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'''Hit points''' (HP) represent how much damage a [[Heroes|hero]] or [[Objects|object]] can take. The current and total hit points of the unit are shown in their health bar, divided into bars each worth 25 HP. ==Overview== There are 4 main types of hit points in Overwatch 2. From bottom to top these are [[#Health|health]], [[#Armor|armor]], [[#Shields|shields]], and [[#Overhealth|overhealth]]. Out of the four, health, armor and shields are ''recoverable HP'', meaning that they can be restored by [[healing]], whereas overhealth is ''non-recoverable HP''. When taking damage, hit points will be consumed in order from top to bottom, and when being healed, restored from bottom to top. Each type of hit points has certain properties, which only apply to that portion of HP. For example, if an instance of damage is higher than remaining armor, the damage reduction will only apply in proportion to the amount of damage the armor would take, and shields will only regenerate itself rather than the other types of hit points above or below them. A hero's HP is "low" at 50% and "critical" at 25%. Their location will be shown to all friendly supports. If a hero's HP becomes ~25-30% or lower, a gasp sound effect is played and blood appears around the borders of the screen ( no blood in Junkenstein modes and tutorial), with the exception of 175 HP heroes, who get it at 70 HP (currently only [[Tracer]] and [[Eject!|pilot D.Va]]). ==Health== The most basic form of HP is '''health''', which appears on all heroes. It is the bottom-most type of HP, which is depleted when there is no armor or shields to protect it, and is the first to be replenished when being healed. If a hero's health comes to 0, they will die. Heroes in the [[roles|Tank role]] have an additional 150 Health in 5v5 Role Queue game modes. Health is colored white. {| class="wikitable sortable mw-collapsible mw-collapsed" style="text-align:center; min-width:40%;" |+ List of abilities that grant Health ! Hero ! Ability ! Description ! Health ! Duration ! Details |- {{Hero table cell|Winston}} {{Ability table row|Primal Rage|fields=official_description, base_health, duration, details}} |} ==Armor== '''Armor''' is a type of recoverable HP that reduces damage dealt to that portion of health. Armor hit points are applied on top of health and below shields. The following heroes have armor as part of their baseline health pool: [[D.Va]], [[Hazard]], [[Mauga]], [[Orisa]], [[Ramattra]], [[Reinhardt]], [[Winston]], [[Wrecking Ball]], [[Bastion]], [[Torbjörn]], [[Vendetta]] and [[Brigitte]]. Armor can also be obtained through some abilities. Armor is colored <span style="color:{{color|armor}};">'''orange'''</span>. Armor is extremely effective against attacks that consist of multiple smaller instances of damage, like shotguns. For every instance of damage received - that is not from a [[beam]] or a [[damage over time]] effect - armor reduces the damage received by 7, up to a maximum of 50% of the incoming damage. In other words, any damage instance that is lower than 14, will be halved instead of being reduced by flat 7 damage. Direct hit bonuses from explosive projectiles are dealt in the same instance as the splash damage, meaning that armor reduction only applies once. However, for shotgun and burst weapons, each pellet is a separate damage instance, so armor reduction is applied for each projectile. Armor reduction is always applied in full if the damage instance removes any armored health - either upon transitioning from shields or over health to armor or from armor to base health. Against beams and damage-over-time effects, armor works differently: