Overwatch Wiki


"We will have peace at any cost."

March 29th
Military leader (formerly)
Shambali monk (formerly)
Leader of Null Sector
Shambali Monastery, Nepal (formerly)
Shambali (formerly)
Null Sector
Anubis Anubis (creator)
Ramon Tikaram (English)

Loïc Houdré (French)
Dietmar Wunder (German)
Alberto Angrisano (Italian)
Setsuji Satō (Japanese)
Kang Koo-han (Korean)
Waldemar Barwiński (Polish)
Felipe Grinnan (Brazilian Portuguese)
Anton Baghyrov (Russian)
Adolfo Pastor (European Spanish)
Beto Castillo (Latin American Spanish)

Cosmetic page
Quotation page
250 (Open queue)
400 (Role queue)
Character Video

Ramattra is a Tank hero in Overwatch 2. Released on 6 December 2022, Ramattra is the 36th hero added to the game.


Ramattra is a dual-form hero. His omnic form lets him protect his teammates using a staff as his weapon, while his Nemesis form transforms him into a larger and more menacing threat, where he marches down on the enemy team.[1]


Role: Tank
Passive Ability
Reduces knockbacks and critical damage received. Less ultimate generated by healing and damage received. Increases base health in Role Queue game modes.

Ability details:
  • Reduces the speed of knockbacks received by 40%
  • Ultimate generation is reduced by 40%.
  • Reduces the total damage received from critical hits, such as headshots, by 25%.
    • Weapons with a lower 1.5x headshot modifier ignore this damage reduction completely.
    • The effectiveness to abilities that deal critical damage through other means than headshots is ambiguous: Ability-reinhardt5 Earthshatter and Overrun icon Overrun are affected by the damage reduction, but Ability Sombra Virus Virus and Volatile Chaingun icon Volatile Chaingun's forced critical hits against burning targets are not.
    • The reduction stacks additively with other modifiers affecting damage taken.
  • All tanks have 150 more health in Role Queue. The amount of armor and/or shields remains the same.

Void Accelerator
Key mouse 1
Void Accelerator Icon
Weapon (Primary Fire, Omnic Form)
Effect Type
Projectile Projectile
Blocked by barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Fire a stream of projectiles.
Rate of fire:
25 shots/s
Reload time:
1 second
Projectile speed:
80 m/s
Projectile radius:
0.15 meters

Ability details:
  • Damage per second: 125 (100 overall w/ reload)
  • Exclusive to Omnic form.
  • No damage fall-off

Void Barrier
Key mouse 2
Void Barrier Icon
Ability (Omnic Form)
Create a barrier at the targeted location.
Cast time:
0.03 + 0.5 seconds
4 seconds
Max. range:
35 meters
13 seconds

Ability details:
  • Exclusive to Omnic form.
  • Hold to target. While targeting, a line on the floor is generated that shows the player where the barrier will be drawn when the button is released.
    • Targeting can be canceled by pressing Primary Fire or Escape.
    • Only one barrier can be active at a time. Creating a new one replaces the previous.
      • A new barrier cannot be created near the location of an active Void Barrier.
  • Ability is stationed wherever it's placed. So, if placed on top of a temporary or moving surface, like Ability-mei3 Ice Wall or the Payload, it will remain in midair, even after the surface expires or moves.
  • Ability cooldown begins the moment the barrier is placed, similar to Ability-winston3 Barrier Projector.

Nemesis Form
Nemesis Form Icon
8 seconds
Transform into Nemesis Form, changing your attacks and gaining bonus armor.
+300 armor
Cast time:
0 + 0.5 seconds
8 seconds
Move. speed:
+20% buff

Ability details:

Key mouse 1
Pummel Icon
Weapon (Primary Fire, Nemesis Form)
Effect Type
Melee Melee
Projectile Projectile
Blocked by barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Punch, creating a wave of piercing energy with every swing.
Rate of fire:
1.67 shots/s
Max. range:
10.5 meters
Projectile speed:
105 m/s
Projectile radius:
0.575 meters

Ability details:
  • Damage per second: 108.33
  • Exclusive to Nemesis form.
  • Punches pierce enemies and barriers.
  • Pummel is not reflected when blocked by Ability-genji2 Deflect.
  • Does not damage enemies through terrain or terrain-like objects, like Mei's Ability-mei3 Ice Wall or Tree of Life Icon Tree of Life.
  • Quick Melee cancels the recovery animation of Pummel.

Key mouse 2
Block Icon
Ability (Nemesis Form)
Significantly reduces damage taken from the front and reduces movement speed.
Dmg. modification:
-75% taken
Cast time:
0 + 0.3 seconds
0.2 seconds (min)
Move. speed:
-50% penalty

Ability details:
  • Exclusive to Nemesis form.
  • No cooldown or duration; activation is toggled by holding the hotkey.
  • Block is a channeled ability; the ability is interrupted when Ramattra is affected by stunned, knocked down or hacked, including subsidiary effects.
    • The impact from Ability-zarya4 Graviton Surge also interrupts Block.
    • The impact damage from the instance that applied the effect will still be blocked.
  • Damage is blocked if the horizontal angle between the direction Ramattra is facing and the direction from the impact location to its source is less than ~53 degrees.
    • Ramattra's vertical view angle does not affect blocking.
  • Effectiveness extends to area abilities and splash damage from projectiles. Damage is generally blocked when facing the center of the AoE.
  • Block mitigates delayed or triggered detonation damage from stuck projectiles and debuffs, regardless of the direction Ramattra is facing.
  • Does not affect damage over time effects from abilities.
  • Hides head hitbox from the front.

