your push. Additionally, enemies will be on the lookout for your team's Widowmaker on high ledges and ground, so take advantage of this by surprising cocky enemies looking to take her out by stationing yourself in a lower position. |
Support
Hero | Match-Up | Team Synergy
|
---|---|---|
Ana |
Your low mobility makes you an easy target for Ana's Sleep Dart and Biotic Grenade, both of which will significantly cripple you. A Sleep Dart will force you back into Recon Configuration, rendering you an easy target. Try to hide behind a barrier or behind cover to make it more difficult for Ana to hit you. | While Nano-Boosted, your attacks will be even more powerful, and you'll be more capable of withstanding enemy attacks during your Ultimate. Try to have your Ana use Nano-Boost on you during your transformation rather than before, as the time it takes to transform will waste time that you would normally have available for Nano-Boost. |
Baptiste |
(To be added) | Baptiste's Immortality Field makes him one of your best friends. While safely under its protection, you can ensure you won't be hit by any kind of sudden burst damage, opening you up to focus much more on offense and not having to worry about protecting yourself from flanking threats. Just keep in mind that the device that powers Immortality Field can be vulnerable, so try to have a friendly Tank keep both you and the device protected with a barrier. As you tend to stay in one place, Amplification Matrix can benefit you in making even easier work of any enemies pushing into your field of view; if your Baptiste activates it during a big enemy push, you can quickly mow them down before they can push through a choke point. |
Brigitte |
(To be added) | (To be added) |
Lúcio |
Because Lúcio’s healing occurs over a long period of time, your burst damage can kill his teammates before he can heal them back to full health. Lúcio’s low damage can be shrugged off even if he's peeking around corners and heckling you with distant shots. Soundwave won't effect you in Assault Configuration, so you don't have to worry about Lúcio sending you flying off cliffs. While Sound Barrier's massive health boost will make it much more difficult for you to gun opponents down, slower and less well protected enemies are still vulnerable targets even with the health boost. Your only real concern is Lúcio's high mobility, which can make him a tricky target to kill; focus on his teammates in a team-fight, unless he tries to get up close and personal, in which case some point-blank fire should be able to quickly kill him before he can evade or flee. | (To be added) |
Mercy |
Mercy's pistol damage can generally be shrugged off, and if she's brave enough to try to fight you out in the open, you'll be able to make quick work of her. She won't be able to outheal your damage towards her teammates, but enemies who peek in and out of cover will be quickly healed and encouraged to continuously heckle you. Be wary of a battle of attrition, and get your teammates to help you fend off Mercy's allies if you can. | Normally, it is best to play it safe by switching into Configuration: Assault behind cover, but Mercy, as a front-line healer, can give you the opportunity to perform the switch at a more risky spot with her healing. As well as this, Mercy can also provide a hefty damage boost to your already menacing firepower in Configuration: Assault, which can result in an especially dangerous sweep. |
Moira |
(To be added) | (To be added) |
Zenyatta |
Zenyatta's Orb of Discord and long-range orbs make him a deadly threat if you're not careful. Orb Volley in particular can cause massive burst damage if he's peeking in and out around corners. Your immobility makes you a prime target for Zenyatta, so make sure you're protected or out of his field of view. Should Zenyatta be forced into the open, his low mobility makes him very easy to kill. Transcendence can protect himself and his teammates from your immense power; while you sometimes might be able to kill enemies at point blank if they approach you, it may be best to pack up and flee behind your team so you aren't ambushed during the enemy team's push. | A friendly Zenyatta's Transcendence can protect you from a big enemy push, but this will do little against burst damage such as the likes of Self-Destruct or RIP-Tire. Try to focus on enemies hit with Orb of Discord so you can kill enemies one by one rather than leaving the entire team at low health but allowing them to heal. |
Story
Once a frontline combatant in the devastating Omnic Crisis, Bastion has all but lost its combat programming and now explores its surroundings, fascinated by the world and its inhabitants.