armor reduces the damage of beam-type weapons by 30%, regardless of the amount of damage dealt by instance, and damage over time effects are completely exempt from the reduction. Exceptionally, Winston's {{al|Tesla Cannon}} also pierces the damage reduction from armor, causing it to deal the same damage to armor as it would to normal health. Armor is applied after all other [[damage modification]]s, however the combined reduction of armor and other modifications to damage taken may not exceed 50%, unless a single ability increases it past that point. For example, if Bastion were to take 100 damage while transformed, his {{al|Ironclad}} passive (-20% taken) would reduce it to 80, and then armor would further reduce it by 7. This does not hit the 50% reduction limit, so it results in Bastion taking 73 damage. On the other hand, if a fortified Orisa (that has depleted their overhealth) would take 100 damage, {{al|Fortify}} (-45% taken) reduces it to 55, and armor would then reduce it by another 7 points to 48 damage. But because this is equivalent to a 52% total reduction, the reduction is limited to 50% and Orisa takes 50 damage. {| class="wikitable sortable mw-collapsible mw-collapsed" style="text-align:center; min-width:40%;" |+ List of abilities that grant armor ! Hero ! Ability ! Description ! Armor ! Duration ! Details |- {{Hero table cell|Brigitte}} {{Ability table row|Rally|fields=official_description, armor, duration, details}} {{Hero table cell|Ramattra}} {{Ability table row|Nemesis Form|fields=official_description, armor, duration, details|details=*Ramattra can also gain the benefits of Nemesis Form through his ultimate, {{al|Annihilation}}. Does not stack.}} |} ==Shields== '''Shields''' are a type of recoverable HP that automatically regenerate while not taking damage. Shield is the topmost form of recoverable hit points, above armor. The following heroes have shields as part of their baseline health pool: [[Sigma]], [[Wrecking Ball]], [[Zarya]], [[Symmetra]], [[Juno]], [[Echo]], [[Lifeweaver]] and [[Zenyatta]]. [[D.Va]] and [[Pharah]] also convert some of their normal health into shields through certain [[perks]]. Some [[objects]] also have shield HP. Shields are colored <span style="color:{{color|shields}};">'''light blue'''</span>. After not taking damage for 3 seconds, shields start regenerating at a rate of {{tt|30 shields per second|5.76 shields every 0.192 s}}. This recovery is treated as a form of healing, meaning that it can be amplified by certain effects or blocked by [[Crowd Control#Anti-Heal|anti-heal]]. The shield regeneration works additively to the passive regen all heroes have, allowing a hero to heal up to 40 + 5% of their max HP per second without assistance, given they have shield health to regen. {| class="wikitable sortable mw-collapsible mw-collapsed" style="text-align:center; min-width:40%;" |+ List of abilities that grant shield health ! Hero ! Ability ! Description ! Shields ! Duration ! Details |- {{Hero table cell|Venture}} {{Ability table row|Explorer's Resolve|fields=official_description, shields, duration, details |details=*Shield health gained is capped at 75. *Decays at a rate of 30 shield health per second after the duration.}} |} === Barrier health === [[Barrier]] health is a type of shield health.