Ravenous Vortex
Ravenous Vortex Icon
Ability (both forms)
Effect Type
Projectile Projectile
Area of effect Area of effect
Blocked by barriers.
Ignores barriers.
Partially blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Partially blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Fire a sphere of energy that creates a slowing vortex on the ground, damaging enemies within and pulling them downward.
23.3 per second
70 total
Cast time:
0.5 + 0.4 seconds
3 seconds
Area of effect:
4 meter radius
~8 meter height
Move. speed:
-40% penalty
Projectile speed:
30 m/s
Projectile radius:
11 seconds

Ability details:

Annihilation Icon
2300 points
Ultimate Ability
Effect Type
Area of effect Area of effect
Blocked by barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Enter Nemesis Form and create a deadly swarm that lashes out at nearby enemies, persisting longer when damaging enemies.
30 damage per second
Cast time:
0 + 0.5 seconds (Omnic form)
None (Nemesis form)
3 - 20 seconds
Area of effect:
13 meter radius

Ability details:
  • Transforms into Nemesis form, until the Ultimate ends.
    • If Annihilation is activated from Nemesis Form, it has no recovery time and Ramattra regains the armor bonus from entering Nemesis Form.
    • The cooldown of Nemesis Form is not affected by Annihilation. If Annihilation is activated from Nemesis Form, Nemesis Form's cooldown immediately begins as Annihilation is activated. Making it possible to chain Nemesis Form into Annihilation into another Nemesis Form if Annihilation lasts longer than the cooldown of Nemesis Form.
  • Annihilation's tether damage by energy swarm is not interrupted by crowd control.
  • Timer ticks down at ~0.15x the normal speed when any enemy Heroes are affected by Annihilation, resulting in a maximum duration of 20 seconds.
  • Can be canceled, by (re)activating Nemesis Form ability. This can be changed in settings.

Hero-specific options

Setting name Options Description
Void Barrier confirmation input Secondary Fire release (default) Void Barrier is activated when Secondary Fire is released.
Secondary Fire press Void Barrier is activated when Secondary Fire is pressed again.
Toggle Block Off (default) Block deactivates when player stops holding the button.
On Block deactivates when player presses the button again.
Void Barrier UI On (default) Void Barrier UI element is displayed above crosshair.
Off Void Barrier UI element is hidden.
Hide Nemesis Form cancel text Off (default) Cancel text UI element is displayed to the left of the crosshair.
On Cancel text UI element is hidden.
Relative aim sensitivity during Nemesis Form. 0% ... 500% (default: 100%) Multiplier to base aim sensitivity while Nemesis Form.
Annihilation cancel input Ability 1 (default) Annihilation is deactivated using Nemesis Form ability hotkey.
Ability 3 Annihilation is deactivated using Annihilation ultimate ability hotkey.
Off Annihilation cannot be deactivated.


This article or section is a stub. You can help Overwatch Wiki by expanding it.

Ramattra's gameplay style differs in accordance with his form. In his omnic form, Ramattra is good at 'poking' the enemy, whereas his Nemesis form is designed for close combat. Players have to choose when it is best to use the Nemesis form, such as rushing the enemy. Also his shield is only up for 4 seconds so use it as a flash shield, to counter ultimates.[1] His greatest strength is chaining together attacks with his team, like Sigma's ultimate, Ravenous Vortex, and Nemesis form to quickly eliminate groups. He can also protect himself and his team from big, quick damage, with Void Barrier and Block.

Weapons and Abilities

Void Accelerator Icon Void Accelerator
  • Good mid/long-range "poke damage" due to no damage fall-off.
  • Most useful up close due to slow projectile speed, making it easier to land headshots.
  • Good tool for baiting enemies to use key abilities early.
  • While Void Accelerator does deal more single-target damage than Pummel, especially with headshots, it is generally better to fight in Nemesis Form when you can. The burstier damage and movement speed bonus are better for securing kills, and it is very easy to get blown up in Omnic Form without the additional armor health once Void Barrier expires.
Void Barrier Icon Void Barrier
  • The barrier has lot of health, but its duration is short, it cannot be reoriented and has rather long cooldown, so think carefully when to use it.
  • It can be deployed up to 35 meters away and can be used to block sniper spots or healing from supports.
Nemesis Form Icon Nemesis Form
  • Nemesis Form instantly grants a chunk of armor on top of your current HP. In a pinch, it is completely fine to activate Nemesis Form and Block to keep yourself from dying.
  • Nemesis Form's cooldown starts when the ability ends. If you are not in position to make use of Pummel and Block, you should deactivate it to get its cooldown back up slightly faster for the next engage.
Pummel Icon Pummel
  • Quick Melee can still be used in Nemesis Form, canceling the recovery animation of Pummel. If in range, it can be used to immediately finish off 200 and 250 HP enemies that would otherwise be left with 20/10 HP after 3/4 hits.
Block Icon Block
  • Has no cooldown or duration as long as Nemesis Form is active.
  • Be careful to not get surrounded, as Block slows Ramattra's movement speed while active and only protects from the front.
Ravenous Vortex Icon Ravenous Vortex
  • Use Ravenous Vortex to control your distance to your enemies. In Omnic Form you generally want to use it defensively to prevent the enemy from rushing you and in Nemesis Form you want to use it to prevent the enemy from running from you.
  • While Ravenous Vortex can pull down aerial enemies, its vertical hitbox is rather low and it takes a bit to deploy, so it isn't very reliable at countering flying enemies and most of the time better used elsewhere.
Annihilation Icon Annihilation
  • Annihilation resets the cooldown of Nemesis Form when it ends. One can spend long time in Nemesis Form by first casting it through the normal ability, then using Annihilation to enter Nemesis Form and lastly use Nemesis Form again right after the ultimate ends.
  • Annihilation resets the bonus armor if activated directly from Nemesis form. It can be however useful to cancel Nemesis form before activating Annihilation to quickly put up your barrier from Omnic form for additional cover if it is available and you are not in immediate danger of dying.

