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Ashe[]

The Viper
Key mouse 1.png
Hero-ability-circle.svg
Ability-ashe1.png
Type
Weapon
Accuracy
Spread
Travel
Hitscan
Affects
Enemies
Ashe's semi-automatic rifle fires quick shots.
Reload (initial): 0.5
Reload (per bullet): 0.25
Damage:
 
 
40 per shot –
 
20 per shot
Ammo: 15
Reload Duration: 4.25 s
Recovery Time: 0.25 s
DPS: 160
Headshot: ✓
Notes:
  • Ashe reloads The Viper one bullet at a time in rapid succession, instead of all at once.
    • The more bullets used in the magazine, the longer it takes to fully reload.
    • If the reload is cancelled before completion, some ammo is still replenished based on how many bullets loaded into the gun, instead of none at all.
  • Unlike most weapons, The Viper is semi-automatic instead of fully automatic.
  • Spread increases after firing 3 shots and reaches its maximum upon the 6th shot.

The Viper (Alternate Fire)
Key mouse 2.png
Hero-ability-circle.svg
Ability-ashe1.png
Type
Weapon
Accuracy
Pinpoint
Scoped
Travel
Hitscan
Affects
Enemies
Ashe can use her aim-down sights for a more damaging, precise shot.
Damage:
 
 
 
 
85 per shot –
 
 
42.5 per shot
Recovery Time: 0.7 s
DPS: 121.4
Notes:
  • Ashe can jump while aiming down sights.

Dynamite
E
Hero-ability-circle.svg
Ability-ashe2.png
10 s
Type
Ability
Accuracy
Area of Effect
Travel
Arcing Projectile
Affects
Enemies
Self
Ashe throws an explosive that detonates after a short delay or immediately when shot. The explosion from Dynamite also lights enemies on fire, dealing damage over time.
Fuse: 2 s
Explosion Damage:
 
 
 
75
Self Damage: 50%
Damage:
 
 
 
 
100 over 5 s
Projectile Speed: 25 m/s
Effect Radius: 5 m
Cooldown: 10 s
Notes:
  • Damages self, but the damage is halved.
  • Can be shot at with the Viper or Coach Gun to detonate immediately.
  • The burn also affects barriers and turrets, and is removed immediately upon taking a Health Pack.
  • After Ashe throws the dynamite, there is a 0.55 recovery period before she can use The Viper or Coach Gun.

Coach Gun
LSHIFT
Hero-ability-circle.svg
Ability-ashe3.png
10 s
Type
Ability
Accuracy
Spread
Travel
Hitscan
Affects
Enemies
Self
Ashe blasts enemies in front of her, knocking them away and propelling herself backward for added mobility.
Damage:
 
 
 
 
90 (6 per pellet)
Cooldown: 10 s
Headshot: ✕
Notes:
  • The bullets do not need to hit anything in order to apply the knock back to Ashe.

B.O.B.
Icon-clock-white.png
Q
Hero-ability-circle.svg
Ability-ashe4.png
2240 points
Type
Ultimate
Accuracy
N/A
Travel
N/A
Affects
Enemies
Ashe summons her trusted omnic sidekick, B.O.B., who charges forward and knocks enemies into the air, then lays down suppressing fire with his arm cannons.
Damage:
 
 
 
 
 
120
Recovery Time: Expression error: Unrecognized word "bullets". s
DPS: Expression error: Unrecognized word "bullets".
Notes:
  • B.O.B. appears slightly to the right of Ashe and lands 5 meters in front of her, then charges in the direction Ashe is looking at. Once B.O.B. bumps into an enemy or a wall, or travels 65 meters, B.O.B. halts and begins shooting nearby enemies like a turret.
    • If B.O.B. bumps into an enemy (or enemies), B.O.B. inflicts 120 damage to them and flings them into the air.
    • If B.O.B. collides with Charge, Rocket Punch, Shield Bash, or another charging B.O.B., both participants get knocked down for 2 seconds.
    • B.O.B. automatically uses Symmetra's Teleporter if it's in his path.
  • B.O.B. can be healed, buffed (e.g. Nano Boost), and debuffed (e.g. Hack).
    • If B.O.B. is hacked, B.O.B. becomes inactive for 5 seconds.
  • B.O.B. is treated as an additional player when contesting/capturing objectives, and for Wrecking Ball's Adaptive Shield.
  • Damaging or healing B.O.B. does not give ultimate charge, but damage boosting as Mercy does.
  • Ashe can still gain ultimate charge while B.O.B. is active (but not by the damage dealt by B.O.B.).