<ref>[https://us.battle.net/forums/en/overwatch/topic/20742644653 Overwatch Beta Patch Notes – March 1, 2016] — The health on Winston's barrier is specifically called "Shield health"</ref><ref>[https://us.forums.blizzard.com/en/overwatch/t/overwatch-ptr-patch-notes-september-21-2018/214168 OVERWATCH PTR PATCH NOTES – SEPTEMBER 21, 2018] — The health on Brigitte's barrier is specifically called "Shield health"</ref> The main difference between barrier health and regular shields is their regeneration: Barrier health only regenerates while the barrier is inactive, meaning only recallable barriers can regenerate. Furthermore, the delay before regeneration is 2 seconds instead of 3, and the regeneration rate varies between barriers. Barriers are also destroyed by Sombra's {{al|EMP}} if they are hit while active, unlike shields. == Overhealth == '''Overhealth''' is a type of non-recoverable HP that represents most temporary forms of HP in Overwatch 2. It is only gained through abilities. Overhealth can decay either over time or immediately at the end of a timer. Enemies receive 50% less [[ultimate charge]] and [[perk]] progress from damage dealt to overhealth. Overhealth is represented by a <span style="color:{{color|overhealth}};">'''green'''</span> health bar. {| class="wikitable sortable mw-collapsible mw-collapsed" style="text-align:center; min-width:40%;" |+ List of abilities that grant overhealth ! Hero ! Ability ! Description ! Overhealth ! Duration ! Details |- {{Hero table cell|Bastion}} {{Ability table row|Armored Artillery|fields=official_description, overhealth, duration, details|details=*Overhealth starts to decay 3 seconds after the ultimate ends at a rate of 100 hp/s.}} {{Hero table cell|Brigitte}} {{Ability table row|Rally|fields=official_description, overhealth, duration, details|details=*Overhealth lasts up to 30 seconds, then quickly decays.}} {{Hero table cell|D.Va}} {{Ability table row|Bunny Power|fields=official_description, overhealth, duration, details|details=*Overhealth decays at a rate of 25 hp/s once the duration ends.}} {{Hero table cell|Doomfist}} {{Ability table row|The Best Defense...|fields=official_description, overhealth, duration, details|details=*Overhealth maxes out at 200. *Overhealth decay rate is 3 hp/s. *Dealing ability damage resets the duration.}} {{Hero table cell|Junker Queen}} {{Ability table row|Commanding Shout|fields=official_description, overhealth, duration, details|details=*Overhealth is lost immediately when duration ends.}} {{Hero table cell|Lifeweaver}} {{Ability table row|Tree of Life|fields=official_description, overhealth, duration, details|details=*Overhealth will last for 6 seconds once leaving the AoE healing radius of the tree, or once the duration ends.}} {{Hero table cell|Lúcio}} {{Ability table row|Sound Barrier|fields=official_description, overhealth, duration, details|details=*Overhealth immediately starts decaying at a rate of 125 hp/s.}} {{Hero table cell|Mauga|span=3}} {{Ability table row|Berserker|fields=official_description, overhealth, duration, details|details=*Overhealth decay rate is 5 hp/s. *Dealing critical damage through any means will reset the duration.}} {{Ability table row|Pyromaniac|fields=official_description, overhealth, duration, details|details=*Overhealth gained is shared with that of the Berserker passive ability, and maxes out at 150.}} {{Ability table row|Combat Fuel|fields=official_description, overhealth, duration, details|details=}} {{Hero table cell|Mercy}} {{Ability table row|Angelic Resurrection|fields=official_description, overhealth, duration, details|details=*Overhealth is gained immediately upon button press, regardless of if the cast is interrupted or not. *Overhealth decay rate is 5 hp/s.}} {{Hero table cell|Orisa}} {{Ability table row|Fortify|fields=official_description, overhealth, duration, details|details=*Overhealth is lost immediately when duration ends. *Orisa can also gain the benefits of Fortify through her ultimate, {{al|Terra Surge}}. Does not stack.