Match-Ups and Team Synergy


Hero Match-Up Team Synergy
D.VA's Fusion Cannons deal negligible damage at long range, unlike your Void Accelerator. However, Defense Matrix can destroy the nanites emitted from your staff. D.Va will have to charge at you with Boosters to deal greater. Now, you can turn the tables on her. Once she close, switch to Nemesis Form and D.Va has no defenses against your punches besides fleeing. If D.Va uses Self-Destruct, either your Void Barrier or Block (during Nemesis form) are viable defenses against it. (To be added)
If you see Doomfist approaching, use your Ravenous Vortex to slow him down (or pull him down early if engaging with Seismic Slam). Avoid pummeling him when he uses Power Block as three punches will empower his next Rocket Punch. Use Block to reduce the damage from Meteor Strike, or use Ravenous Vortex, to slow him down once his ultimate ends. (To be added)
Icon-junker queen
Junker Queen
Try to use your staff to force Junker Queen to use Commanding Shout first. Once she does, engage her in Nemesis form as she'll most definitely be fighting you at close quarters. Use your Ravenous Vortex to slow her engagement a bit and then proceed to use Pummel. Carnage has a slow windup so use Block if you anticipate its use. (To be added)
(To be added) (To be added)
Don't engage Orisa too early. Stay back and wait for Orisa to burn her cooldowns first before engaging. Javelin Spin blocks your Pummel, Energy Javelin can push you back, and you deal less damage while Fortify is active. When she uses Terra Surge, your Block greatly reduces the damage you receive. However, if you see Orisa charging with Javelin Spin, use your Void Barrier to block her. (To be added)
In a 1-on-1 scenario, you want to be the second person to use Nemesis Form. If the enemy Ramattra uses Annihilation first, use your Void Barrier to block the nanites and fall back. Use Ravenous Vortex to slow him down as he will certainly charge towards you. Remember, Annihilation ends after three seconds of no damage. (To be added)
Never enter a battle against a Reinhardt when you're not in your Nemesis Form. All it takes for him to dispatch you out is one successful Charge and one strike of his Rocket Hammer, and just like that, you'll be waiting for a respawn after just a matter of seconds. If you are being charged by a Reinhardt, alert your team to pocket you to keep yourself safe and remain in the fight for longer, or if you can react quickly, enter your Nemesis Form to make use of your added armor.

On your side, if you want to take him down, enter your Nemesis Form whenever you can. Not only you'll bypass his barrier and damage it, but you'll deal some damage to Reinhardt himself (and any of his allies behind him). This allows your team to then concentrate fire on Reinhardt and take him out quickly with a large group of forces. Also, Reinhardt is mostly limited to close range so staying outside of his hammer swing range gives you the upper hand.

(To be added)
Void Barrier can block his Chain Hook and it can interrupt his hook combo by placing it between him and a hook ally. Do not use Nemesis Form (and by extension, Annihilation) against Whole Hog. Whole Hog can push you back, so far back that your nanites can't reach anyone or off the map. Wait for his ultimate to end or Roadhog's death before using either ability. (To be added)
You have the upper hand against Sigma. Your weapon has a longer range. Plus, simply shield aggressively to close to distance and quickly switch to Nemesis Form. Neither Experimental Barrier or Kinetic Grasp can block Pummel. All Sigma can do is use Accretion and follow up with Hyperspheres. As long as your being healed by support, you can keep going until he's in back in the respawn room. Caution with Gravitic Flux as you have no way of blocking the slam damage. (To be added)
Icon-wrecking ball
Wrecking Ball
Wrecking Ball health pool means you probably can't deal meaningful damage to him. Your Void Barrier can block his Piledriver damage. Ravenous Vortex can be used to slow him down or pull down. Realistically, since Wrecking Ball will most definitely go after your backline, follow suit and go after his backline. (To be added)
If Winston dives your backline, place Void Barrier in front of his support so he can't be healed. Run in with Nemesis Form and Pummel him. After 3-4 punches, place Ravenous Vortex to close off his escape. (To be added)
Force Zarya to use her barriers early as without them, she's relatively easier to eliminate. Your Void Barrier can block most of her damage. Once she's used both of her barriers, throw down a Ravenous Vortex and charge at her in Nemesis Form. (To be added)