Bastion[]

Ironclad
Ability-passive.png
Hero-ability-circle.svg
Icon-ability.0f6m2.png
Type
Passive
Accuracy
N/A
Travel
N/A
Affects
Self
Reduces damage taken while transformed.
Damage Reduction: -20%
Notes:
  • Applies to configurations Sentry and Tank upon their complete transformation.
  • Damage reduction is applied before armor.

Configuration: Recon
Hero-ability-circle.svg
Ability-bastion1.png
Type
Hero Mode
Accuracy
Spread
Travel
Hitscan
Affects
Self
Enemies
In Recon mode, Bastion is fully mobile, outfitted with a submachine gun that fires steady bursts of bullets at medium range.
Damage:
 
20 per shot –
 
10 per shot
Ammo: 35
Reload Duration: 1.5 s
Recovery Time: 0.13 s
DPS: 2.5
Headshot: ✓

Configuration: Sentry
Hero-ability-circle.svg
Ability-bastion2.png
Type
Hero Mode
Accuracy
Spread
Travel
Hitscan
Affects
Self
Enemies
In Sentry mode, Bastion is a stationary powerhouse equipped with a gatling gun capable of unleashing a hail of bullets. The gun's aim can be "walked" across multiple targets, dealing devastating damage at short to medium range.
Damage:
 
15 per shot –
 
7.5 per shot
Ammo: 300
Reload Duration: 2.1 s
Recovery Time: 0.03 s
DPS: 0.5
Headshot: ✕
Notes:
  • Makes Bastion immune to knock-back effects and Orisa's Halt!.
  • Bastion has a glowing blue box on its back that can be hit for headshot damage.
  • Bastion's spread decreases continuously while firing, up to 33% after 2 seconds.
  • Bastion comes out of Configuration: Sentry if it is hacked, slept, pinned, hooked, or knocked down.

Reconfigure
E
Hero-ability-circle.svg
Ability-bastion3.png
? s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Self
Bastion transforms between its two primary combat modes to adapt to battlefield conditions.
Notes:
  • Can be done in the air.
  • After 1.5 seconds on one configuration, the other configuration is automatically reloaded.

Self-Repair
Hero-ability-circle.svg
Ability-bastion4.png
1 s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
Bastion restores its health; it cannot fire weapons while the repair process is in effect.
Casting Duration: 4 s
Max Recharge Time: 7
Effect Duration: 1 s
Cooldown: 1 s
Notes:
  • Bastion cannot activate Self-Repair when the resource meter is below 20%.
  • There is a 0.25 second recovery time between repairs.
  • Does not consume resources if Bastion is at full health.

Configuration: Tank
Q
Hero-ability-circle.svg
Achievement Charge!.png
2310 points
Type
Ultimate
Accuracy
N/A
Travel
Projectile
Affects
Enemies
In Tank mode, Bastion extends wheeled treads and a powerful long-range cannon. The cannon’s explosive shells demolish targets in a wide blast radius, but Bastion can only remain in this mode for a limited time.
Lua error in Module:Ability_details/sandbox at line 146: attempt to perform arithmetic on local 'amount' (a string value).Ammo: ∞
Projectile Speed: 60 m/s
Recovery Time: 1 s
DPS: Expression error: Unrecognized word "direct".
Headshot: ✕
Notes:
  • Bastion cannot receive headshots as both its head and its blue box are covered.
  • Regardless of which configuration Bastion was in when entering Configuration: Tank, Bastion goes into Configuration: Recon upon exiting.
  • Ammunition of Configuration: Recon is immediately restored upon activation.