Though Bastion's new nature is gentle, its core combat programming takes over when the unit senses danger, utilizing its entire arsenal to eliminate anything it perceives as a threat. This has led to instances of conflict with the few humans it has encountered, and it tries to avoid populated areas in favor of the wild, uncharted regions of the world.[2] Bastion is fascinated by nature, but wary of a fearful humanity.[4]
Background
Originally created for peacekeeping purposes, Bastion robot units possessed the unique ability to rapidly reconfigure themselves into an assault cannon turret. During the Omnic Crisis, they were turned against their human makers, forming the bulk of the omnics' rebel army. Following the resolution of the crisis, nearly all of the remaining Bastion units were destroyed or disassembled. To this day, Bastion units still symbolize the horrors of the conflict.[2]
The Last Bastion
Bastion was programmed with the mission to attack Stuttgart alongside many other Bastion units, but it was severely damaged during the fight. It lay dormant in the Black Forest near Eichenwalde, forgotten for over a decade. And during that time, moss and weeds collected around the slumbering war machine, making it nearly unrecognizable.[2]
One day, Ganymede started to build a nest on Bastion's right shoulder, and discovered its visual sensory screen buried beneath the moss. Ganymede roused the unit by pecking on the screen. Bastion awoke remembering its directive -- Stuttgart. With its destination pre-programmed, it began to make its way to the city, while admiring the beauty of the forest around it and forming a bond with Ganymede, offering an appropriately-sized twig for the nest. However, a woodpecker's drilling startled it, reminding it of gunfire, and it reconfigured itself into an assault-cannon and began to fire wayward bullets wildly, scaring off Ganymede and tearing down the surrounding trees. Recomposing itself, it found Ganymede's ruined nest on the ground, realized what it had done and sadly continued toward its destination.
In the meadow between the forest and Stuttgart, Bastion was looking back at the forest as it walked forward, and stubbed its foot on a destroyed Bastion unit, discovering it as one of dozens of other destroyed Bastion units scattered about the meadow. Bastion knelt beside the unit, its head torn open and memory components exposed, and accessed the fallen unit's last memories. Suddenly, Bastion found itself reliving the war, and saw its fellow Bastion units fighting German soldiers before being wiped out by Balderich von Adler. With new clarity as to its purpose, Bastion reverted to its combat protocol and again marched toward Stuttgart, ready for a full frontal assault. Ganymede found it and landed on it, offering a twig in friendship, just as Bastion had done earlier. Bastion struggled with itself, and finally became peaceful again, placing the twig onto its shoulder, turning away from Stuttgart and back to the forest with Ganymede on its finger.[5]
Binary
“ | Bastion on the loose? Or just another false alarm? Teen lovers' run-in with death machine! A terror from the past returns! |
„ |
~ Swedish headlines on Bastion's sighting |
After Bastion's reactivation it was spotted in Sweden by some teens, who got scared when they sighted Bastion, as they thought that it would attack them. As the city's population assembled to discuss what to do, Torbjörn arrived, claiming that he could help with the issue, and asked for the citizens to stay in a safe place; however, a police officer was sent with him after they do some research on the stranger. He set up a trap for the omnic in a form of a ball-shaped rope bomb and his turret, but then Ganymede showed up and flew on top of the rope bomb, which startled the police officer, prompting him to fire his machine pistol, scaring away the omnic and Ganymede, which surprised Torbjörn as a Bastion unit normally couldn't be scared away.
Later on, he found the omnic near a beaver dam, and threw the ball near Bastion, but the omnic gave him a bunch of twigs as a response along with some beeps, making him realize that something is different with the unit. Soon after, the commando unit of the police started to attack Bastion, but it got away before they could do anything other than angering Torbjörn. After failing to restrain him, he detonated the rope bomb and left his attackers tied to the trees.
After restraining his opponents, Torbjörn went off in search of the omnic, and found it observing a flower. Speaking to the omnic, he declared that he came in peace and promised not to hurt the omnic; Bastion offered him the flower as a sign of peace, and the duo continued on together.[6]
Upgrades
Bastion and Torbjörn stayed together for years, causing Torbjörn to reconsider his former antipathy towards omnics.[7] Bastion ended up living with Torbjörn,[8] who freed Bastion from much of his wartime programming, and conducted repairs on several of Bastion's decades-old, crumbling systems.[1] Italso received new upgrades from the engineer,[8] including new armor.[9] Bastion stayed in Torbjörn, helping the humans he'd once fought against.[1]
Blizzard World
Alongside Tracer, Winston, and Torbjörn, Bastion watched an ad for Blizzard World.[10]
Achievements
Name | Icon | Description | Reward |
---|---|---|---|
Kill 2 enemies in each of Bastion's configurations without dying in Quick or Competitive play. | |||
Kill 3 enemies with a single use of Bastion's Configuration: Artillery in Quick or Competitive play. |
Trivia
- A Bastion portrait is available in StarCraft II for those who purchased the Origins Edition.[11]
- The Eichenwalde map contains multiple Bastions, dead, the aftermath of the Eichenwalde battle as seen in The Last Bastion short.