Hero Match-Up Team Synergy
Aside from poking with your Void Accelerator and occasionally throwing Ravenous Vortex at her from a distance, there is not much you can do against a properly positioned Ashe as her Dynamite can go over your Void Barrier and damage you and your team. At close range, try to keep damaging her until she uses her Coach Gun then chase her down with Ravenous Vortex or your Nemesis form. (To be added)
Hide behind walls and use natural cover against a Bastion in Assault configuration. Your Void Barrier and Power Block are ineffective against Bastion as he can still melt you through it, and they should only be used to escort you to cover or as your last-resort defense. When Bastion is not in Assault, his relatively large hitbox is easy to damage with your Void Accelerator, so take advantage of it to kill him or bait out Assault. (To be added)
Cassidy is as good as dead if you catch him at close range with your Nemesis form - however still be cautious as he can fan fire you at close range and slow you down with his Flashbang which will make it harder for you to close the distance with him. Utilize your Void Barrier and Ravenous Vortex well to counteract this. (To be added)
You are not well-equipped to deal with flying heroes. Try to throw a Ravenous Vortex at an Echo that does not have Flight or is not looking at you, as she might avoid your abilities before she can be caught by them. If Echo duplicates you during her ultimate, use your Void Barrier to sever off any healing she might get and pummel her with Nemesis form before she can get her ultimate ready. (To be added)
If a Genji is harassing your team, pummel him with your Nemesis form or throw a Ravenous Vortex at him. This will either kill or scare him into using Swift Strike or Deflect, essentially ending his turn meaning that he will be unable to dive your team. Your ultimate is also a decent counter to his Dragonblade as your ultimate can pierce through his Deflect. (To be added)
A good Hanzo will often stay away from you as much as possible or stand on areas you cannot access easily. Hanzo has little mobility to get himself out - exploit this. Cut off his sightlines with Void Barrier, use Ravenous Vortex and pummel him with your Nemesis form to secure a kill whenever possible. (To be added)
It is extremely risky to fight a Junkrat at close range without your Nemesis form as he has higher burst damage than your Void Accelerator and can kill you if you're not careful. Junkrat can be slippery to fight as he can place a Steel Trap while running away or throw a Concussion Mine at you to create distance between you and him. Do note that a Junkrat stuck in your Ravenous Vortex is usually an easy kill as he is unable to escape while being stuck in the vortex. (To be added)
Try to save Void Barrier or Nemesis form in your ability reserve if you know Mei is alive. She can wall you off from your team, but either of the cooldowns mentioned before can greatly increase your chances of living until your team can break the wall behind you, whether you shield yourself or Power Block the damage. Pummel her with your Nemesis form to force her to use Cryo Freeze and she should easily be eliminated. (To be added)
Pharah will rarely play within your range, so it is best to ignore her while she is in the air for your team to deal with. In the case that she is vulnerable, Ravenous Vortex can help your team secure a kill onto Pharah to prevent her from flying away. Keep track of her ultimate as her Barrage can kill you through your Power Block. Play near cover accordingly. (To be added)
Void Barrier easily denies Reaper from doing any damage onto you and hence makes him easy to ignore while you are fighting. If you are directly confronting a Reaper, place down a Void Barrier first then enter Nemesis form to kill him or force him into using Wraith. (To be added)
Icon-Soldier 76
Soldier: 76
You have no vertical mobility so dealing with a Soldier on high ground or an off angle can be a nuisance and it is usually better to let your team deal with it. Use Void Barrier to minimize the damage you and your team will take from his poke damage. At close range, his Biotic Field makes him harder to kill with your Void Accelerator so don't hesitate to enter Nemesis form to secure the kill. (To be added)
Sojourn can be extremely slippery as her Power Slide can get her out in many scenarios where you are fighting her. Use Ravenous Vortex to lower the odds of her getting away. She will often use a Disruptor Shot when you are behind a Void Barrier, so either utilize natural cover or trust your supports to heal you through it. Rush her down with your Nemesis form when she has no Power Slide. (To be added)
Most of the time, Sombra does not pose a threat to you as she will usually be focusing the rest of your team instead. However in situations where she may focus on you, she will usually Hack you in your Nemesis form to stop you from using Power Block. This will not matter most of the time as Hack lasts for a short time and your defensive abilities (aside from Power Block) cannot be cancelled by Hack. Try not to waste any abilities such as Ravenous Vortex or Nemesis against a Sombra as she will run away and your Void Accelerator usually suffices as enough damage to scare her into doing so. (To be added)
Barriers are fuel for Symmetra's primary fire, so it is better to enter Nemesis form straight away and start pummeling her. You will always outdamage a Symmetra at close range regardless of her charge with Nemesis form so focus her if she becomes aggressive immediately. (To be added)
You are one of the best equipped Tanks to deal with a Torbjorn turret as you can destroy it simply by firing at it with your Void Accelerator and you can easily block it off with your Void Barrier. His hitbox also makes him an easy target to whittle his health down with your Void Accelerator or pummel in your Nemesis form. Be wary when he uses Overload to gain extra health as it does make him harder to kill, so save your cooldowns as much as possible when directly engaging with Torbjorn. (To be added)
Hitting a Tracer is difficult with your Void Accelerator and she can easily escape your Ravenous Vortex with Blink. In this matchup, you want to get near Tracer to kill her instantly before she can react (with two Nemesis form punches and a quick melee on the second punch) or force her to Recall as soon as possible. Without Nemesis form, it's hard for you to secure a kill on a Tracer by yourself so coordinate with your team to deal with her. (To be added)
Widowmaker will usually be staying far away from the fight and on the high ground, which makes it difficult for you to deal with her. Use Void Barrier and natural cover whenever possible to minimize the damage she does onto you and your team. Keep in mind that she has Grappling Hook and try to save your abilities accordingly to chase her down. (To be added)


Hero Match-Up Team Synergy
Ana's Biotic Grenade and Sleep Dart can pose a decent threat against you. She will typically throw her Biotic Grenade during fights to give her team the upper hand, so save Void Barrier or Nemesis form for this. Her Sleep Dart can also shut down your ultimate, so be cautious and wait for Ana to use her Sleep Dart first then use ultimate. The combined power of a Nano Boost and Annihilation is incredible. Make the full use of this ultimate combo, and you'll blitz enemy teams, with your added power. A friendly Ana can also halt enemies from trying to pursue you down with the use of her Sleep Dart, such as putting a charging Reinhart to a stop. Synchronize your attacks to make the most out of this combination.
Baptiste's damage and Immortality Field can make some of your engagements more difficult, but otherwise his kit should not be a major problem to you. Catch him with a Ravenous Vortex so that he cannot use his Exo Boots to jump to a safe place.Baptiste's Amplification Matrix can kill you within less than a few seconds if you are not careful. Play behind cover when you hear Baptiste's cue for his ultimate, or directly contest him with your Nemesis form if you are close enough to him. (To be added)
At long range she can absorb your nanites with her shield to her benefit, giving her health. However, at close range her shield does little to protect her from pummel and quick melee. Be careful, as once her shield is down her attacks are strongest at close range. The good news is, outside of her shield bash, she has little in ways of movement- so once she is in range of your nemesis form or ultimate, it can be difficult for her to escape. (To be added)
First thing is almost always to take down her pylon, which can be incredibly fast and easy to do with your nanites. This will also prevent her from self healing. Her main attack ability is long range, so you have little to lose by pummeling her close range. She can use her jump ability do defend herself and escape her pummel, so it's ideal to wait until she's used her jump before pummeling her. (To be added)
(To be added) (To be added)
(To be added) (To be added)
(To be added) (To be added)
(To be added) (To be added)
(To be added) (To be added)


"Suffer as I have."

Ramattra's story is one of hardships, trauma, and a magnified view of humanity’s harsh realities.[2] While created as a war machine, Ramattra has only ever wanted to create a better future for omnics.[3] As the leader of Null Sector, Ramattra enjoys incredible support from his people, and is primed to impose his philosophies on the world. What his goals might cost, however, remains to be seen.[2]

Because of their precarious situation, Ramattra believes that omnics should only care about their own kind, and never consider humanity in their struggle for survival. He is not above working with humans however.[4] Despite their divergent paths, he remains fond of Zenyatta, and believes there is no omnic in the world who understands him better[5] (though Nameless is a close second).[6] Despite being his creator, Ramattra despises Anubis.[7]

Ramattra is mostly emotionally reserved, but his anger can boil over while in battle. His Nemesis form is a product of his own design;[1] a product of his genius mind, and the manifestation of his rage.[8] He uses it sparingly however, as he prefers tactical precision to brute force.[7]



