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[[File:Clash arcade pic.jpg|thumb|Clash]] '''Clash''' is a game mode in ''[[Overwatch 2]].<ref name="UpdateReleases">2024-03-19, [https://overwatch.blizzard.com/en-us/news/24062312/developer-update-hero-releases-mythics-and-gameplay-updates/ DEVELOPER UPDATE: HERO RELEASES, MYTHICS, AND GAMEPLAY UPDATES]. ''Blizzard Entertainment'', accessed on 2024-03-20</ref>''It was released in [[Season]] 12.<ref name="Season12Trailer">{{Cite web|url=https://www.youtube.com/watch?v=44vfe7D6GkQ |title =<nowiki>Season 12: New Frontiers Official Trailer | Overwatch 2</nowiki> |author=PlayOverwatch on YouTube |date=2024-08-14}}</ref> == Gameplay == [[File:Clash-graphic.png|thumb|Clash infographic]] Clash has five total objectives lettered A through E, placed in a linear pattern on a mirrored map (Objective A is at one end of the map, and Objective E is at the other). Objective C, the center objective, is always activated first. Both teams must attempt to capture each point before the other. On the middle three objectives (B, C and D) a point is scored by fully capturing the current objective. When a team captures the current objective, they are awarded one point to their total score, and a new objective closer to the enemy spawn is activated. The final points (A and E) function the same to the defending team (i.e. the team whose side of the map the point is); capturing the objective awards them a point and moves the objective closer to enemy spawn. However, for the attacking team the objective is split into three segments, each segment awarding them a point when captured and any segment progress is stored for future attempts if the defending team retakes the point. Additionally, whenever the attacking team secure a section in the final capture zone, all defenders will [[respawn]] immediately and their respawn times when the final point are reduced by 2 seconds for each segment the attackers have secured. First team to obtain 5 points in total wins. == Capture Times == At the match start and whenever a team has fully captured an objective, the timer for the next objective unlocking is initiated, lasting 25 seconds if the next point to unlock is B, C or D or 27.5 seconds if the next point is A or E. The time it takes a team to capture an objective in Clash differs based on which objective is active. Points C for both teams, B and D for attackers and A and E for defenders take 20.6 seconds to capture with one player on the objective. This equates to a capture rate of ~4.85% per second. The capture time for points B and D is increased by 10% for the defending team to 22.6 seconds. Points A, and E are split into three sections for the attacking team each taking progressively longer to capture: First section taking 8.2 seconds, second 11.3 and third 13.4 seconds for a total of 32.9 seconds for a full capture. The amount of heroes from the capturing team on the point also affects the capture rate. Having two players on the objective speeds up the capture rate by 18% and three or more players on the objective increases the capture rate by 48% compared to only one player capturing it. If all players from the capturing team leave the point, the capture progress starts to slowly decay after 5 seconds if no members of the opposing team are on the objective. If any players from the enemy team step on the point, the capture progress starts to decay immediately and the rate is much faster. The team that took control of a partially captured point must fully reverse the capture progress from the opposing team before they can to progress the capture themselves. On the final point, the decay rate is halved to the attacking team. {| class="fandom-table" |+ '''Capture times (in seconds)''' ! Objective ! Team ! 1 Player ! 2 Players ! 3+ Players |- | C | Both | 20.6 | 17.4 | 13.9 |- | rowspan="2" | B, D | Attacker | 20.6 | 17.4 | 13.9 |- | Defender | 22.6 | 19.1 | 15.3 |- | rowspan="2" | A, E | Attacker | 32.9<br>(8.2 / 11.3 / 13.4) | 27.8<br>(7.0 / 9.5 / 11.3) | 22.2<br>(5.6 / 7.6 / 9.0) |- | Defender | 20.6 | 17.4 | 13.9 |} ==Maps== Currently, there are {{map count|type=Clash}} Clash maps in the game: * [[Hanaoka]] * [[Throne of Anubis]]<ref name="Season12Trailer"/> == Development == {{Quote|This game mode is really about momentum and how you come together as a team in order to stop the enemy team's advance, then regroup and start pushing into enemy territory. It does require a lot of teamwork and a lot of coordination, and that's the part of the mode that we're a little bit worried about.<ref name="overhaul"/>|[[Aaron Keller]], Game Director}} *A major development goal for Clash was to create a game mode where players truly came together as a team. Clash took inspiration from the Assault mode from ''[[Overwatch]]'', but removed the defense element to only include two attacking teams, making coordination and regrouping more important.<ref name="overhaul">2024-03-19.[https://www.gamespot.com/articles/why-blizzard-is-overhauling-overwatch-2-to-be-more-generous/1100-6521944/ Why Blizzard is Overhauling Overwatch 2 to be more "Generous"]. ''GameSpot'', accessed on 2024-04-21</ref> *Clash had a limited-time trial from April 16 to April 29, 2024 that allowed players to try out the mode on [[Hanaoka]]. It was available as an [[Arcade]] mode called "Hanaoka Clash" and was also in the [[Unranked|Quick Play]] Role Queue map pool.<ref>2024-04-16. [https://overwatch.blizzard.com/en-us/news/patch-notes/ OVERWATCH 2 RETAIL PATCH NOTES - APRIL 16, 2024]. ''Blizzard Entertainment'', accessed on 2024-04-21</ref> *Clash was removed from Competitive Play in Season 15. It remains playable in other modes.<ref>2025-01-31, [https://overwatch.blizzard.com/en-us/news/24167662/director-s-take-looking-back-and-looking-ahead/ Director’s Take: Looking Back and Looking Ahead]. ''PlayOverwatch'', accessed on 2025-02-19</ref> ==References== <references /> {{GameplayNav}} {{MapNav}} [[Category: Game Modes]]
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