
Hybrid is one of the main a game modes in standard play in Overwatch and Overwatch 2. It is a combination of the Assault and Escort modes.
Gameplay[]
In Hybrid, there is an attacking and a defending team. In the first section, the attacking team must capture a point, similar to the Assault game mode, and - if successful - escort a payload across the map, similar to the Escort game mode, in the following two sections. The defending team's goal is to stop them from achieving these objectives. The teams' roles are determined randomly when the map is chosen. In unranked matches, only one round is played, meaning that teams will only get to play the attack or defense round. In Competitive Play, minimum of two rounds is played, with the teams alternating between attack and defense.
At the start of each round, the defending team is allocated 45 seconds to set up defenses before the attacking team is allowed out of their spawn area. When the set up timer runs out, attackers may leave their spawn area and a 4 minute timer (5 minutes in Unranked) begins counting down. Each map has three sections with a checkpoint at the end of each section. Upon capturing the first point and arriving at the second checkpoint, the attackers are awarded with 2:30 bonus time and 1:30 bonus time respectively. (3 minutes and 2 minutes in Unranked). The payload also pauses here briefly and teams' Spawn Rooms are moved closer to the end of the map.
If an attacker is on the capture point or within range of the payload when the timer expires, or shortly beforehand, Overtime will be activated. If the attacking team manages to get to a checkpoint during Overtime, the bonus time is added and Overtime ends, with the game proceeding as normal.
Scoring[]
In Unranked game modes, only one round is played, with players being randomly assigned either the attacker or defender role. The attacking team wins if they manage to deliver the payload to the end of the map, and the defending team wins if they manage to prevent this.
In Competitive Play, minimum of two rounds are played with, teams taking turns playing as both attacker and defender, and the team with higher score after two rounds wins. Capturing the first objective, delivering the payload to the first checkpoint, and delivering the payload to the end of the map, each award the attacking team 1 point for up to 3 points per round.
If the teams are tied, the team that pushed the payload farther or reached higher capture percentage wins. If neither team managed to capture past the first tick (33%) of the meter, the match is ruled as a draw. If both teams push the payload to the end, the match proceeds to extra rounds, following the time bank rules.
Maps[]
There are 7 Hybrid maps available:
Capture point[]
The objective of the first point of the map is a capture point, similar to the Assault game mode. In order to capture the point, the attacking team must occupy the area until they have filled the capture meter. The amount of time the point takes to capture depends on the map, varying between 20 to 32 seconds with 1 player on the objective. The capture rate is faster based on the amount of players on the objective, increasing by 50% if there are two attacking players on the objective, and by 100% if three or more players from the attacking team are capturing it.
The defending team can prevent the attacking team from gaining capture progress by entering the area themselves, "contesting" it. Only one player from the defending team is required to do this, regardless of the amount of attacking players on the objective. As such, this pauses the capture and attacking team must remove all defending team's players from the objective area, before they can continue the capture.
The capture meter is split into three equal sections, marked by two ticks at 1/3 and 2/3 of the meter. If the attacking team has been forced out of the capture area, their progress starts to quickly reverse after a couple seconds, until it hits the previous tick or returns back to zero if the team hasn't managed to progress the capture past the first tick.
Payload[]
The second and third point's objective is a payload that activates after the attacking team has fully captured the first point. The payload functions identically to the payload in Escort game mode. If an attacker is within the range of the payload, it will cause the payload to move along the designated path. Each map's payload has different base move speed and path length. Like the capture point, the payload moves faster with more players on it, increasing by 16.5% when two attackers are near it and by 33% when three or more attackers are moving it. Attackers within range of the payload are healed at a rate of 5 health per second.
Defending players can stay within range of the payload to contest it, stopping it from moving forward. If no attacking players are near it for ten seconds, the payload will start to roll back towards the last checkpoint at a speed of 0.3 m/s.
Some maps have parts that apply forced movement to the payload, usually when the cart is rolled out of its holding area or it travels through a gate that closes behind it. During this time the payload moves as if there were three attacking players on it and it cannot be stopped by defending team contesting it.