Doomfist[]

The Best Defense...
Ability-passive.png
Hero-ability-circle.svg
The best defense.png
Type
Passive
Accuracy
N/A
Travel
N/A
Affects
Enemies
Doomfist generates temporary personal shields when he deals ability damage.
Notes:
  • This ability has a statistic card named "Shields created."
  • After 1 second, the shields start decaying at 3 shields per second.

Hand Cannon
Key mouse 1.png
Hero-ability-circle.svg
Hand cannon.png
Type
Weapon
Accuracy
Spread
Travel
Projectile
Affects
Enemies
Doomfist fires a short-range burst from the knuckles of his fist. Its ammunition is automatically regenerated over a short time.
Damage:
 
 
 
66 per shot (6 per pellet)
Ammo: 4
Reload Duration: 0.65 seconds (per shot) s
Projectile Speed: 80 m/s
Recovery Time: 0.33 s
DPS: 198.2
Headshot: ✓
Notes:
  • Unlike most weapons, Hand Cannon cannot be forced to reload by using the "Reload" key.

Seismic Slam
LSHIFT
Hero-ability-circle.svg
Ability Doomfist Seismic Slam.png
6 s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
Doomfist leaps forward and smashes into the ground, knocking nearby enemies toward him.
Lua error in Module:Ability_details/sandbox at line 146: attempt to perform arithmetic on local 'amount' (a string value).Cooldown: 6 s
Notes:
  • Damage scales with the time spent in air during the slam, up to a maximum of 125.
  • While airborne, a blue indicator will show where the ability will land. The orientation of the slam can be changed in the air.
  • On flat ground, Seismic Slam horizontally propels Doomfist 8.22 meters and deals 49 damage. Adding a jump can increase this damage to 62.

Rising Uppercut
E
Hero-ability-circle.svg
Rising uppercut.png
6 s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
Doomfist uppercuts enemies in front of him into the air.
Damage:
 
 
50
Cooldown: 6 s
Notes:
  • Enemies knocked into the air lose air control for 0.6 seconds.
  • Doomfist is briefly suspended in the air after the uppercut, slowing his fall speed.
  • There is a 0.35 second recovery period where Doomfist cannot shoot or use any of his abilities.

Rocket Punch
Key mouse 2.png
Hero-ability-circle.svg
Rocket punch.png
4 s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
After charging up, Doomfist lunges forward and knocks an enemy back, dealing additional damage if they impact a wall.
Lua error in Module:Ability_details/sandbox at line 146: attempt to perform arithmetic on local 'amount' (a string value).Cooldown: 4 s
Notes:
  • Damage, distance traveled, and knock back all scale with the charge time.
  • It takes ~0.94 seconds of charging in order to kill a 200 HP target, assuming wall impact. This translates to about 2.7 bars of charge in the HUD.
  • Rocket Punch stops if it hits an enemy.
  • If Rocket Punch collides with Charge, Shield Bash, a charging B.O.B., or another Rocket Punch, both participants get knocked down for 2 seconds.
  • While charging, Rocket Punch can be cancelled by pressing the Primary Fire button.
  • After being released, Rocket Punch can still be cancelled with the Jump key. This pushes Doomfist further than what he would have gone without cancelling.

Meteor Strike
Q
Hero-ability-circle.svg
Ability Doomfist Meteor Strike.png
1680 points
Type
Ultimate
Accuracy
N/A
Travel
N/A
Affects
Enemies
Doomfist leaps into the sky, then crashes to the ground, dealing significant damage.
Lua error in Module:Ability_details/sandbox at line 146: attempt to perform arithmetic on local 'amount' (a string value).
Notes:
  • This ability works even when used inside an interior area and will land in that area unless Doomfist moves outside.
  • Holding right click enables a birds-eye view of the impact zone, which can also be used to climb up platforms.
  • The impact zone is only visible to the enemy team once Doomfist is coming down.
  • Doomfist is completely invincible during this ultimate.
  • Meteor Strike has two rings that do different damage. If an enemy is touching both rings, the inner ring takes precedence.

