Hit points (HP) represent how much damage a hero or 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, armor, shields, and overhealth. Out of the four, health, armor and shields are recoverable HP, meaning that they can 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 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 Tank role have an additional 150 Health in Role Queue game modes. Health is colored white.
Hero | Ability | Description | Health | Duration | Details |
---|---|---|---|---|---|
Winston |
Primal Rage | Gain immense health, but you can only leap and punch enemies. | 700 max health, fully restore HP | 10 seconds (transformation) |
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, Mauga, Orisa, Ramattra, Reinhardt, Winston, Wrecking Ball, Bastion, Torbjörn, and Brigitte. Armor can also be obtained through some abilities. Armor is colored orange.
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. 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 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 modifications. However, it still respects the global 50% cap for damage reduction effects. For example, if a fortified Orisa would take 120 damage, Fortify (-45% taken) reduces it to 66, then armor could reduce it by another 7 points, but that would cause Orisa to take 59 damage in total, which is just under 50% of the original; so Orisa takes 60 damage.
Hero | Ability | Description | Armor | Duration | Details |
---|---|---|---|---|---|
Brigitte |
Rally | Gain armor, empower Barrier Shield and provide extra health to nearby allies. | 100 (self) | 10 seconds (Rally) 30 seconds (overhealth) |
|
Ramattra |
Nemesis Form | Transform into Nemesis Form, changing your attacks and gaining bonus armor. | 300 | 8 seconds |
|
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, Lifeweaver and Zenyatta. Some objects also have shield HP. Shields are colored light blue.
After not taking damage for 3 seconds, shields start regenerating at a rate of 30 shields per second. This recovery is treated as a form of healing, meaning that it can be amplified by certain effects or blocked by 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.
Hero | Ability | Description | Shields | Duration | Details |
---|---|---|---|---|---|
Venture |
Explorer's Resolve | Using abilities grants temporary shields. | 30 (normal abilities) 75 (Tectonic Shock) |
3 seconds |
|
Barrier health[ | ]
Barrier health is a type of shield health.[1][2] 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 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 from damage dealt to overhealth. Overhealth is represented by a green health bar.
Hero | Ability | Description | Overhealth | Duration | Details |
---|---|---|---|---|---|
Brigitte |
Rally | Gain armor, empower Barrier Shield and provide extra health to nearby allies. | 15 per 0.5 seconds, up to 100 (allies) | 10 seconds (Rally) 30 seconds (overhealth) |
|
Doomfist |
The Best Defense... | Dealing damage with abilities creates temporary overhealth. | 40 per enemy (normal abilities) 75 per enemy (Meteor Strike) |
| |
Junker Queen |
Commanding Shout | Grants temporary health and movement speed to yourself and allies. | 175 (self) 50 (allies) |
5 seconds (self) 3 seconds (allies) |
|
Lifeweaver |
Tree of Life | Place a tree that instantly heals allies upon sprouting and continues healing periodically as it lives. | 50% of overhealing (max. 100) | 15 seconds | |
Lúcio |
Sound Barrier | Create temporary extra health for nearby allies. | 750 | 6 seconds |
|
Mauga |
Berserker | Gain temporary health when dealing critical damage. | 50% of critical damage dealt (150 max) | ||
Orisa |
Fortify | Gain temporary health, reducing all damage taken and becoming unstoppable. While active, heat generated by your weapon is reduced. | 100 | 4 seconds |
|
Sigma |
Kinetic Grasp | Absorb projectiles in front of you and convert them into extra health. | 60% of damage absorbed (400 max) | 2 seconds |
|
Torbjörn |
Overload | Gain additional extra health as well as improved attack, movement, and reload speed. | 100 | 5 seconds |
|
Wrecking Ball |