- The units at the Eichenwalde map are labeled B73, and where Bastion's hand and repair would be is another recon gun.
- While other omnics such as Zenyatta and Orisa have been shown to inexplicably identify as gendered, Bastion was the only playable omnic confirmed to not do so[12] and was referred to with 'it' pronouns in official material.[13] However, it was referred to with "he/him" pronouns during a presentation on its Overwatch 2 reworks.[14]
- Bastion appears in LEGO Overwatch in the game's first set.[15]
- Bastion's ZER ZER EE NUM voice line is a direct reference to the Terminator series.
Development
- Bastion stems in part from the Ranger class from Project Titan. The Ranger had a sniper rifle, an assault rifle, and a rifle that could transform into a turret. Bastion got the transforming rifle ability, while the assault and sniper rifles went to Soldier: 76 and Widowmaker respectively.[16]
- There was a period in development when Bastion was an "Ultimate [ability] generator" when it had many Ultimate abilities that ended up being passed to other heroes.[17] Its original Ultimate ability was a remote mine that could be driven like an RC car before burrowing into the ground. This was later changed to Configuration: Tank because Remote Mine didn't feel like it fit the character.[18] A similar mechanic is currently used as Junkrat's RIP-Tire.
- Bastion's Iron Clad ability used to reduce damage by 35%, allowing it to survive Tracer's pulse bomb with 40 health (if on full health), which very few heroes could do. As of Patch 1.9.0.1, it was changed to the current 20% and the Pulse Bomb now does 235 damage to Bastion; a Bastion at full health still cannot survive, and before their reworks, Torbjörn's Armor Pack, the extra health from Symmetra's Shield Generator, and Briggite’s armor were the only things that could save him.
- Configuration: Recon used to be called Configuration: Assault.
- Configuration: Sentry/Assault used to be called Configuration: Siege. Also it had a 1000 HP front-facing barrier and Bastion had a rotation limit of 60 degrees in frontal cone.
- Bastion was temporarily removed some days after the launch of Overwatch 2, as players found an exploit with its ultimate. As its ultimate is timed based, players found an exploit that let them shoot as many shots as possible within the time frame instead of just 3 shots like intended. Unlike other times heroes were disabled such as in Overwatch 1, Bastion was made completely inaccessible to the player, even in the Hero Gallery. [19]
Removed Abilities
Bastion was redesigned for Overwatch 2.
- Replaced by Configuration: Assault in Overwatch 2.
- Makes Bastion immune to knock-back effects and Orisa's Halt!.
- Bastion has a glowing blue box on its back that can be hit for headshot damage.
- Bastion's spread decreases continuously while firing, up to 33% after firing 40 rounds (in 1.33 seconds).
- Bastion comes out of Configuration: Sentry if it is Hacked, slept, pinned, hooked, or knocked down.
- Replaced by A-36 Tactical Grenade in Overwatch 2.
- Bastion cannot activate Self-Repair when the resource meter is below 20%.
- There is a 0.25 second recovery time between repairs.
- Does not consume resources if Bastion is at full health.
- Takes 7 seconds to fully recharge.
- Replaced by Configuration: Artillery in Overwatch 2.
- Bastion cannot receive headshots as both its head and its blue box are covered.
- Regardless of which configuration Bastion was in when entering Configuration: Tank, Bastion goes into Configuration: Recon upon exiting.
- Ammunition of Configuration: Recon is immediately restored upon activation.
Media
Concept Art
Videos
- Old Kit
Balance Change Logs
- For more information, see Patch Notes.
- Spread reduced from 2.2 to 2 degrees.
- Ultimate cost reduced 12%.
- General updates
Most damage-dealing projectile sizes have been increased by a new global modifier added to their base size.