Echo[]

Glide
Ability-passive.png
SPACE
Hero-ability-circle.svg
GLIDE.png
Type
Passive
Accuracy
N/A
Travel
N/A
Affects
Enemies
Echo can glide while falling.
Notes:
  • Used by holding the Jump button.

Tri-Shot
Key mouse 1.png
Hero-ability-circle.svg
TRI SHOT.png
Type
Weapon
Accuracy
N/A
Travel
Projectile
Affects
Enemies
Echo fires 3 shots at once, in a triangle pattern.
Damage:
 
 
 
51 per shot (17 per pellet)
Ammo: 15
Reload Duration: 1.5 s
Projectile Speed: 75 m/s
Recovery Time: 0.33 s
DPS: 154.5
Headshot: ✓

Sticky Bombs
Hero-ability-circle.svg
STICKY BOMBS.png
6 s
Type
Ability
Accuracy
N/A
Travel
Projectile
Affects
Enemies
Echo fires a volley of sticky bombs that detonate after a delay.
Lua error in Module:Ability_details/sandbox at line 146: attempt to perform arithmetic on local 'amount' (a string value).Projectile Speed: 50 m/s
Recovery Time: Expression error: Unrecognized word "bomb". s
DPS: Expression error: Unrecognized word "bombs".
Cooldown: 6 s
Headshot: ✕

Flight
E
Hero-ability-circle.svg
FLIGHT.png
6 s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
Echo surges forward quickly, then can fly freely.
Cooldown: 6 s
Notes:
  • Can be manually cancelled by pressing the ability key again.
  • Holding jump causes Echo to rise, while holding crouch causes her to descend.

Focusing Beam
Hero-ability-circle.svg
FOCUSING BEAM.png
8 s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
Echo channels a beam for a few seconds, dealing very high damage to targets with less than half health.
Damage (low targets):
 
 
 
 
 
 
 
 
200
Damage:
 
 
50 over 1 s
Cooldown: 8 s
Headshot: ✕
Notes:
  • Deals 4 times more damage if she is targeting something (including turrets or barriers) whose HP is 50% or lower.
  • Can be manually cancelled by pressing the ability key again.
  • Deals up to 176 damage against full health 200 HP targets. This is because due to the way damage is distributed through ticks, an extra tick is used to get them to 50% or below. Against 200 HP targets with 199.2 or less HP, Focusing Beam can finish them off in 1 use.

Duplicate
Q
Hero-ability-circle.svg
DUPLICATE.png
1960 points
Type
Ultimate
Accuracy
N/A
Travel
N/A
Affects
Enemies
Echo duplicates a targeted enemy hero and gains use of their abilities.
Notes:
  • Echo's HP instantly becomes the full base HP of her target.
  • Echo copies the target's currently equipped skin.
  • Echo's target cannot switch heroes for the duration of the ability.
  • While duplicating, Echo charges her ultimate ability 6.5 times faster.
  • When the duration ends, or if Echo's HP is reduced to 1, Echo reverts back to normal and her HP returns to full.
  • Reverting back to Echo interrupts whatever ability she was using.
    • Most deployed abilities disappear after 4 seconds. Sombra's Translocator, Mei's Ice Wall, Sigma's Experimental Barrier, Symmetra's Photon Barrier, and Zarya's Projected Barrier disappear immediately. Junkrat's Concussion Mine and RIP-Tire detonate immediately.
    • Damage-over-time and heal-over-time effects continue as normal. When Duplicate ends, most buffs applied by the duplicated hero are removed; this includes temporary HP given to teammates, except Repair Pack's armor (most likely because it is tied to a HoT effect). After 3 seconds pass, debuffs and Biotic Grenade's healing buff are removed.
  • Echo cannot target another Echo (even if that Echo is duplicating another hero), or non-playable characters like B.O.B. or Training Bots.
  • If Echo targets a D.Va pilot, Echo will still duplicate the mech.
  • Echo cannot target behind enemy barriers.