Ramattra during the Omnic Crisis

Early Life

Ramattra was originally built as a Ravager during the Omnic Crisis.[1] Though he was built for war, Ramattra only wished to create a better future for his people. After the war,[3] he shed his munitions.[2] He chose the name "Ramattra" to "honor the first of our [omnic/Ravager] kind and kept it to remember my mistakes."[6]

After the Omnic Crisis, the Ravagers were hunted to near extinction, leaving Ramattra as one of the few remaining models. Adrift, confused, and enraged,[9] he heard rumors concerning Aurora. Intrigued and seeking direction,[10] he traveled to Nepal[9] to join the Shambali, with the hope of coexisting with humans,[3] and putting his former life behind him.[1] He survived the harsh journey, and was welcomed by Tekhartha Mondatta.[10]

The Shambali

Brother Ramattra, it saddens me to hear of your decision to leave us. I do hope you find what you are looking for outside of our gates.
Thank you, Master Mondatta. I regret that my path takes me from your teachings, but I am no longer certain that the answers for our people can be found at the monastery.
Your concern for our well-being is understandable. I only hope you remember what you've been taught, and that you continue to strive for harmony with the humanity that surrounds us.
I fear the humans are not interested in sharing their world, in coexisting with omnics. We are a single-generation race, dying.
Ramattra, know that your human brothers and sisters may not look like you, and may not understand you, but they, too, are on the same journey. For we are all one within the Iris.
~ Ramattra and Mondatta on the day of the former's departure

Choosing to become a monk, Ramattra studied under Mondatta for years, learning about the Iris, and the importance of coexisting with humans.[10]


Ramattra and Zenyatta meet

Years later, Ramattra began venturing outside the temple seeking enlightenment to promote the monk's message of peace.[10] Seven years before the King's Row Uprising,[6] it was on one of his pilgrimages that he met a young omnic named Zenyatta whom he guided to the monastery after a perilous journey, in hopes the omnic would find purpose there as he did.[10] There the two studied under Mondatta and became "as close as brothers,"[1] and spent years discussing the problems facing omnics, including the injustices being committed by humans.[5] The two sat up at night counting stars, wondering how many omnics were doing the same.[11]

While in the village beneath the monastery, some of the humans in the village knocked Ramattra to his knees, nearly killing him. At some point, Ramattra committed an action/lack of action that nearly resulted in Zenyatta's death.[6]


Ramattra's grief

As time wore on, Ramattra failed to see true progress in the monks' mission of peace. The Shambali urged Ramattra to be patient, but all around him, Ramattra saw his people dying, and no one taking action as his frustrations grew.[10] Despite the attempts at peace, most humans were still opposed to accepting omnics, and as the discrimination continued, so did the amount of destroyed omnics. Forced to watch the already limited number of his people dwindle,[3] and believing that Mondatta wasn't doing enough to alleviate the situation,[9] Ramattra abandoned the idea of coexistence and developed a long-lasting hatred for humanity, coming to the conclusion that the only way to create a better future for omnic kind was through force.[3] Four years before the King's Row Uprising,[6] Ramattra decided to leave the Shambali and began to approach his convictions from a more pragmatic angle—justifying any means necessary to defend his fellow omnics.[2][6] He tried to convince Zenyatta to join him, but his fellow monk refused.[12]


Ramattra leaves the Shambali

On the day of his departure, he conversed with Mondatta and Zenyatta. While his fellow monks were sad to see him go, Ramattra told them that he no longer believed that the answers for omnics' salvation could be found inside the monastery. Mondatta remained committed to his conciliatory approach to humanity, but Ramattra feared that humanity had no interest in sharing their world. He asked Zenyatta one last time as to whether he had reconsidered his decision to stay, but Zenyatta remained committed to the Shambali. Zenyatta told him they would meet again, and promptly left.[12]

After Ramattra's departure, he and Zenyatta ceased all contact. However, Ramattra remained fond of Zenyatta.[5]

Null Sector

I was created to lead omnics into war. But all I have ever wanted is a better life for my people. The fact that we exist...is a miracle unto itself. We have studied the ways of peace and harmony. We have meditated on the universe and our place within it. We have tried to coexist with humanity, but humanity is not interested in sharing their world. How many more omnics should perish to fuel mankind's dreams? No more. Our race is only a single generation - finite, and dying all too quickly. We can find our own place, and we must. Join me, and together, we will make a better future for all omnics.
~ Ramattra
Ramattra Reflections omnics

Ramattra and the founders of Null Sector

After leaving the monastery, Ramattra began seeking out omnics fighting in secret around the world, and protecting them from the abuse of humans. The truths he shared with those he met inspired others and over time he gained an underground following of these hurt and angry omnics. Ramattra initially focused on building loyalty in his followers, but true radicalization and militarization would not be far behind.[10] At some point after leaving the Shambali, Ramattra upgraded himself, allowing him to transform into a hulking robot.[1]

Ramattra quickly began a series of operations to free omnics from facilities keeping them as slaves. He became well known among omnics. He realized that most omnics were pinning their hopes on the Shambali. In his eyes, it seemed that the truth that no-one was coming to save them was too much to hear. After a fight at one such facility, Ramattra was seen by a rabbit-eared omnic calling themselves Nameless. Recognizing Ramattra as the Ravager working to free omnics, they decided to join him, alongside their friends Zera and Lanet.[6] Together with his allies, he formed and became the leader of the omnic extremist liberation faction Null Sector.[1]

Return Home

For years we have tried nonviolence, coexistence with the humans, only fighting the worst forms of our oppression from the shadows. And we are losing. It is time to try something new.
~ Ramattra
Ramattra the Revolutionary


In its infancy, Null Sector was a small organization, and couldn't make a difference. Given his lack of allies, the group didn't appear that dangerous to the world.[1]

Two years before the King's Row Uprising, Ramattra, Zera, and Lanet traveled to an omnium created by the rogue AI Anubis, where Ramattra was originally built. Inside, he gained access to the omnium's control center, activating the assembly lines.[6]

King's Row Uprising

During this uprising, we will show the humans we are stronger than they thought. We establish a stronghold in one of their cruelest cities, and we make a safe place for our people. We will show omnics everywhere that now is the time to join us. That is the goal.
~ Ramattra

