Movement speed describes how fast a hero is travelling.
Base movement speed[ | ]
The base movement speed of a hero when moving forwards or sideways is 5.5 meters per second, except for Tracer and Genji, who move at 6 meters per second. When moving directly backwards, the base speed is 90% of the forward speed (4.95 for most heroes; 5.4 for Tracer and Genji), and when moving back diagonally, the base speed is 93.333% of the forward speed (5.133 for most heroes; 5.6 for Tracer and Genji). While crouching, the base movement speed is 3 meters per second for all heroes, regardless of direction.
Following abilities alter the hero's base movement speed:
- Wrecking Ball in his Roll mode has base movement speed of 10 meters per second, regardless of direction.
- Mercy during Valkyrie, has base movement speed of 9 meters per second, regardless of direction.
- Sigma during Gravitic Flux has base movement speed of 7.15 meters per second, regardless of direction.
- Echo during Flight has base movement speed of 8 meters per second, regardless of direction.
- Illari during Captive Sun has base movement speed of 7.98 meters per second, regardless of direction.
Jumping[ | ]
Heroes can jump, granting them a vertical impulse of 5.72 m/s. Heroes can reach a height of 0.98 meters before they start moving downwards. With few exceptions, heroes can only jump while on ground.
Falling[ | ]
When a hero is in air they start accelerating towards ground, until they reach the maximum falling speed of 30 m/s. The falling acceleration is not constant but decreases as the hero gets closer to the maximum speed. Under normal gravity, heroes start accelerating at rate of 17.5 m/s2 and take approximately 6.4 seconds to reach the maximum falling speed. Modified gravity conditions cause the heroes initial acceleration to change, but the maximum falling speed remains the same. Heroes do not take fall damage upon hitting ground from any height.
Modifiers and stacking[ | ]
There are three categories to speed modifiers: speed buffs, slow effects, and movement penalties. Each category stacks with themselves and are added together before being applied to the current base movement speed. However, self-inflicted movement penalties and enemy slow effects do not stack and the greater of the two overrides the other.
Suppose Reinhardt and Lúcio are on a team and Symmetra is on the other. Reinhardt walks forward in Lúcio's speed aura (+25% buff). His speed is 125% of his base speed. Symmetra places down one turret (−20% slow). Reinhardt's speed is now 105% of his base speed. Reinhardt uses his barrier (−30% penalty). His speed is now 95% of his base speed because Barrier Field's movement penalty overrides the turret's slow. Symmetra places a second turret (−20% ⟶ −40% slow). Reinhardt's speed is now 85% of his base speed, regardless of if he uses his barrier or not, because the two turrets' slow overrides Barrier Field's movement penalty. Symmetra places a third turret (−20% ⟶ −60% slow) and Lúcio amps up his speed song (+25% ⟶ +60% buff). These cancel each other out and Reinhardt's final movement speed is the same as his base speed.
The only other case where one speed modifier overrides another happens with D.Va's Boosters (+118% speed buff) and Fusion Cannons (−40% movement penalty): If D.Va is using Boosters, her Fusion Cannons' movement penalty no longer applies.
Movement abilities[ | ]
Movement abilities are abilities that grant the hero a short burst of movement. Movement abilities usually limit the ability to control the hero while they are used. In addition to crowd control effects that prevent abilities from being used altogether, movement abilities also cannot be used if the hero is affected by mobility lock status effect, applied by abilities such as Junkrat's Steel Trap or Cassidy's Magnetic Grenade. Being hit by these effects will also interrupt any active movement abilities. Movement abilities that grant free flight will be temporarily disabled when affected by mobility lock, but will not be fully interrupted by these effects. Lifeweaver's Life Grip interacts with movement abilities in two ways: If Life Grip is used on an ally that is in the middle of using a movement ability, it will be interrupted when the pull begins. On the other hand, using a movement ability, while being pulled by Life Grip, will allow the target to interrupt the pull.