Genji[]

Cyber-Agility
Ability-passive.png
Hero-ability-circle.svg
Ability-genji5.png
Type
Passive
Accuracy
N/A
Travel
N/A
Affects
Enemies
Climb on walls and double jump.
Notes:
  • Double jumping doesn't reset on wall climbing.

Shuriken
Hero-ability-circle.svg
Ability-genji1.png
Type
Weapon)
Accuracy
Spread
Travel
Projectile
Affects
Enemies
Genji looses three deadly throwing stars in quick succession.
Damage:
 
 
28 per shot
Ammo: 30
Reload Duration: 1.5 s
Projectile Speed: 60 m/s
Recovery Time: Expression error: Unexpected < operator. s
DPS: Expression error: Unexpected < operator.
Headshot: ✓

Shuriken (Secondary Fire)
Key mouse 2.png
Hero-ability-circle.svg
Ability-genji1.png
Type
Weapon
Accuracy
Spread
Travel
Projectile
Affects
Enemies
Alternatively, he can throw three shuriken in a wider spread.
Damage:
 
 
28 per shot
Ammo: 30
Reload Duration: 1.5 s
Projectile Speed: 60 m/s
Recovery Time: 0.65 s
DPS: 43.1
Headshot: ✓
Notes:
  • Shuriken's alternate fire is also called "Fan of Blades."
  • Even if there are fewer than three shuriken in his magazine, three shurikens will be fired.

Swift Strike
E
Hero-ability-circle.svg
Ability-genji3.png
8 s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Self
Enemies
Genji darts forward, slashing with his wakizashi and passing through foes in his path. If Genji eliminates a target, he can instantly use this ability again.
Damage:
 
 
50
Cooldown: 8 s
Headshot: ✕
Notes:
  • The cooldown will reset no matter what ability is used for the kill.
  • The ability can and should also be used as a movement ability.
  • Swift Strike does not deal damage to traps such as Junkrat's Steel Trap or Widowmaker's Venom Mine, but it can destroy Turrets placed by Symmetra.

Deflect
LSHIFT
Hero-ability-circle.svg
Ability-genji2.png
8 s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
With lightning-quick swipes of his wakizashi, Genji reflects an oncoming projectile and sends it rebounding towards his opponent.
Effect Duration: 2 s
Cooldown: 8 s
Notes:
  • Any projectile deflected is treated as Genji's, and damage falloff is reset.
  • Blocks melee attacks, Chain Hook, and Whip Shot.
  • While Dragonblade is active, Genji will Deflect with his katana instead.
  • Beam or beam-like attacks are unaffected by Deflect.
    • This includes: The primary fire on Mei's Endothermic Blaster, the primary fire on Zarya's Particle Cannon, Winston's Tesla Cannon, the primary or secondary fire on Moira’s Biotic Grasp, and the primary fire on Symmetra's Photon Projector.

Dragonblade
Q
Hero-ability-circle.svg
Ability-genji4.png
1680 points
Type
Ultimate
Accuracy
N/A
Travel
N/A
Affects
Enemies
Genji brandishes his katana for a brief period of time. Until he sheathes his katana, Genji can deliver killing strikes to any targets within his reach.
Damage:
 
 
 
 
 
120
Recovery Time: 0.9 s
DPS: 133.3
Headshot: ✕
Notes:
  • Genji cannot use his Ability-genji1.png Shuriken while Ability-genji4.png Dragonblade is active.
  • Activating Dragonblade resets the cooldown of Swift Strike.
  • Genji can swing his sword {{#eval: / }} times at most.
  • Ammunition is restored after completion.