After two years, Ramattra's forces were large enough to warrant a test. The target was London, to liberate the omnics there and see how his forces would perform to a world nearly two decades after the Omnic Crisis.[10] That London was one of the "cruelest cities" for omnics further spurred his decision. His plan was to establish a stronghold inside London, and make it a safe place for their fellow omnics. Through doing so, other omnics would rally to their cause.[6]

Four days before the Uprising, Ramattra was met with protests from Lanet, who argued that the robots produced by the omnium were obsolete and outdated. Ramattra countered that they were usable, being expendable, unlike the omnics. Despite continued disagreement from Lanet and the proposal of an alternate plan from Zera and Nameless, he pushed forward with the Uprising.[6]

The Uprising ended in failure, thanks to Overwatch; a contingency Ramattra hadn't foreseen, as the group had been banned from operating within the United Kingdom.[10] Furthermore, Lanet, who'd been sent to King's Row, was killed in the crossfire. Two days after the Uprising, Ramattra angrily watched news reports regarding the Uprising, growing agitated during an interview with Mondatta. Reaching a boiling point, he lashed out, striking the screen. Despite wide condemnation of Null Sector from omnics, Ramattra pushed past a point of no return, stating he would fight to liberate omnics, whether they wished for it or not. This sparked an argument against Zera and Nameless, who left their increasingly radical friend. Ramattra was then left to lead Null Sector and pursue his goal alone.[6]

Storm Rising

You have my attention.
~ Ramattra expressing his interest for Doomfist's alliance.
Unnamed Omnic Storm Rising

Ramattra in Cairo

One year later, Ramattra was contacted by Talon council member Doomfist to arrange a meeting in Cairo, praising him for his organization's noble goals to fight for their people, though claimed they were doomed to fail unless Null Sector chose to form an alliance with Talon, with Ramattra expressing interest in the offer.[13] However, the result of this conversation remains unknown, as Doomfist was arrested by an Overwatch strike team in Singapore roughly three weeks later.[14][15]


My fellow omnics...do not be afraid. This is not war, this is liberation. Since our creation, humans have oppressed us. You have lived in fear. That ends now. We will shatter the chains that have held you in servitude. This marks a new era, one of equality, of unity. Conflict and strife will be relics of the past. Together, working as one, we will lift our people. Together, of one mind and purpose, we will make this world a paradise. The humans will fight us. Change frightens them. We frighten them. They believe we are not their equals. Together, we will prove them wrong. Do not betray your fellow omnics by defending injustice. Join us. Take your place at our side. Only together will our strength manifest. Only as one will we ascend. We welcome you into the Iris.
~ Ramattra's Toronto broadcast

Ramattra's broadcast

26 years after the end of the Omnic Crisis, Null Sector launched a global assault. At Toronto, not long after the attack started, a speech by Ramattra was broadcast across the city. While his identity remained hidden, he urged his fellow omnics to join his side. Even after the city fell, the broadcast continued.[16]


  • Ramattra's skins apply to both of his forms. His voice effects change when using Nemesis form.[1]
  • Ramattra is the primary antagonist of the Overwatch IP.[17]

Cultural References

  • Ramattra's name may be derived from the Sanskrit rāmatra (रामत्र) which roughly translates to "dark defender." His name also seems to follow the same formatting as fellow Shambali monks Zenyatta and Mondatta.
  • A number of players have likened the relationship between Zenyatta and Ramattra as akin to Charles Xavier and Magneto from X-Men.[18] It was stated that their relationship would be fleshed out in Overwatch 2's PvE missions.[5]

Misc. Character Information

  • Ramattra's favorite animal is the ant. In his words, "they build marvelous structures and cooperate when threatened. I find them...inspirational."[7]
  • Ramattra's origin as an R-7000 once troubled him, given the fear and hatred his model inspired in humanity. Now, this gives him "a warm little feeling inside."[7]
  • Like many omnics, Ramattra wishes he could have met Aurora. If given the opportunity, he would ask her "the same thing I would ask her every day."[7]

Unlocking Ramattra

  • Ramattra was released in Season 2, on December 6, 2022.[19] Players who purchased the battle pass gained instant access to him. Those on the free track had to reach level 45 to unlock him.[20]
  • After season 2, Ramattra was unlockable only through completing set criteria in-game, namely:
    • Win 35 games queued as All Roles or playing Tank heroes in Quick Play, Competitive, or No Limits
    • Eliminate 3 bots with Void Accelerator in the Practice Range
    • Use Ravenous Vortex during Omnic Form and Nemesis Form in the Practice Range
    • Damage 2 bots simultaneously with Pummel during Nemesis Form in the Practice Range
    • Absorb 30 damage with Void Barrier in the Practice Range
    • Block 30 damage during Nemesis Form in the Practice Range
    • Extend the duration of Annihilation for 6 seconds or more in the Practice Range


We always knew Ramattra would be a tank because the story we were developing for him is that he’s a protector of his people, so it felt right that he would be a tank. But what you will find with his nemesis form, when he turns into this big hulking hero., making him this menacing character. That was part of the fantasy of Ramattra as we developed him. Some of the art designs that we chose, we really wanted the two different forms in his Omnic form and his Nemesis form to feel very different from each other. But you’ll still get the sense of it’s the same hero.
~ Dion Rogers

Ramattra was a difficult hero to make.[8] His design is a case of story/art/character inspiring mechanics, and vice versa. The developers always knew that Ramattra would be a tank because of his backstory; the idea of him being a protector of his people.[1]

Ramattra was originally intended to be released in Season 8, and Mauga in Season 2. Their places were reversed, as Ramattra's design was completed while Mauga needed additional work.[21]

Early Design

We, on the Narrative Design Team like to write complicated heroes. We wanted to show you someone that felt exciting, felt understandable, dangerous, and someone you wanted to get to know better.
~ Gavin Jurgens Fyhrie

Ramattra was first conceived in 2017 when the team was designing Null Sector units. In this period, there was a Null Sector lieutenant unit that resembled a pharoh. The developers thought that the unit would make a good hero.[22]

