Perks are a feature in Overwatch 2 that were added in Season 15: Honor and Glory. Perks are upgrades to the heroes' abilities that are unlocked throughout a match.
Unlocking perks[]
During the match, the player's current hero gains perk progress and can level up. Each hero starts the match at level 1, meaning that no perks are unlocked. They first unlock their minor perk at level 2 and later their major perk upon reaching level 3. Minor perks are small upgrades to an ability, such as cooldown reductions, whereas major perks are more impactful upgrades that can change the functionality of the ability altogether. Both minor and major perks have two options to choose from.
Perk progress can be gained by dealing damage, securing eliminations, and healing your allies. Baseline, this system functions the same as ultimate charge, with each point of damage and healing granting a point toward the next perk level. Unlike ultimate charge however, players do not passively gain perk progress, but in turn, the amount of perk progress gained through combat gradually increases throughout the match. After 3 minutes, the amount of XP gained starts to increase until 7 minutes, where it reaches the maximum 2x increase. Heroes also gain 15% more progress if they eliminate an enemy hero that is at a higher perk level than they are.
Perk progress also has the same restrictions as gaining Ultimate charge, most notable ones being that damage and healing dealt from or during ultimates and damage dealt to yourself do not grant perk progress as well as overhealth and Tank role passive reducing the amount of perk progress gained.
List of XP thresholds[]
Hero | Level 2 | Level 3 |
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Ana | 2025 | 5060 |
Ashe | 1760 | 4380 |
Baptiste | 2155 | 5385 |
Bastion | 1750 | 4380 |
Brigitte | 2035 | 5080 |
Cassidy | 1560 | 3900 |
D.va | 1560 | 3900 |
Doomfist | 1800 | 4500 |
Echo | 1760 | 4405 |
Genji | 1520 | 3800 |
Hanzo | 1595 | 3985 |
Hazard | 1865 | 4665 |
Illari | 2355 | 5860 |
Junker Queen | 2210 | 5520 |
Junkrat | 1675 | 5520 |
Juno | 2110 | 5275 |
Kiriko | 2090 | 5225 |
Lifeweaver | 1975 | 4940 |
Lucio | 2020 | 5050 |
Mauga | 1975 | 4935 |
Mei | 1600 | 4005 |
Mercy | 1835 | 4590 |
Moira | 2295 | 5740 |
Orisa | 1830 | 4750 |
Pharah | ||
Ramattra | 1820 | 4570 |
Reaper | 1425 | 3565 |
Reinhardt | 1615 | 4040 |
Roadhog | 2160 | 5400 |
Sigma | 1955 | 4890 |
Sojourn | 1695 | 4235 |
Soldier: 76 | 1990 | 4975 |
Sombra | 1310 | 3725 |
Symmetra | 1495 | 3735 |
Torbjorn | 1750 | 4735 |
Tracer | 1385 | 3460 |
Venture | 1490 | 3720 |
Widowmaker | 1165 | 2910 |
Winston | 1165 | 2910 |
Wrecking Ball | 1765 | 4410 |
Zarya | 1910 | 4770 |
Zenyatta | 1880 | 4700 |
Swapping heroes[]
Perks do not transfer between heroes. For instance, if a player unlocks two perks with one hero, then switches to another, they must level up to unlock perks for the new hero as well. However, any previously unlocked perks will remain unlocked if the player later switches back to their original hero.
Perks in Competitive Play[]
In Escort and Hybrid maps in Competitive Play, all perks are reset after every round. When the players first swap sides, all perk progress is also reset to level 1. If the match goes to extra rounds, perks are reset again after every round, but all heroes start at level 3 and can immediately select their perks.