}} {{Hero table cell|Roadhog}} {{Ability table row|Pulled Pork|fields=official_description, overhealth, duration, details|details=*Grants 50 overhealth immediately on hit, and up to 200 additional overhealth based on pull distance. *Overhealth decay rate is 50 hp/s.}} {{Hero table cell|Sigma}} {{Ability table row|Kinetic Grasp|fields=official_description, overhealth, duration, details|details=*Overhealth slowly decays after a few seconds.}} {{Hero table cell|Sombra}} {{Ability table row|Healthy Hacker|fields=official_description, overhealth, duration, details|details=*Overhealth decay rate is 10 hp/s.}} {{Hero table cell|Torbjörn}} {{Ability table row|Overload|fields=official_description, overhealth, duration, details|details=*Overhealth is lost immediately when duration ends.}} {{Hero table cell|Tracer}} {{Ability table row|Quantum Entanglement|fields=official_description, overhealth, duration, details|details=}} {{Hero table cell|Vendetta}} {{Ability table row|Swift Vengeance|fields=official_description, overhealth, duration, details|details=}} {{Hero table cell|Wrecking Ball}} {{Ability table row|Adaptive Shield|fields=official_description, overhealth, duration, details|details=*Overhealth is lost immediately when duration ends.}} {{Hero table cell|Wuyang}} {{Ability table row|Tidal Blast|fields=official_description, overhealth, duration, details|details=*Overhealth is lost immediately when duration ends.}} |} == Temporary Armor & Shields == Temporary armor & shields were a prominent feature used in [[Overwatch]]. They are types of non-recoverable HP similar to Overhealth. Temporary armor (colored ''dark orange'') granted the same effects as regular armor. Temporary shields (colored ''dark blue'') granted no unique effects. In [[Overwatch 2]], all abilities at the time that provided temporary armor & shields were removed to help reduce visual noise when multiple types of hit points were applied to a hero, especially in [[Hero Missions]] and [[Story Missions]]. All abilities that previously granted temporary armor or shields in [[Overwatch]] were updated to grant overhealth in [[Overwatch 2]]. Temporary armor & shields can still be accessed through [[Workshop]] actions, where they can be applied to a player with the ''Add Health Pool to Player'' action. While temporary armor is still dark orange, temporary shields are now yellow instead of the dark blue in [[Overwatch]]. Despite this, they both maintain the same functionality they had in [[Overwatch]]. In [[Overwatch 2]], they reintroduced aspects of temporary armor with the release of [[Ramattra]]. His [[Nemesis Form]] grants him additional armor health, which while healable in Nemesis Form, will disappear once the cooldown ends. As for temporary shields, aspects of this was reintroduced with [[Venture]]'s kit, with their passive [[Explorer's Resolve]], which provided them with temporary shield health that regenerates (like regular shield health) but decay after a short while. Unlike [[Overwatch]], both temporary armor and shields have the same color as regular armor and shields, being treated the same. Additionally, all abilities that grant temporary shields and armor in Overwatch 2 only grant them to the user, not allies. == List of hero hit points == {| class="wikitable sortable mw-collapsible" style="text-align: center;" ! [[Heroes|Hero]] ! Role ! style="color:{{color|health}};"|Health ! style="color:{{color|armor}};"|Armor ! style="color: {{color|shields}};"|Shields ! Total |- {{Hero health row|Ana}} {{Hero health row|Ashe}} {{Hero health row|Baptiste}} {{Hero health row|Bastion}} {{Hero health row|Brigitte}} {{Hero health row|Cassidy}} {{Hero health row|D.Va}} {{Hero health row|Doomfist}} {{Hero health row|Echo}} {{Hero health row|Freja}} {{Hero