Ramattra shepherd

An early shepherd concept for Ramattra

Rammatra's final design was modeled after a nomadic shepherd to help convey his status as a leader, with his staff being a particular point of focus. It also incorporates many triangular shapes to give him a menacing appearance, as well as the skeletal silhouette and primarily purple color scheme characteristic of Null Sector omnics, and in his Nemesis form he crosses his arm to help maintain his domineering atmosphere.[22] The Nemesis form itself came later during development. The two forms are intended to feel very different from each other, but still clearly be the same hero. Thematically, the two forms represent Ramattra as a character. His baseline form is reserved, equipped with a staff that doesn't appear that dangerous. The Nemesis form represents his suppressed fury, unleashed.[1]


Ramattra's Egyptian theme (Nemesis form)


Ramattra's (Nemesis form) early concept art

Null Sector initially had a more overt Egyptian motif with nanite-based powers that resembled sand, and the nanites carried through to Ramattra's abilities. Early versions of his staff featured a hanging reservoir of nanites resembling particles of sand, almost like a lantern, which was simplified to an orb with a revolving band of nanites that he would wind up and shoot as his primary fire. His Nemesis form stemmed from the necessity to ensure he had the physical size and bulk to fulfill the Tank role, both visually and functionally. It drew inspiration from early Zenyatta designs that incorporated multiple-arms, archetypal of imagery in certain Eastern religions.[22]



Ramattra's final design

Ramattra was first seen at the end of Overwatch Storm Rising in 2019, though was unnamed in the cinematic. Around the time, it was speculated that he was associated with Null Sector due to his similar color scheme and newspapers appearing on the Havana map that read "Quien es Null Sector?"

An early iteration of his design was described as far back as 2019, when Game Informer reported that Jeff Kaplan had shown them the silhouette of what appeared to be a male wizard or warlock hero with a crooked staff during a press tour for Overwatch 2.[23]

Well ahead of the game's release, it was decided that Ramattra would be released during Overwatch 2; season 2 ended up being his chosen position.[1]

He was formally revealed in the Overwatch League Grand Finals 2022 on YouTube.[24]

Subsequent Development

Ramattra’s initial release was met with a lot of positive feedback in terms of fun factor. There was a lot of conversation around his kit and overall design, though there was consensus that Ramattra wasn't viable in enough situations. The developers chose to increase his power while in Nemesis form by upping his armor and speed. The cooldown on Void barrier was also decreased in order to create more overall uptime with his abilities.[25]

In Season 3, Annihilation was given a timer, so that it would tick down slower if enemies are in it (previously, the timer paused entirely), and a cap of 20 seconds will be added. This was done to remove "unhealthy gameplay scenarios,"; the developers want Ramattra to feel imposing and intimidating, but not hopeless to fight against.[25]



Hero Kit
Concept Art


Balance Change Logs

For more information, see Patch Notes.

Overwatch 2 PvP

Nemesis Form Icon Nemesis Form

  • Cooldown increased from 7 to 8 seconds.
  • Base armor reduced from 100 to 75.
  • Base health reduced from 275 to 250.
Developer Comments: The Pummel damage adjustment is notable as it reduces the number of punches required to knockout a 250 health hero.

Nemesis Form Icon Nemesis Form

  • Bonus armor increased from 225 to 300.

Pummel Icon Pummel

  • Pummel damage increased from 60 to 65.
General updates
  • Global projectile size modifier for travel time projectiles with a speed greater than 50 meters per second reduced from 0.1 to 0.075 meters.
Hero updates

Ravenous Vortex Icon Ravenous Vortex

  • Total damage increased from 45 to 70.
  • Cooldown decreased from 12 to 11 seconds.
;General updates

Most damage-dealing projectile sizes have been increased by a new global modifier added to their base size.

  • +0.05 meters for hitscan projectiles with a high rate of fire or spread (e.g., Tracer's Pulse Pistols or Reaper's Hellfire Shotguns).
  • +0.08 meters for hitscan projectiles that are more precise (e.g., Cassidy's Peacekeeper or Soldier:76's Heavy Pulse Rifle).
  • +0.05 meters for travel time projectiles that are shotguns or have a very high rate of fire (e.g., Roadhog's Scrap Gun or Ramattra's Void Accelerator).
  • +0.10 meters for travel time projectile with a speed greater than 50 meters per second (e.g., Zenyatta's Destruction Orb).
  • +0.15 meters for travel time projectile with a speed less than or equal to 50 meters per second (e.g., Pharah's Rocket Launcher).
  • Very large projectiles with a base size greater than 0.5 meters have been excluded from these increases (e.g., Orisa's Energy Javelin or Reinhardt's Fire Strike).

Hero combined HP (base health/armor/shields) increased by 15-25%.

  • 150-175 HP heroes increased by 25 HP.
  • 200-300 HP heroes increased by 50 HP.
  • 300+ HP (Tanks) increased by 75-100 HP.
  • Each hero's precise health increases are listed in their patch notes below.

Ultimate Charge

  • All Ultimate ability costs increased by 10%.

Regenerative Passive for All Heroes

  • All heroes now regenerate 20 health per second after 5 seconds of not taking damage.

Quick Melee

  • Damage increased from 30 to 40.
Hero updates
  • Health increased from 200 to 275.
Developer Comments: Ramattra is quite powerful during his Nemesis Form though his base Omnic Form may be too easy to ignore for a tank hero. We're adding some power there to even out the tradeoffs between the two forms, with the Omnic Form having even better ranged damage while Nemesis Form’s Pummel can pierce enemy defenses.
  • Base health reduced from 300 to 200.
  • Base armor increased from 0 to 100.

Void Accelerator Icon Void Accelerator

  • Projectile size increased from 0.075 to 0.1 meters.
  • Damage increased from 4.5 to 5.
Developer Comments: This change lets Ramattra project his influence more frequently with Nemesis Form, which translates into increased survivability and damage. The flexibility also makes it less punishing if he swaps back to Omnic Form early to use the Void Barrier.

Nemesis Form Icon Nemesis Form

  • Cooldown decreased from 8 to 7 seconds.
Developer Comments: Similar to Doomfist’s Power Block change, Ramattra’s Block ability will now always apply damage reduction to projectiles stuck directly to him. His Annihilation ultimate ability was being generated slightly too quickly for how impactful it can be, so we are increasing its ultimate cost.