Hanzo[]

Wall Climb
Ability-passive.png
Hero-ability-circle.svg
Ability-hanzo5.png
Type
Passive
Accuracy
N/A
Travel
N/A
Affects
Enemies
Jump at walls to climb up them.

Storm Bow
Key mouse 1.png
Hero-ability-circle.svg
Ability-hanzo1.png
Type
Weapon
Accuracy
Pinpoint
Travel
Arcing Projectile
Affects
Enemies
Hanzo nocks and fires an arrow at his target.
Lua error in Module:Ability_details/sandbox at line 146: attempt to perform arithmetic on local 'amount' (a string value).Ammo: ∞
Projectile Speed: 25 - 110 m/s m/s
Recovery Time: Expression error: Unrecognized word "up". s
DPS: Expression error: Unrecognized punctuation character "'".
Headshot: ✓
Notes:
  • Hanzo can undraw by pressing the reload key.

Sonic Arrow
E
Hero-ability-circle.svg
Ability-hanzo2.png
12 s
Type
Ability
Accuracy
Pinpoint
Travel
Arcing Projectile
Affects
Enemies
Hanzo launches an arrow that contains a sonar tracking device. Any enemy within its detection radius is visibly marked, making them easier for Hanzo and his allies to hunt down.
Effect Duration: 6 s
Cooldown: 12 s
Notes:
  • Pressing the ability key turns the next arrow from Storm Bow or Storm Arrows into a Sonic Arrow. (This does not change the speed or damage.) Pressing the key again before firing changes it back.
  • If the arrow becomes stuck on a moving target (e.g. an enemy hero), the effect follows.

Storm Arrows
LSHIFT
Hero-ability-circle.svg
Ability-hanzo03.png
10 s
Type
Ability
Accuracy
N/A
Travel
Arcing Projectile
Affects
Enemies
Hanzo’s next several arrows fire instantly, but at reduced damage.
Casting Duration: 5 s
Damage:
 
 
 
60 per shot
Ammo: 5
Projectile Speed: 110 m/s
Recovery Time: 0.3 s
DPS: 200
Cooldown: 10 s
Headshot: ✓
Notes:
  • Storm Arrows travel at the same speed as fully charged Storm Bow arrows.

Lunge
SPACE
Hero-ability-circle.svg
Ability-hanzo01.png
5 s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
Hanzo can double jump, allowing him to change direction mid-jump.
Cooldown: 5 s

Dragonstrike
Q
Hero-ability-circle.svg
Ability-hanzo4.png
1680 points
Type
Ultimate
Accuracy
N/A
Travel
Projectile
Affects
Enemies
Hanzo summons a Spirit Dragon which travels through the air in a line. It passes through walls in its way, devouring any enemies it encounters.
Lua error in Module:Ability_details/sandbox at line 146: attempt to perform arithmetic on local 'amount' (a string value).Projectile Speed: 20 m/s
Recovery Time: Expression error: Unrecognized word "seconds". s
DPS: Expression error: Unrecognized word "arrow".
Headshot: ✓
Notes:
  • Does not affect enemy objects.
  • If shot directly and the target is still, the damage will last for 3.33 seconds.
  • The hitbox is actually both dragons, meaning the ultimate deals less damage at the edges, and combined at the center.[1]
  • Does not drain nor interrupt Storm Arrows.

Junkrat[]

Total Mayhem
Ability-passive.png
Hero-ability-circle.svg
Ability-Junkrat4.png
Type
Passive
Accuracy
N/A
Travel
Projectile
Affects
Enemies
Junkrat's deranged sense of humor persists past his death. If killed, he drops several live grenades.
Damage:
 
 
 
 
 
 
 
 
 
 
 
 
300 (50 per pellet)
Headshot: ✕
Notes:
  • Also causes Junkrat to not take damage from his own explosions.