health row|Genji}} {{Hero health row|Hanzo}} {{Hero health row|Hazard}} {{Hero health row|Illari}} {{Hero health row|Junker Queen}} {{Hero health row|Junkrat}} {{Hero health row|Juno}} {{Hero health row|Kiriko}} {{Hero health row|Lifeweaver}} {{Hero health row|Lúcio}} {{Hero health row|Mauga}} {{Hero health row|Mei}} {{Hero health row|Mercy}} {{Hero health row|Moira}} {{Hero health row|Orisa}} {{Hero health row|Pharah}} {{Hero health row|Ramattra}} {{Hero health row|Reaper}} {{Hero health row|Reinhardt}} {{Hero health row|Roadhog}} {{Hero health row|Sigma}} {{Hero health row|Sojourn}} {{Hero health row|Soldier: 76}} {{Hero health row|Sombra}} {{Hero health row|Symmetra}} {{Hero health row|Torbjörn}} {{Hero health row|Tracer}} {{Hero health row|Vendetta}} {{Hero health row|Venture}} {{Hero health row|Widowmaker}} {{Hero health row|Winston}} {{Hero health row|Wrecking Ball}} {{Hero health row|Wuyang}} {{Hero health row|Zarya}} {{Hero health row|Zenyatta}} |} ==List of non-hero HP== {| class="wikitable sortable" style="text-align: center;" ![[Hero]] ![[Ability]] ! style="color: white;"|Health ! style="color: #ffdc31;"|Armor ! style="color: #72bdea;"|Shields !Total !Notes |- ![[Image:Icon-Ashe.png|60px|center]][[Ashe]] |[[Image:Ability-ashe4.png|50px|center]][[Ashe#B.O.B.|B.O.B.]] |1000 |style="color: #ffdc31;"| |style="color: #72bdea;"| |'''1000''' | style="text-align: left;"| <small> * Can be healed * Can receive temporary HP </small> |- ![[Image:Icon-Baptiste.png|60px|center]][[Baptiste]] |[[Image:Baptiste-ability3.png|50px|center]][[Immortality Field]] |125 |style="color: #ffdc31;"| |style="color: #72bdea;"| |'''125''' | style="text-align: left;"| <small> </small> |- ![[Image:Icon-Brigitte.png|60px|center]][[Brigitte]] |[[Image:Barrier_Shield.png|50px|center]][[Barrier Shield]] | | style="color: #ffdc31;" | | style="color: #72bdea;" |250 |'''250''' | style="text-align: left;"| <small> * 85/s shield regeneration * 700 during {{al|Rally}} </small> |- ![[Image:Icon-Hazard.png|60px|center]][[Hazard]] |[[Image:Jagged_Wall.png|50px|center]][[Jagged Wall]] |400 | style="color: #ffdc31;" | | style="color: #72bdea;" | |'''400''' | style="text-align: left;"| <small> </small> |- ![[Image:Icon-Illari.png|60px|center]][[Illari]] |[[Image:Healing_pylon_icon.png|50px|center]][[Healing Pylon]] |75 | style="color: #ffdc31;" | | style="color: #72bdea;" |50 |'''125''' | style="text-align: left;"| <small> * 30/s shield regeneration </small> |- ! rowspan="3" |[[Image:Icon-Junkrat.png|60px|center]][[Junkrat]] |[[Image:Ability-Junkrat2.png|50px|center]][[Concussion Mine]] |25 | style="color: #ffdc31;" | | style="color: #72bdea;" | |'''25''' | style="text-align: left;"| <small> </small> |- |[[Image:Ability-Junkrat3.png|50px|center]][[Steel Trap]] |100 | style="color: #ffdc31;" | | style="color: #72bdea;" | |'''100''' | style="text-align: left;"| <small> </small> |- |[[Image:Ability-Junkrat5.png|50px|center]][[RIP-Tire]] |100 | style="color: #ffdc31;" | | style="color: #72bdea;" | |'''100''' | style="text-align: left;"| <small> </small> |- ! rowspan="2" |[[Image:Icon-Lifeweaver.png|60px|center]][[Lifeweaver]] |[[Image:Petal Platform Icon.png|50px|center]][[Petal Platform]] |300 | style="color: #ffdc31;" | | style="color: #72bdea;" | |'''300''' | style="text-align: left;"| <small> </small> |- |[[Image:Tree of Life Icon.png|50px|center]][[Tree of Life]] |1200 | style="color: #ffdc31;" | | style="color: #72bdea;" | |'''1200''' | style="text-align: left;"| <small> </small> |- ![[Image:Icon-Mauga.png|60px|center]][[Mauga]] |[[Image:Cage_Fight_icon.png|50px|center]][[Cage Fight]] | | style="color: #ffdc31;" | | style="color: #72bdea;" |1200 |'''1200''' | style="text-align: left;"| <small> </small> |- ![[Image:Icon-Mei.png|60px|center]][[Mei]] |[[Image:Ability-mei3.png|50px|center]][[Ice Wall]] |250 | style="color: #ffdc31;" | | style="color: #72bdea;" | |'''250''' | style="text-align: left;"| <small> * 5 pillars </small> |- ![[File:Icon-Orisa.png|center|frameless|60x60px]][[Orisa]] |[[File:Perk_ProtectiveBarrier.png|frameless|50x50px]] [[Protective Barrier]] | | |style="color: #72bdea;" |600 |'''600''' | |- ![[File:Icon-Ramattra.png|center|frameless|60x60px]][[Ramattra]] |[[File:Void Barrier Icon.png|frameless|50x50px]] [[Void Barrier]] | | |style="color: #72bdea;" |1000 |'''1000''' | |- ![[Image:Icon-Reinhardt.png|60px|center]][[Reinhardt]] |[[Image:Ability-reinhardt2.png|50px|center]][[Barrier Field]] | | style="color: #ffdc31;" | | style="color: #72bdea;" |1500 |'''1500''' | style="text-align: left;"| <small> * 160/s shield regeneration |- ![[File:Icon-Sigma.png|center|60px]][[Sigma]] |[[File:Abilities-sigma2.png|center|50px]][[Experimental Barrier]] | | style="color: #ffdc31;" | | style="color: #72bdea;" |700 |'''700''' | style="text-align: left;" | <small> *85/s shield regeneration |- ! rowspan="4" | [[Image:Icon-Symmetra.png|60px|center]][[Symmetra]] |[[Image:Ability-symmetra2.png|50px|center]][[Sentry Turret]] |40 | style="color: #ffdc31;" | | style="color: #72bdea;" | |'''40''' | style="text-align: left;" | <small> *Up to 3 turrets </small> |- |[[Image:Ability-symmetra4.png|50px|center]][[Teleporter]] |100 | style="color: #ffdc31;" | | style="color: #72bdea;" |250 |'''350''' | style="text-align: left;" | <small> *2 pads *Destruction destroys both *30/s shield regeneration </small> |- |[[Image:Ability Symmetra Photon Barrier.png|50px|center]][[Symmetra#Hovering Barrier|Hovering Barrier]] | | style="color: #ffdc31;" | | style="color: #72bdea;" |600 |'''600''' | style="text-align: left;" | <small></small> |- |[[Image:Photon_Barrier.png|50px|center]][[Photon Barrier]] | | style="color: #ffdc31;" | | style="color: #72bdea;" |4000 |'''4000''' | style="text-align: left;" | <small></small> |- ![[Image:Icon-Torbjörn.png|60px|center]][[Torbjörn]] |[[Image:Ability-torbjorn3.png|50px|center]][[Deploy Turret]] |225 | style="color: #ffdc31;" | | style="color: #72bdea;" | |'''225''' | style="text-align: left;" | <small> *Can be [[Forge Hammer|repaired]] </small> |- ![[Image:Icon-Widowmaker.png|60px|center]][[Widowmaker]] |[[Image:Ability-widowmaker3.png|50px|center]][[Venom Mine]] |1 | style="color: #ffdc31;" | | style="color: #72bdea;" | |'''1''' | style="text-align: left;" | <small></small> |- ![[Image:Icon-Winston.png|60px|center]][[Winston]] |[[Image:Ability-winston3.png|50px|center]][[Barrier Projector]] | | style="color: #ffdc31;" | | style="color: #72bdea;" |650 |'''650''' | style="text-align: left;" | <small></small> |- ! rowspan="2" | [[File:Icon-Wrecking Ball.png|center|60x60px]][[Wrecking Ball]] |[[Image:Adaptive_Barrier.png|50px|center]][[Wrecking Ball#Adaptive Barrier|Adaptive Barrier]] | | style="color: #ffdc31;" | | style="color: #72bdea;" |150 |'''150''' | style="text-align: left;" | <small></small> |- |[[File:Minefield.png|center|51x51px]][[Minefield]] |60 | style="color: #ffdc31;" | | style="color: #72bdea;" | |'''60''' | style="text-align: left;" | <small> *15 mines </small> |- ! rowspan="2" |[[Image:Icon-Zarya.png|60px|center]][[Zarya]] |[[Image:Ability-zarya2.png|50px|center]][[Particle Barrier]] | | style="color: #ffdc31;" | | style="color: #72bdea;" |225 |'''225''' | style="text-align: left;" | <small></small> |- |[[Image:Ability-zarya3.png|50px|center]][[Projected Barrier]] | | style="color: #ffdc31;" | | style="color: #72bdea;" |225 |'''225''' | style="text-align: left;" | <small></small> |} ==Trivia== *If armor is hit, a metallic sound effect is played. *If a hero's shields are destroyed, the screen becomes cracked. *The bleed effect originally occurred when a hero's HP became 75 or lower. Since this was highly inefficient for Tanks, it was replaced with a more relativistic system. *Hit points received an overhaul in Overwatch 2: **There used to be three types of non-recoverable HP: health, armor, and shields, which always goes on top of their respective recoverable counterparts. **Armor was changed to reduce all damage by 30%. This was reverted in Season 10. *** Effectively, this meant that any attack that dealt more than ~16.67 damage were reduced more than before. **Prior to being reworked in Overwatch 2, Sombra's {{al|EMP}} used to do massive bonus damage to shields, effectively destroying them upon hit. * Armor originally treated the "ticks" of beams and damage-over-time effects as instances of damage. In general, beams and DoT tick once every 0.192 seconds (e.g. 50 DPS = 9.6 damage per 0.192 seconds). This means that most beams and DoT effects were reduced by ~26 DPS, and beams/DoT effects that did less than ~52 DPS were halved by armor. This was changed so that beams would always receive a 20% reduction against armor (later increased to 30%) and damage over time effects became unaffected by armor.<ref>[[March 19, 2019 Patch]]</ref> ** With the change to 30% reduction for beams, beams that did less than ~87 DPS were buffed against armor while beams that did more were nerfed. ** Ana's [[Biotic Rifle]] inflicts a short DoT effect for its 70 damage, but the damage is unevenly split (2.24 + 6.72 + 26.88 + 26.88 + 7.28). As a result, it used to do {{tt|51.88|1.12 + 3.36 + 21.88 + 21.88 + 3.64}} damage against armor (~30% reduction) before the changes. *The priority order for damage was originally shields (non-recoverable, then recoverable), then armor (non-recoverable, then recoverable), and then health. This meant that the armor provided by [[Rally]] would go underneath the shields of heroes such as [[Zenyatta]]. **The Patch Notes for Patch 1.33.0.1, which issued this change, mentions "non-recoverable health" when listing the new priority order.<ref>[https://playoverwatch.com/en-us/news/patch-notes/pc/#patch-54983 Overwatch Patch Notes – FEBRUARY 19, 2019]</ref> Currently, non-recoverable health is only accessible through Workshop scripts, and is therefore inaccessible in standard play. *[[Symmetra]] originally had an ability called Photon Shield which allowed her to create 25 recoverable shields for her teammates. When Symmetra got her first rework, Photon Shield was removed and Shield Generator was added, which gave all surrounding teammates 75 recoverable shields. This too was removed upon Symmetra's second rework. Photon Shield and Shield Generator were the only ways heroes could have recoverable HP that were not found on their base HP. *[[Ashe#B.O.B.|B.O.B.]] is treated as an additional teammate, so he is affected by abilities that grant non-recoverable HP to allies, such as [[Sound Barrier]] and [[Rally]]. B.O.B. is the only non-hero that can have additional HP. *The term "shields" is often informally used to refer to [[barrier]]s. Since barriers have shields for their HP, anything that exclusively damages shields also damages barriers. Currently, the only ability that does that is [[EMP]]; however, in the beta, Pharah's [[Concussive Blast]] used to be able to do 700 damage to shields and barriers. *[[Vendetta]]'s Sundering Blade will remove overhealth and ignore armor reduction. ==References== <references /> {{GameplayNav}} [[Category:Gameplay]]
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