Block Icon Block (Nemesis Form)

  • Block now reduces damage from stuck projectiles.

Annihilation Icon Annihilation

  • Ultimate cost increased 12%.
  • Block now reduces damage from stuck projectiles.
Developer Comments: Sometimes, the Ravenous Vortex projectile hits an enemy and bounces off unpredictably, delaying its activation. This quality-of-life change improves the ability's consistency and makes it easier to use against groups of enemies without fear of accidental collisions.

Ravenous Vortex Icon Ravenous Vortex

  • The projectile now passes through enemy heroes but is still blocked by barriers.
Developer Comment: Players found that shifting out of Nemesis Form before activating the Annihilation ultimate would fully reset Nemesis Form's bonus armor. To smooth out the gameplay, it now resets the armor health automatically as part of the ultimate activation.

Annihilation Icon Annihilation

  • Using Annihilation while in Nemesis Form refreshes your bonus armor
Developer Comment: Developer Comment: The idea of an ultimate ability potentially lasting forever is an exciting concept, but the reality is that if it's too easy to do it causes a lot of frustrations and with Ramattra's ultimate in particular, an excessive amount of visual noise. We're limiting the maximum duration to 20 seconds, which is still highly impactful for most team fights, but it guarantees it'll end in a reasonable amount of time.
  • Base health in Role Queue modes remains the same at 450
  • Base health in non-Role Queue modes reduced from 450 to 300

Annihilation Icon Annihilation

  • Damaging enemies with the ultimate now slows the duration timer down instead of pausing it entirely. Lasts up to 20 seconds
  • Ultimate cost increased 12%
Nemesis Form Icon Nemesis Form
  • Movement speed increased by 20%
  • Armor bonus increased from 150 to 225

Void Barrier Icon Void Barrier (Omnic Form)

  • Cooldown reduced from 15 to 13 seconds
  • Ramattra has been added to the line-up

Void Accelerator Icon Void Accelerator (Omnic Form)

  • Primary: Fire a stream of projectiles in a fixed pattern
  • Secondary: Create a barrier at the targeted location

Nemesis Form Icon Nemesis Form

  • Transform into Nemesis Form, changing your attacks and gaining bonus armor

Pummel Icon Pummel (Nemesis Form)

  • Primary: Punch forward, creating a wave of piercing energy with every swing
  • Secondary: Significantly reduces damage taken from the front and reduces movement speed

Ravenous Vortex Icon Ravenous Vortex

  • Fire a nano ball, which explodes when it hits the ground, spreading a damaging field. Affected enemies are slowed and pulled downward

Annihilation Icon Annihilation

  • Enter Nemesis Form and create an energy swarm surrounding yourself. This swarm will lash out towards nearby enemies, dealing damage and pausing the duration when damage is dealt.


  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 2022-11, Overwatch 2 Art Director Dion Rogers Talks About The Design Principles Behind The Dual Modes For Ramattra In Interview. Gamerbraves, accessed on 2022-11-15
  2. 2.0 2.1 2.2 2.3 2022-11-05, RAMATTRA REVEAL - OVERWATCH LEAGUE GRAND FINALS. Blizzard Entertainment, accessed on 2022-11-15
  3. 3.0 3.1 3.2 3.3 3.4 Ramattra Origin Story
  4. 2022-12-01, Overwatch 2: Ramattra the Revolutionary | Dev Update. YouTube, accessed on 2022-12-04
  5. 5.0 5.1 5.2 5.3 2022-12-04, Overwatch 2: Ramattra and Zenyatta| Developer Update. YouTube, accessed on 2022-12-04
  6. 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 6.10 Ramattra: Reflections
  7. 7.0 7.1 7.2 7.3 7.4 Overwatch 2, Ramattra Quotes
  8. 8.0 8.1 2022-11-26, BUILDING A REVOLUTIONARY: AN INSIDE LOOK AT RAMATTRA WITH THE HERO DESIGN TEAM. Blizzard Entertainment, accessed on 2022-11-27
  9. 9.0 9.1 9.2 2022-11, Overwatch 2: Ramattra’s Beginnings | Developer Update. Youtube, accessed on 2022-12-2
  10. 10.0 10.1 10.2 10.3 10.4 10.5 10.6 10.7 10.8 Ramattra, PlayOverwatch. Accessed on 2022-12-16
  11. Overwatch 2, Zenyatta Quotes
  12. 12.0 12.1 Overwatch 2, Ironclad
  13. ''Overwatch Storm Rising
  14. 2019-04-25, PlayOverwatch on Twitter. Twitter, Accessed on 2019-04-25.
  15. 2019-04-25, Michael Chu on Twitter. Twitter, Accessed on 2019-04-25
  16. Overwatch 2, Liberation
  17. 2024-07-11, Overwatch 2 Reveals Alternate Transformers Characters, Secrets of New Collab (Exclusive). Comicbook, accessed on 2024-07-14
  18. 2022-11-08, Overwatch 2 Reveals New Hero Ramattra, Locked Behind Battle Pass. Kotaku, accessed on 2022-11-10
  19. Ramattra Reveal - Overwatch League Grand Finals. Overwatch News, accessed on 2022-11-04
  20. 2022-12-05, Blizzard Is Making Overwatch 2's Next Hero Easier To Unlock. GameSpot, accessed on 2022-12-06
  21. 2024-01-31, Developing Overwatch 2's Samoan hero. Games Industry.biz, accessed on 2024-02-08
  22. 22.0 22.1 22.2 2022-11-28, Overwatch 2: Ramattra's Design Evolution | Dev Update Youtube, accessed on 2022-11-27
  23. 2019-11-5, Details On An Unannounced Overwatch 2 Hero. Game Informer, accessed on 2022-11-5
  24. 2022-10-27,Overwatch League Grand Finals 2022. Youtube, accessed on 2022-11-04
  25. 25.0 25.1 2023-01-31, SEASON 2 RETROSPECTIVE: A LOOK BACK AND THE ROAD FORWARD. PlayOverwatch, accessed on 2023-02-02
Heroes in Overwatch 2