List of Perks[]
Tanks[]
Hero | Perk | Type | Description |
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Minor Perk | Call Mech’s damage radius is increased by 50%. | |
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Minor Perk | Eject grants 75 temporary overhealth. | |
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Major Perk | Convert 150 health to shields. Defense Matrix restores shields based on 25% of its damage absorbed. | |
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Major Perk | Micro Missiles are swapped for Heavy Rockets which fire fewer projectiles with increased damage and explosion size. | |
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Minor Perk | Hitting an enemy with Rocket Punch reloads all Hand Cannon ammo. | |
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Minor Perk | The Best Defense grants 25 overhealth from eliminations and its max overhealth is increased by 50. | |
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Major Perk | Hitting 3 or more enemies with Seismic Slam empowers Rocket Punch. | |
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Major Perk | Power Block absorbs projectiles for the first second of its duration. | |
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Minor Perk | Violent Leap’s Slash deals 30% more damage to enemies above 250 health. | |
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Minor Perk | Jagged Wall hits charge Spike Guard with 25 energy, up to 50 extra. | |
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Major Perk | Spike Guard’s spikes gain 25% Lifesteal. | |
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Major Perk | Violent Leap’s range is increased by 20%. | |
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Minor Perk | Recalling Jagged Blade from a stuck target refreshes its wound. | |
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Minor Perk | Commanding Shout fully reloads Scatter Gun and increases allied reload speed by 50%. | |
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Major Perk | Scattergun hits extend your wound durations on those enemies by 0.5 seconds. | |
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Major Perk | Carnage's impact damage gains 100% lifesteal. | |
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Minor Perk | Overrun reloads up to 150 ammo while charging. | |
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Minor Perk | While on an objective, Mauga counts as 2 heroes and regenerates 20 health per second. | |
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Major Perk | Overrun ignites enemies hit. | |
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Major Perk | Critical hits grant Mauga 2 temporary overhealth on Cardiac Overdrive's next use, up to 100 overhealth. | |
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Minor Perk | Critical hits from your primary fire refund heat. | |
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Minor Perk | Fortify briefly grants an additional 100% decaying overhealth when activated. | |
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Major Perk | Energy Javelin can be charged to increase projectile speed and knockback. Pierces enemies at full power. | |
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Major Perk | Javelin Spin is replaced with a barrier. | |
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Minor Perk | Void Accelerator periodically releases a burst of 6 additional projectiles during continuous fire. | |
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Minor Perk | Void Barrier's duration and size is increased by 25%. | |
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Major Perk | Ramattra is healed for 50 health per second while within Ravenous Vortex. | |
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Major Perk | While Ravenous Vortex is airborne, use E again to detonate it, dealing 50 damage and pulling enemies downward. | |
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Minor Perk | While using Barrier Field, your passive health regeneration triggers 75% sooner. | |
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Minor Perk | Barrier Field is healed for 100% of Fire Strike's damage dealt. | |
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Major Perk | While Barrier Field is active, use Primary Fire to damage and knockback enemies. | |
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Major Perk | Charge damage grants temporary overhealth for 50% of the damage dealt. | |
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Minor Perk | Chain Hook hits reload 2 ammo. | |
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Minor Perk | Pig Pen's throw range is increased by 50% and damage is increased by 25%. | |
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Major Perk | Take A Breather rapidly increases Roadhog's movement speed by 30%. | |
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Major Perk | Take A Breather also heals nearby allies for 50% of its healing. | |
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Minor Perk | Absorbing projectiles with Kinetic Grasp also reduces Accretion's cooldown. | |
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Minor Perk | Accretion's knockdown duration increases to up to 3 seconds based on travel distance. | |
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Major Perk | Every 5 direct hits with Hyperspheres, your next successful Quick Melee levitates and knocks away enemies. | |
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Major Perk | Activate and hold Double Jump to briefly levitate upward. | |
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Minor Perk | Tesla Cannon deals 50% more damage to deployable objects, such as turrets and barriers. | |
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Minor Perk | During Primal Rage, Jump Pack's damage and area increase by up to 75% while airborne. | |
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Major Perk | Fully charged Secondary Fire hits bounce to up to 2 additional targets. | |
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Major Perk | Barrier Projector heals allies within it for 30 health per second. | |
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Minor Perk | Roll impacts deal 100% more damage to Tanks. | |
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Minor Perk | Health Packs heal an additional 100 health. | |