Frag Launcher
Key mouse 1.png
Hero-ability-circle.svg
Ability-Junkrat1.png
Type
Weapon
Accuracy
N/A
Travel
Arcing Projectile
Affects
Enemies
Junkrat's Frag Launcher lobs grenades a significant distance. They bounce to reach their destination, and blow up when they strike an enemy.
Splash Damage:
 
 
 
 
80
Splash Radius: 2
Damage:
 
 
 
 
 
 
130 per shot
Ammo: 5
Reload Duration: 1.5 s
Projectile Speed: 25 m/s
Recovery Time: 0.67 s
DPS: 194.9
Headshot: ✕
Notes:
  • The grenades explode after two bounces or when they hit an enemy unit.

Concussion Mine
Hero-ability-circle.svg
Ability-Junkrat2.png
8 s
Type
Ability
Accuracy
N/A
Travel
Arcing Projectile
Affects
Enemies
After placing one of his homemade Concussion Mines, Junkrat can trigger it to damage enemies and send them flying... or propel himself through the air.
Damage:
 
 
 
 
 
120 per shot
Ammo: 2
Projectile Speed: 20 m/s
Cooldown: 8 s
Headshot: ✕
Notes:
  • The mine does not deal self-damage, but still applies the knockback, making it usable as a mobility tool.

Steel Trap
LSHIFT
Hero-ability-circle.svg
Ability-Junkrat3.png
10 s
Type
Ability
Accuracy
N/A
Travel
Arcing Projectile
Affects
Enemies
Junkrat tosses out a giant, metal-toothed trap. Should an enemy wander too close to the trap, it clamps on, injuring and immobilizing them.
Damage:
 
 
 
 
80
Projectile Speed: 10 m/s
Cooldown: 10 s
Notes:
  • Junkrat can see the trap's location through walls.
  • The player receives an audio cue when an enemy triggers the trap.

RIP-Tire
Q
Hero-ability-circle.svg
Ability-Junkrat5.png
1925 points
Type
Ultimate
Accuracy
N/A
Travel
N/A
Affects
Enemies
Junkrat revs up a motorized tire bomb and sends it rolling across the battlefield, climbing over walls and obstacles. He can remotely detonate the RIP-Tire to deal serious damage to enemies caught in the blast, or just wait for it to explode on its own.
Casting Duration: 10 s
Tire Movement Speed: 12
Damage:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
600
Notes:
  • Ammunition is restored after completion.

McCree[]

Peacekeeper
Key mouse 1.png
Hero-ability-circle.svg
Ability-mccree1.png
Type
Weapon
Accuracy
Pinpoint
Travel
Hitscan
Affects
Enemies
McCree fires off a round from his trusty six-shooter.
Damage:
 
 
 
70 per shot –
 
 
35 per shot
Ammo: 6
Reload Duration: 1.5 s
Recovery Time: 0.42 s
DPS: 166.7
Headshot: ✓
Notes:
  • Unlike most weapons with damage falloff, Peacekeeper's damage scales non-linearly. The drop is very severe upon reaching 20 meters but stabilizes at 30 meters; then it drops severely again and stabilizes at 40 meters. A graph of this unusual function looks something like this.[1]

Peacekeeper (Secondary Fire)
Hero-ability-circle.svg
Ability-mccree1.png
Type
Weapon
Accuracy
Spread
Travel
Hitscan
Affects
Enemies
McCree can fan the Peacekeeper’s hammer to swiftly unload the entire cylinder.
Damage:
 
 
50 per shot –
 
25 per shot
Ammo: 6
Reload Duration: 1.5 s
Recovery Time: 0.13 s
DPS: 384.6
Headshot: ✕
Notes:
  • Peacekeeper's alternate fire is also called "Fan the Hammer."