- +0.05 meters for hitscan projectiles with a high rate of fire or spread (e.g., Tracer's Pulse Pistols or Reaper's Hellfire Shotguns).
- +0.08 meters for hitscan projectiles that are more precise (e.g., Cassidy's Peacekeeper or Soldier:76's Heavy Pulse Rifle).
- +0.05 meters for travel time projectiles that are shotguns or have a very high rate of fire (e.g., Roadhog's Scrap Gun or Ramattra's Void Accelerator).
- +0.10 meters for travel time projectile with a speed greater than 50 meters per second (e.g., Zenyatta's Destruction Orb).
- +0.15 meters for travel time projectile with a speed less than or equal to 50 meters per second (e.g., Pharah's Rocket Launcher).
- Very large projectiles with a base size greater than 0.5 meters have been excluded from these increases (e.g., Orisa's Energy Javelin or Reinhardt's Fire Strike).
Hero combined HP (base health/armor/shields) increased by 15-25%.
- 150-175 HP heroes increased by 25 HP.
- 200-300 HP heroes increased by 50 HP.
- 300+ HP (Tanks) increased by 75-100 HP.
- Each hero's precise health increases are listed in their patch notes below.
Ultimate Charge
- All Ultimate ability costs increased by 10%.
Regenerative Passive for All Heroes
- All heroes now regenerate 20 health per second after 5 seconds of not taking damage.
Damage Role Passive
- Reload speed bonus on elimination has been removed.
- New role passive: Dealing damage reduces enemy healing received by 20% for 2 seconds.
Quick Melee
- Damage increased from 30 to 40.
- Hero updates
- Health increased from 200 to 250.
- Cooldown increased from 10 to 12 seconds.
- Weapon spread increased 10%.
- No longer restores armor when transforming
- Impact damage decreased from 30 to 15.
- Can no longer deal critical hits.
- Maximum explosion damage falloff reduced from 70% to 50%.
- Detonation time reduced from 0.5 to 0.35 seconds.
- Recoil adjusted to recover more quickly.
- Projectile size increased from 0.2 to 0.25.
- Impact damage increased from 15 to 30.
- Reload time reduced from 1.5 to 1.2 seconds.
- Transforming into Configuration Assault now repairs 50 armor health.
- Targeting state movement speed increased from 20 to 25 meters per second.
- Delay before projectile drops reduced from 1 to 0.6 seconds
- Explosion damage reduced from 300 to 250
- No longer deals explosion damage to self
- Minimum delay between placing shots reduced by 20%
- Cooldown reduced from 12 to 10 seconds
- Passive is enabled again (20% damage reduction while transformed)
(beta)
- Cooldown reduced from 10 to 8 seconds
(beta)
- Ability removed and replaced by A-36 Tactical Grenade
Configuration: Tank (Ultimate)
- Ability removed and replaced with Configuration: Artillery
Ironclad (Passive)
- Ability removed
- Weapon damage increased from 20 to 25
- Fire rate reduced from 8 to 5 shots per second
- Weapon spread removed
- Ammo reduced from 35 to 25
- Renamed from Configuration: Sentry
- Bastion is now able to move in this form at 35% reduced movement speed
- Now has a 6-second duration and 12-second cooldown
- Now has infinite ammo for its duration
- Weapon spread is now a constant 2 degrees and no longer becomes more accurate as you fire
- Damage reduced from 15 to 12
- This ability replaces self-repair, but it is bound to Alternate Fire instead of E by default.
- New Secondary Fire
- Launches a grenade that can bounce off walls but sticks to players or the ground. It explodes after a short delay, dealing up to 130 damage
- The targeting works similarly to Doomfist’s Meteor Strike Ultimate, but you can click 3 times to launch projectiles.
- Locks Bastion into place to fire up to 3 long range artillery shells
- These shells deal high damage in a large area, but the damage falloff is significant
- The projectiles come straight down from the air at the targeted locations, but they are projectiles in every other sense and can be blocked or destroyed by abilities
- Spread decreased 10%
- Shots until max spread reduction lowered from 60 to 40
- Resource drain rate increased 20%
- Healing per second increased from 75 to 90
- Self-repair no longer consumes resource while Bastion is at full health
- Bastion now correctly initiates 0.25 sec of recovery time when canceling Self-Repair by firing
- Ammo increased from 25 to 35
- Weapon spread decreased by up to 33% while firing
Developer Comments: Bastion could use a little bit of an offensive boost to balance out how vulnerable Configuration: Recon’s bulky size and Sentry’s stationary nature make it. As a reward for surviving in spite of these weaknesses, we gave Bastion a lower spread in Sentry mode to make it more effective at farther ranges than it was previously.