Map details[]
| Map | Payload speed | Distance | Pause time | Capture time | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| B | C | Total | Pause 1 | Pause 2 | Door | Total | A | B | C | Total | With pauses | ||
| Blizzard World | 1.65 m/s | 113.67 m | 111.61 m | 225.28 m | 9 s | 8 s | 0 s | 17 s | 25 s | 68.2 s | 67.8 s | 161 s | 178 s |
| Eichenwalde | 1.65 m/s | 127.96 m | 67.74 m | 195.7 m | 4 s | 10 s | 7 s | 21 s | 20 s | 77.8 s | 39.3 s | 137.1 s | 158.1 s |
| Hollywood | 1.5 m/s | 119.10 m | 79.12 m | 198.22 m | 6 s | 15 s | 0 s | 21 s | 30 s | 79.6 s | 52.9 s | 162.5 s | 183.5 s |
| King's Row | 1.35 m/s | 114.68 m | 70.30 m | 184.98 m | 9 s | 6 s | 0 s | 15 s | 32 s | 83 s | 52.1 s | 167.1 s | 182.1 s |
| Midtown | 1.5 m/s | 113.45 m | 95.24 m | 208.69 m | 4.5 s | 10 s | 0 s | 14.5 s | 30 s | 71.1 s | 63.6 s | 164.7 s | 179.2 s |
| Numbani | 1.35 m/s | 93.72 m | 71.77 m | 165.49 m | 8.6 s | 6 s | 0 s | 14.6 s | 25 s | 69.5 s | 53.2 s | 147.7 s | 162.3 s |
| Paraíso | 1.5 m/s | 123.72 m | 92.44 m | 216.16 m | 1.2 s | 15 s | 0 s | 16.2 s | 30 s | 74.8 s | 61.7 s | 166.5 s | 182.7 s |
| Map | Payload speed | Distance | Pause time | Capture time | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| B | C | Total | Pause 1 | Pause 2 | Door | Total | A | B | C | Total | With pauses | ||
| Blizzard World | 1.92 m/s | 113.67 m | 111.61 m | 225.28 m | 9 s | 8 s | 0 s | 17 s | 16.7 s | 58.5 s | 58.2 s | 133.4 s | 150.4 s |
| Eichenwalde | 1.92 m/s | 127.96 m | 67.74 m | 195.7 m | 4 s | 10 s | 7 s | 21 s | 13.3 s | 66.8 s | 33.7 s | 113.8 s | 134.8 s |
| Hollywood | 1.75 m/s | 119.10 m | 79.12 m | 198.22 m | 6 s | 15 s | 0 s | 21 s | 20 s | 68.3 s | 45.4 s | 133.7 s | 154.7 s |
| King's Row | 1.57 m/s | 114.68 m | 70.30 m | 184.98 m | 9 s | 6 s | 0 s | 15 s | 21.3 s | 71.2 s | 44.7 s | 137.3 s | 152.3 s |
| Midtown | 1.75 m/s | 113.45 m | 95.24 m | 208.69 m | 4.5 s | 10 s | 0 s | 14.5 s | 20 s | 61 s | 54.6 s | 135.6 s | 150.1 s |
| Numbani | 1.57 m/s | 93.72 m | 71.77 m | 165.49 m | 8.6 s | 6 s | 0 s | 14.6 s | 16.7 s | 59.7 s | 45.7 s | 122 s | 136.6 s |
| Paraíso | 1.75 m/s | 123.72 m | 92.44 m | 216.16 m | 1.2 s | 15 s | 0 s | 16.2 s | 20 s | 64.2 s | 53 s | 137.2 s | 153.4 s |
| Map | Payload speed | Distance | Pause time | Capture time | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| B | C | Total | Pause 1 | Pause 2 | Door | Total | A | B | C | Total | With pauses | ||
| Blizzard World | 2.19 m/s | 113.67 m | 111.61 m | 225.28 m | 9 s | 8 s | 0 s | 17 s | 12.5 s | 51.3 s | 51 s | 114.8 s | 131.8 s |
| Eichenwalde | 2.19 m/s | 127.96 m | 67.74 m | 195.7 m | 4 s | 10 s | 7 s | 21 s | 10 s | 58.5 s | 29.5 s | 98 s | 119 s |
| Hollywood | 2 m/s | 119.10 m | 79.12 m | 198.22 m | 6 s | 15 s | 0 s | 21 s | 15 s | 59.8 s | 39.8 s | 114.6 s | 135.6 s |
| King's Row | 1.8 m/s | 114.68 m | 70.30 m | 184.98 m | 9 s | 6 s | 0 s | 15 s | 16 s | 62.4 s | 39.2 s | 117.6 s | 132.6 s |
| Midtown | 2 m/s | 113.45 m | 95.24 m | 208.69 m | 4.5 s | 10 s | 0 s | 14.5 s | 15 s | 53.5 s | 47.8 s | 116.3 s | 130.8 s |
| Numbani | 1.8 m/s | 93.72 m | 71.77 m | 165.49 m | 8.6 s | 6 s | 0 s | 14.6 s | 12.5 s | 52.3 s | 40 s | 104.8 s | 119.4 s |
| Paraíso | 2 m/s | 123.72 m | 92.44 m | 216.16 m | 1.2 s | 15 s | 0 s | 16.2 s | 15 s | 56.2 s | 46.4 s | 117.6 s | 133.8 s |
Gallery[]
Payload Appearance[]
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Blizzard World (Crown)
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Eichenwalde (Battering ram)
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Hollywood (HAL-Fred Glitchbot's limousine)
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King's Row (EMP bomb)
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Numbani (Numbani Heritage Museum artifact)
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Paraíso (Carnival float)
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King's Row (Winter) (Santa's sleigh)
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