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Major Perk | Piledriver winds up longer, gaining air control and dealing up to 50% more damage. | |
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Major Perk | Reactivating Adaptive Shield reduces its cooldown by 1.5 seconds per ally affected and the transfer cost is reduced by 50%. | |
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Minor Perk | Secondary Fire's self-knockback is increased by 75%. | |
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Minor Perk | Graviton Surge deals up to 30% of enemy max health as damage over time. | |
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Major Perk | Particle Cannon's beam pierces enemies while over 50 energy. | |
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Major Perk | Projected Barrier activates ally health regeneration and increases their movement speed by 15%. |
Damage[]
Hero | Perk | Type | Description |
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Minor Perk | Pharah can move while Barrage is active. | |
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Minor Perk | Convert 125 health to shields. | |
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Major Perk | Concussive Blast’s knockback is inverted to a pull in. | |
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Major Perk | Jet Dash grants 50% fuel. Maximum overfuel is increased by 100%. | |
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Minor Perk | Scoped shots cost 3 ammo instead of 5. | |
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Minor Perk | Scoped shots charge 50% faster during Infra-Sight. | |
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Major Perk | Scoped shot hits reduce Grappling Hook's cooldown by up to 4 seconds. | |
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Major Perk | Venom Mine gains 50% increased damage and a second charge, enabling 2 active mines at a time. | |
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Minor Perk | While underground, Venture can sense enemies within 25 meters. | |
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Minor Perk | While Tectonic Shock is active, cooldowns refresh 300% faster. | |
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Major Perk | SMART Excavator's range is increased by 25%. | |
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Major Perk | Dealing damage with Clobber grants up to 30 Explorer's Resolve shields. | |
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Minor Perk | Health Packs restore 1 Blink charge. | |
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Minor Perk | Pulse Bomb's radius is increased by 50%. | |
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Major Perk | Recall restores all Blink charges. | |
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Major Perk | Recall grant 50 overhealth that decays over time. | |
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Minor Perk | Forge Hammer can restore armor health to allies. Turret gains 25 increased HP and Turret repair's heal is increased by 25%. | |
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Minor Perk | Activating Overload fully refills Rivet Gun's ammo. | |
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Major Perk | Deploy Turret's throw range is increased by 50% and it can now attach to walls and ceilings. | |
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Major Perk | Overload upgrades your Turret for 5 seconds, increasing its health and damage. | |
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Minor Perk | Sentry Turret gains an additional charge. | |
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Minor Perk | Teleporter’s range is increased by 50%. | |
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Major Perk | Primary fire’s range increases by 15% with each additional charge level. | |
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Major Perk | Symmetra regenerates 20 shields per second while within 10 meters of her teleporter. | |
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Minor Perk | Virus' cooldown is reduced by 3 seconds when an enemy affected by Virus is eliminated. | |
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Minor Perk | Teleporting with Translocator while at critical health initiates passive health regeneration. | |
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Major Perk | Hack can be used on allies to restore 100 health over 2 seconds. | |
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Major Perk | Hack's silence duration is increased by 100%, but its range is decreased by 15%. | |
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Minor Perk | Helix Rockets reload 15 ammo if they damage an enemy. | |
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Minor Perk | Biotic Field’s healing is increased by 100% on critical health allies. | |
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Major Perk | Sprint’s speed is increased by 20% and reload can be performed while sprint is active. | |
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Major Perk | Biotic Field can be used as a Stim Pack, increasing attack speed and reload speed by 30% but gain anti-heal for 4 seconds. | |
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Minor Perk | Maximum ammo increased by 15. | |
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Minor Perk | Railgun’s maximum energy is increased by 50 while Overclock is active. | |
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Major Perk | Power Slide gains an additional charge and its jump height shifts to lateral movement. | |
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Major Perk | Disruptor Shot can stick to enemies and generates Railgun energy when dealing damage. | |
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Minor Perk | Shadow Step reloads hellfire shotguns and has 25% increased range. | |
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Minor Perk | Collect Soul Globes from dead enemies to restore 50 health. | |
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Major Perk | Use (RMB) to fire a volley with long range accuracy from both Hellfire shotguns. | |
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Major Perk | Leaving Wraith Form grants 40% additional lifesteal for 3 seconds. | |