- Configuration: Sentry and Configuration: Recon - Minimum damage at max range increased from 30% to 50%.
Developer Comment: The goal of these changes is to slightly reduce the impact of damage falloff on mid-range weapons. While assessing falloff mechanics across the board, weapons intended primarily for close-range combat benefited too greatly from lowering their falloff restrictions. We also normalized a couple of outliers in that Mei had a long-range travel time projectile with falloff applied and Widowmaker's automatic fire did not have any.
- Bastion now takes 20% less damage while in Configuration: Sentry or Tank (formerly 35%)
Developer Comment: After introducing the new Ironclad passive ability in the last patch, Bastion felt a little too difficult to deal with. This reduction maintains his survivability while he’s transformed, but he shouldn’t feel so overbearing to enemies.
- Reconfiguration time decreased from 1.5 seconds to 1.0 second
- Bullet spread increased by 50%
- Bullet spread is always at maximum (it no longer increases as the weapon is fired)
- Magazine size increased from 200 to 300
- No longer deals critical damage
- Bullet spread decreased by 25%
- Magazine size increased from 20 to 25
- Can now be used while moving
- Now bound to secondary fire (formerly Ability 2)
- No longer interrupted by taking damage
- A new resource meter has been added that depletes while Self-Repair is active and recharges when not in use
- No longer grants bonus armor
New Passive Ability: Ironclad
- Bastion takes 35% less damage while in Configuration: Sentry or Tank
Developer Comment: The goal of these changes is to move some of Bastion's power from Configuration: Sentry to Recon, while keeping its sentry mode a strong option, especially versus tanks and barriers. Overall, Bastion should feel stronger and more flexible with these changes.
References
- ↑ 1.0 1.1 1.2 1.3 1.4 Bastion (OW2), PlayOverwatch. Accessed on 2022-12-12
- ↑ 2.0 2.1 2.2 2.3 Bastion (Overwatch), Blizzard Entertainment. Accessed on 2015-03-08
- ↑ 2016-06-07, "Bastion is voiced by Chris Metzen, ran through several software plugins and voice modulations.". Reddit (originally from the Overwatch art book). Accessed on 2016-06-23
- ↑ Bastion (Overwatch 2), Blizzard Entertainment. Accessed on 2022-10-05
- ↑ The Last Bastion
- ↑ Bastion: Binary
- ↑ Torbjörn (Overwatch 2), Blizzard Entertainment. Accessed on 2022-10-05
- ↑ 8.0 8.1 2019-11-07, BlizzCon 2019 Overwatch 2 Panel Transcript. Blizzplanet, accessed on 2020-04-10
- ↑ Overwatch, Brigitte Quotes
- ↑ 2017-11-03, Blizzard World | New Hybrid Map | Overwatch. YouTube, accessed on 2017-11-04
- ↑ 2015-11-06, Overwatch: Origins Edition (PC) Pre-Orders have Begun. Blizzplanet, accessed on 2015-11-07
- ↑ 2017-02-09, Michael Chu Twitter. Accessed on 2017-03-03
- ↑ 2016-08-16, Michael Chu Twitter. Accessed on 2017-03-03
- ↑ 2021-09-26, Overwatch 2 | Bastion Rework. YouTube, accessed on 2021-10-14
- ↑ EGO® Overwatch® Omnic Bastion 75987 Building Kit (182 Pieces), Blizzard Entertainment. Accessed on 2018-12-10
- ↑ Forging Worlds: Stories Behind the Art of Blizzard Entertainment
- ↑ 2022-11, Overwatch 2 Art Director Dion Rogers Talks About The Design Principles Behind The Dual Modes For Ramattra In Interview. Gamerbraves, accessed on 2022-11-15
- ↑ Livestream Recap, OVERPWN, Accessed on 2015-13-08
- ↑ 2022-10-10, PlayOverwatch, Twitter. Accessed on 2022-10-15
External Links
Heroes in Overwatch 2
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Tank |
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