List of movement abilities[ | ]
Hero | Ability | Official description | Move speed | Range | Details |
---|---|---|---|---|---|
Baptiste |
Exo Boots | Hold crouch to jump higher. | 17.44 meters per second (full charge) | 9.1 meters (full charge) | |
Brigitte |
Shield Bash | Available when Barrier Shield is deployed. Dash forward to knock back an enemy. | +500% buff | 12 meters | |
Cassidy |
Combat Roll | Roll in the direction you're moving to take reduced damage and reload. | 15 m/s | 6.22 meters | |
D.Va |
Boosters | Fly in the direction you are facing. | +118.2% buff (self) 17.2 m/s (knockback) |
Up to 24 meters | |
Doomfist |
Rocket Punch | Hold to charge then release to launch forward and knock an enemy back. Damage increases if the enemy hits a wall. | 44 m/s (self) 66 m/s (self, empowered) 15 - 35 m/s (knockback) |
6.3 - 19.7 meters (self) 9.3 - 29.4 meters (self, empowered) 5.5 - 13.2 meters (knockback) |
|
Seismic Slam | Leap forward and smash the ground. | 30 m/s | |||
Meteor Strike | Press Q to leap up into the air. Move the targeting circle, then press to strike the targeted area. | 16.5 m/s (self, targeting) -50% slow (enemies) |
|||
Echo |
Glide | Hold jump to glide while falling. | Horizontal: +50% buff Vertical: 4 m/s (down) |
||
Flight | Fly forward quickly and then free-fly briefly. | 8 meters per second |
| ||
Genji |
Cyber-Agility | Climb on walls and double jump. | 7.8 meters per second (vertical) | ||
Swift Strike | Rapidly dash forward and inflict damage on enemies. Eliminations reset the cooldown. | 50 meters per second | |||
Hanzo |
Wall Climb | Jump at walls to climb up them. | 7.15 meters per second (vertical) | ||
Lunge | Double Jump. | 15 meters per second (horizontal) | 7.85 meters | ||
Illari |
Outburst | Launches you in the direction you are moving. Knocking back enemies. Hold jump to go higher. | 18.4 m/s (horizontal input, no charge) 16.7m/s (horizontal input, charged) 6 m/s (no input, no charge) 13.5 (no input, charged) 18.5 m/s (knockback) |
| |
Captive Sun | Fire an explosive ball of solar energy. Enemies hit are slowed and explode after taking significant damage. | 12 m/s (launch) 7.98 m/s (flight) -40% slow |
| ||
Junker Queen |
Rampage | Charge foward. Wounds enemies, dealing damage over time and preventing them from being healed. | 33 m/s | 25 meters | |
Kiriko |
Wall Climb (Kiriko) | Jump at walls to climb up them. | 8.25 m/s | ||
Swift Step | Teleport directly to an ally. | 35 meters | |||
Lifeweaver |
Rejuvenating Dash | Dash towards your traveling direction and lightly heal yourself. | 6.15 meters | ||
Lúcio |
Wall Ride | Jump onto a wall to ride along it. | +30% buff +2.5 meters per second (wall leap) | ||
Mauga |
Overrun | Charge forward to stomp an launch enemies. You are unstoppable while charging. | +250% buff 13.2 m/s (knockback, collision) 8.6 m/s (knockback, stomp) 6.9 m/s (knockdown) |
4.4 meters (charge, min) 28 meters (charge, max) 6.5 meters (leap) |
|
Mercy |
Angelic Descent | Fall very slowly. | 2 m/s (down) 5.85 m/s (horizontal) |
||
Guardian Angel | Fly towards an ally. While in flight, Jump launches you forward, and and Crouch launches you upward. | 17 m/s (regular & Jump extension) 20.4 m/s (Crouch extension) |
30 meters | ||
Valkyrie | Gain the ability to fly. Abilities are enhanced. | 9 m/s (omni-directional flight) 25 m/s (Guardian Angel) |
10 meters (chain healing) +100% range (Guardian Angel, Caduceus Staff) |
| |
Moira |
Fade | Disappear, move faster, and become invulnerable, but you cannot shoot. | +250% buff | 15 meters (max) |
|
Pharah |
Hover Jets | Hold to hover. | +38% buff (horizontally) | ||
Jump Jet | Fly rapidly upwards. Grants some fuel. | 23.3 m/s | |||
Reaper |
Wraith Form | Move faster and become invulnerable, but you cannot shoot. | +50% buff | 24.75 meters |
|
Shadow Step | Teleport to a targeted location. | 35 meters | |||
Reinhardt |
Charge | Charge forward and smash an enemy against a wall. | +200% buff (charge) 31.2 m/s (knockback, indirect hit) 11 m/s (knockback, canceled pin) |
50.2 meters | |
Sigma |
Gravitic Flux | Manipulate gravity to lift enemies into the air and slam them back down. | 7.15 meters per second | 35 meters |
|
Sojourn |
Power Slide | Ground slide that can cancel into a high jump. | 14.30 meters per second (horizontal) ? meters per second (vertical) |
~16 meters | |
Soldier: 76 |
Sprint | Run faster while moving forward. | +50% | ||
Sombra |
Stealth | When out of combat, become invisible and move faster. | +45% buff | ||
Translocator | Throw a beacon and teleport to it. Stealth cooldown is reduced after teleporting. |
| |||
Tracer |
Blink | Teleport in the direction you are moving. | 7.5 meters | ||
Recall | Travel back in time to your previous location and health. | ||||
Widowmaker |
Grappling Hook | Launch a hook that pulls you towards a ledge. | 20 meters per second (pulling speed) | 20 meters | |
Winston |
Jump Pack | Leap forward into the air. Landing on an enemy damages them. | 30 m/s (self) 10.1 m/s (knockback, landing) 7.2 (knockback, mid-air) |
||
Wrecking Ball |
Roll | Transform into a ball and increase maximum movement speed. | 10 meters per second |
| |
Grappling Claw | Launch a grappling claw to rapidly swing around the area. Enables high speed collisions to damage and knockback enemies. | +100% buff (while using) 18 m/s (fireball after end) 22 meters per second (booped target) |
23 meters (eventually retracts to 6 meters) | ||
Piledriver | Slam into the ground below to damage and launch enemies upward. | 5 meters per second (charging) 98 meters per second (downwards) |
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