Adaptive Shield | Create temporary extra health that increase with more nearby enemies. Some of the health can be transferred to allies. | 100 base + 100 per enemy (self) -50 per ally (max transfer, self) +75 (max transfer, allies) |
7 seconds (self) 4 seconds (allies) |
|
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. However they don't have graphics, and will appear as transparent portions of the player's health bar. 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 disappears 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 which 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[ | ]
Hero | Role | Health | Armor | Shields | Total |
---|---|---|---|---|---|
Ana |
Support | 250 | 250
| ||
Ashe |
Damage | 250 | 250
| ||
Baptiste |
Support | 250 | 250
| ||
Bastion |
Damage | 250 | 100 | 350
| |
Brigitte |
Support | 200 | 50 | 250
| |
Cassidy |
Damage | 275 | 275
| ||
D.Va |
Tank | 225 | 325 | 550
| |
375 | |||||
175 | |||||
Doomfist |
Tank | 375 | 375
| ||
525 | |||||
Echo |
Damage | 225 | 225
| ||
Genji |
Damage | 250 | 250
| ||
Hanzo |
Damage | 225 | 225
| ||
Illari |
Support | 250 | 250
| ||
Junker Queen |
Tank | 375 | 375
| ||
525 | |||||
Junkrat |
Damage | 250 | 250
| ||
Juno |
Support | 75 | 150 | 225
| |
Kiriko |
Support | 225 | 225
| ||
Lifeweaver |
Support | 225 | 50 | 275
| |
Lúcio |
Support | 225 | 225
| ||
Mauga |
Tank | 375 | 200 | 575
| |
525 | |||||
Mei |
Damage | 300 | 300
| ||
Mercy |
Support | 225 | 225
| ||
Moira |
Support | 225 | 225
| ||
Orisa |
Tank | 125 | 350 | 475
| |
275 | |||||
Pharah |
Damage | 225 | 225
| ||
Ramattra |
Tank | 250 | 75 | 325
| |
400 | |||||
Reaper |
Damage | 300 | 300
| ||
Reinhardt |
Tank | 250 | 300 | 550
| |
400 | |||||
Roadhog |
Tank | 600 | 600
| ||
750 | |||||
Sigma |
Tank | 200 | 275 | 475
| |
350 | |||||
Sojourn |
Damage | 250 | 250
| ||
Soldier: 76 |
Damage | 250 | 250
| ||
Sombra |
Damage | 225 | 225
| ||
Symmetra |
Damage | 125 | 150 | 275
| |
Torbjörn |
Damage | 225 | 75 | 300
| |
Tracer |
Damage | 175 | 175
| ||
Venture |
Damage | 250 | 250
| ||
Widowmaker |
Damage | 200 | 200
| ||
Winston |
Tank | 225 | 250 | 475
| |
375 | |||||
Wrecking Ball |
Tank | 300 | 175 | 150 | 625
|
450 | |||||
Zarya |
Tank | 175 | 225 | 400
| |
325 | |||||
Zenyatta |
Support | 75 | 175 | 250
|
List of non-hero HP[ | ]
Hero | Ability | Health | Armor | Shields | Total | Notes |
---|---|---|---|---|---|---|
Ashe | B.O.B. | 1000 | 1000 |
| ||
Baptiste | Immortality Field | 125 | 125 |
| ||
Brigitte | Barrier Shield | 250 | 250 |
| ||
Illari | Healing Pylon | 75 | 50 | 125 |
| |
Junkrat | Concussion Mine | 25 | 25 |
| ||
Steel Trap | 100 | 100 |
| |||
RIP-Tire | 100 | 100 |
| |||
Lifeweaver | Petal Platform | 300 | 300 |
| ||
Tree of Life | 1200 | 1200 |
| |||
Mauga | Cage Fight | 1500 | 1500 |
| ||
Mei | Ice Wall | 250 | 250 |
| ||
Ramattra | 1000 | 1000 | ||||
Reinhardt | Barrier Field | 1600 | 1600 |
| ||
Roadhog | Pig Pen | 100 | 100 | |||
Sigma | Experimental Barrier | 700 | 700 |
| ||
Symmetra | Sentry Turret | 40 | 40 |
| ||
Teleporter | 100 | 200 | 300 |
| ||
Photon Barrier | 4000 | 4000 |
| |||
Torbjörn | Deploy Turret | 225 | 225 |
| ||
Widowmaker | Venom Mine | 1 | 1 |
| ||
Winston | Barrier Projector | 650 | 650 |
| ||
Wrecking Ball | Minefield | 60 | 60 |
| ||
Zarya | Particle Barrier | 225 | 225 |
| ||
Projected Barrier | 225 | 225 |
|
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 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.[3]
- 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 51.88 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.[4] 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.
- 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 barriers. 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.
References[ | ]
- ↑ Overwatch Beta Patch Notes – March 1, 2016 — The health on Winston's barrier is specifically called "Shield health"
- ↑ OVERWATCH PTR PATCH NOTES – SEPTEMBER 21, 2018 — The health on Brigitte's barrier is specifically called "Shield health"
- ↑ March 19, 2019 Patch
- ↑ Overwatch Patch Notes – FEBRUARY 19, 2019
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