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Minor Perk | Unscoped shots gain 30% increased attack speed, but deal 15% less damage. | |
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Minor Perk | Coach Gun pushes Ashe and enemies 20% farther. | |
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Major Perk | Hitting 2 consecutive scoped shots on a target deals 25 extra damage and reloads 2 ammo. | |
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Major Perk | Dynamite has a 40% increased detonation radius while airborne and refunds 3 ammo when thrown. | |
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Minor Perk | Primary fire’s range is increased by 30%. | |
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Minor Perk | Ice Wall's duration is increased by 2 seconds. | |
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Major Perk | Secondary fire hits slow enemies by 15% for 1.5 seconds, stacking up to 30%. | |
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Major Perk | Cryo-Freeze slows and deals 70 damage per second to nearby enemies. | |
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Minor Perk | Steel Trap’s throw range is increased by 50%. | |
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Minor Perk | During RIP-Tire, use (LSHIFT) to gain a quick boost of speed. Doing so reduces RIP-Tire’s damage by 50%. | |
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Major Perk | Frag Launcher’s projectile speed is increased by 40%, but its max ammo is reduced by 1. | |
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Major Perk | Concussive Mine arms 0.5 second after landing, increasing damage by 50%, explosion radius by 50%, and health by 200%. | |
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Minor Perk | Sonic Arrow hacks nearby Health Packs for 12 seconds. | |
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Minor Perk | Storm Arrows split into 3 new projectiles on their first ricochet and bounce 2 extra times. | |
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Major Perk | After hitting an enemy with Primary Fire, gain 25% attack speed for 1 second. | |
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Major Perk | Wall Climb accelerates your Lunge cooldown by 250%. | |
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Minor Perk | Swift Strike and Wall Climb resets double jump. | |
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Minor Perk | Dragonblade swings gain 30% lifesteal. | |
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Major Perk | Swift Strike deals 25 additional damage over time when used shortly after an elimination. | |
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Major Perk | Regenerate 35 health per second while Deflect is active. | |
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Minor Perk | Enemies hit by 3 regular bolts in quick succession are slowed by 20% for 2 seconds. | |
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Minor Perk | Critical health enemies are revealed to you. | |
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Major Perk | Updraft grants a temporary free use of Quick Dash. | |
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Major Perk | Direct hits with Take Aim refund 4 automatic bolt ammo. | |
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Minor Perk | Duplicate can also target allies. | |
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Minor Perk | During Duplicate, your clone's first ultimate extends Duplicate's duration by 3 seconds. | |
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Major Perk | Sticky Bombs fires 50% more projectiles, but all Sticky Bombs deal 15% less damage. | |
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Major Perk | Focusing Beam eliminations reset Flight's cooldown. | |
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Minor Perk | Fan the Hammer shots are individually controlled and can crit for 50% more damage. | |
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Minor Perk | Deadeye refunds 40% Ultimate Charge if it fully expires. | |
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Major Perk | Critical hits with Primary Fire reduce the cooldown of Combat Roll by 3 seconds. | |
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Major Perk | Cassidy throws a second Flashbang that travels farther, but both Flashbangs deal 30% reduced damage. | |
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Minor Perk | A-36 Tactical Grenade's self-knockback is increased by 25% and no longer damages you. | |
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Minor Perk | Configuration: Artillery grants 300 temporary overhealth. | |
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Major Perk | Configuration: Assault’s Weapon slowly fires explosive shells instead of a rotary cannon. | |
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Major Perk | Press E to rapidly heal yourself. |
Support[]
Hero | Perk | Type | Description |
---|---|---|---|
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Minor Perk | Enemies waking up from Sleep Dart are slowed for 2 seconds. | |
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Minor Perk | After exploding, Biotic Grenade bounces and explodes again for 50 damage and healing. | |
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Major Perk | Biotic Rifle can crit enemies. | |
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Major Perk | Using Nano Boost also casts it on Ana. | |
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Minor Perk | Immortality Field restores 80 health to nearby allies and 40 health to Baptiste when destroyed. | |
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Minor Perk | After placing Amplification Matrix, your Shoulder Turret periodically fires up to 12 shots at allies, each restoring 30 health. | |
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Major Perk | Regenerative Burst grants Baptiste 30% attack speed for 4 seconds, but no longer instantly heals. | |
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Major Perk | While airborne from Exo Boots, use (SPACE) to dash horizontally. | |
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Minor Perk | Shield Bash grants 30% movement speed for 1.5 seconds and bashing an enemy restores 100 Barrier health. | |
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Minor Perk | Inspire lasts 3 seconds longer when activated by Whip Shot. | |
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Major Perk | Repair Packs instantly heal an additional 35 health to critical health allies. | |
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Major Perk | Whip Shot’s knockback can slam enemies into walls, dealing 50 extra damage. | |
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Minor Perk | Healing Pylon builds 300% faster and its cooldown is reduced by 1.5 seconds. | |
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Minor Perk | Activating Captive Sun grants Illari 3 extra seconds of flight, 20% increased flight speed, and 30% increased attack speed. | |
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Major Perk | Fully charged Solar Rifle hits grant 12.5% of your maximum solar energy, overfilling up to 50%. | |
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Major Perk | Outburst ignites enemies, dealing an additional 70 damage over 3 seconds. | |
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Minor Perk | Pulsar Torpedoes lock onto allies 35% faster. | |
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Minor Perk | While using Glide Boost, passing through Hyper Ring pushes you forward. | |
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Major Perk | Mediblaster can crit enemies. | |
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Major Perk | Activating Glide Boost resets Double Jump. Additionally, it increases the duration of Glide Boost by 25%. | |
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Minor Perk | Healing Ofuda projectile speed is increased by 50% when seeking critical health allies. | |
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Minor Perk | Kunai hits launch 2 Healing Ofuda to an ally in front of you. | |
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Major Perk | Swift Step can be used again within 4 seconds of its initial cast. | |
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Major Perk | Protection Suzu grants 40% movement speed to allies for 2 seconds. | |
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Minor Perk | Life Grip cleanses negative effects. | |
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Minor Perk | While alive, regenerate 10 health per second. Upon death, drop a healing seed that heals allies for 250 health. | |
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Major Perk | Rejuvenating Dash adds 30 healing to your next Healing Blossom within 3 seconds. | |
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Major Perk | Thorns detonate for 40 extra damage when enough stick within 2.5 seconds. | |
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Minor Perk | Soundwave's knockback is increased by 15%. | |
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Minor Perk | Regenerate 4 ammo per second while wall riding. | |
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Major Perk | Crossfade's range is increased by 150% while Amp It Up is active. | |
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Major Perk | Lúcio's attack speed is increased by 50% while Amp It Up is active. | |
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Minor Perk | Mercy receives 15 health per second while Caduceus Staff is attached to a full health ally. | |
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Minor Perk | Guardian Angel's range is increased by 30%. | |
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Major Perk | Secondary fire links to a second nearby ally. | |
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Major Perk | Resurrect can be used on Caduceus Staff's active target to restore 150 health. Doing so incurs a 15 second cooldown. | |
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Minor Perk | Fade’s duration is increased by 0.5 seconds. | |
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Minor Perk | Fade’s jump height is increased by 50%. | |
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Major Perk | Biotic Orb’s first 50 healing is instant on each ally it encounters. | |
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Major Perk | Enemies being damaged by Biotic Orb receive 25% reduced healing. | |
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Minor Perk | Snap Kick's knockback distance is increased by 30%. | |
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Minor Perk | Activate and hold Double Jump to hover for up to 3 seconds. | |
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Major Perk | Secondary fire charges 20% faster and can store 1 extra Orb of Destruction. | |
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Major Perk | Zenyatta heals Orb of Harmony targets for 20% of his damage dealt to Orb of Discord targets. |
Strategies[]
- This section is a stub section. You can help by adding any available information to this section.
- Having Hazard's Life Steal major perk with spike guard at the objective where the majority of the enemies are could save the game and you.
- Using Baptiste's Rocket Boots major perk while trying to get to the objective to your team could be useful in saving your team.
- If there is a Moira and Zenyatta on your team and the enemy tank is on the objective, having the orb of discord on the enemy tank and Moira's contamination major perk, the tank will receive very low amounts of healing from supports, making them an easy target for your team to kill.
- Using Mauga's Kinetic Bandolier and Flamewalker perks to enhance Overrun, i.e charging into a grouped together enemy team to apply fire to everyone at once, resulting in 15 damage per second per player ignite. While it may not secure kills, it can force the enemy to back off and regroup.
Playlists | |
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Maps | |
Heroes | Ability • Health, Armor & Shields • Melee • Movement speed • Passive ability • Perks • Roles • Ultimate ability • Weapon |
Mechanics | Channeled • Damage modification • Environmental kill • Critical hit • Healing • Health pack • Objects (Barrier) • Overtime • Projectile • Respawn • Spawn Room • Status effect • Transformation |
Systems & Content | Achievements • Avoid as Teammate • Battle Pass • Challenges • Cosmetics • Elimination Feed • Endorsements • Loot Box • Events • Matchmaking • On Fire • Penalties • Ping • Play of the Game • Player Progression • Quick Play: Hacked • Scoreboard • Tips • Workshop |
Other |