Combat Roll
E
Hero-ability-circle.svg
Ability-mccree2.png
6 s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
McCree dives in the direction he’s moving, effortlessly reloading his Peacekeeper in the process.
Cooldown: 6 s
Notes:
  • Works only while McCree is on a surface.
  • McCree can roll off ledges.
  • Travels in the direction McCree is walking, not the direction he is facing (unless he is not moving).

Flashbang
LSHIFT
Hero-ability-circle.svg
Ability-mccree3.png
10 s
Type
Ability
Accuracy
N/A
Travel
Arcing Projectile
Affects
Enemies
McCree heaves a blinding grenade that explodes shortly after it leaves his hand. The blast staggers enemies in a small radius.
Damage:
 
25
Projectile Speed: 30 meters per second m/s
Cooldown: 10 s
Headshot: ✕
Notes:
  • Flashbang can affect enemies up to 10 m away.

Deadeye
Q
Hero-ability-circle.svg
Ability-mccree4.png
1680 points
Type
Ultimate
Accuracy
N/A
Travel
Hitscan
Affects
Enemies
Focus. Mark. Draw. McCree takes a few precious moments to aim; when he’s ready to fire, he shoots every enemy in his line of sight. The weaker his targets are, the faster he’ll line up a killshot.
Casting Duration: 6.2 s
Lua error in Module:Ability_details/sandbox at line 146: attempt to perform arithmetic on local 'amount' (a string value).Recovery Time: 0.2 s
DPS: Expression error: Unrecognized word "to".
Notes:
  • Deadeye replenishes Peacekeeper's ammo.
  • Deadeye only targets enemy heroes, and cannot target objects such as barriers, turrets, mines, etc.
  • Deadeye begins locking 0.2 seconds after activation. Over the next 0.8 seconds, it accumulates damage slowly to all enemies in sight, up to 80 for each. After 1 second, Deadeye accumulates damage at a rate of 275 per second. After 1.5 seconds, it accumulates at 550 per second.
  • If the accumulated damage is above an enemy's health, a skull will appear.
  • The player's field-of-view (FOV) settings do not affect the breadth of Deadeye. At lower FOV settings, McCree may be able to kill an enemy that the player cannot see.
  • Despite the visuals in-game, the shots don't actually count as headshots — the ability will deal no damage when the "Headshots only" option is selected in a custom game.
  • Ammo remaining in the cylinder is not relevant as it will keep firing even if it runs out of ammo.
  • Deadeye can lock on to and kill more than 6 targets simultaneously.

Mei[]

Endothermic Blaster
Key mouse 1.png
Hero-ability-circle.svg
Ability-mei1.png
Type
Weapon
Accuracy
N/A
Travel
N/A
Affects
Enemies
Mei’s blaster unleashes a concentrated, short-range stream of frost that damages, slows, and ultimately freezes enemies in place.
Damage:
 
 
 
55 per shot over 1 s
Ammo: 120
Reload Duration: 1.5 s
Projectile Speed: 20 m/s
Headshot: ✕
Notes:
  • The first tick results in a 20% progress towards the freeze (also inflicts a 20% slow effect), then each subsequent tick increases this by 2.85% (also inflicts a 2.85% slow effect). (The slow effect is capped at 70%.) At 100% or higher freeze progress, the very next tick freezes the target; therefore, it takes a total of 31 rounds in order to freeze.
    • Despite being changed to 20% in patch 1.44, Mei's weapon settings in custom games still say the minimum freeze is 30%.
  • The slow effect lasts for 1 second after the last tick of damage was dealt.
  • Pierces enemies.

Endothermic Blaster (Secondary Fire)
Key mouse 1.png
Hero-ability-circle.svg
Ability-mei1.png
Type
Weapon
Accuracy
N/A
Travel
Projectile
Affects
Enemies
Mei can also use her blaster to shoot icicle-like projectiles at medium range.
Damage:
 
 
 
75 per shot
Ammo: 120
Reload Duration: 1.5 s
Projectile Speed: 115 m/s
Recovery Time: 0.8 s
DPS: 93.8
Headshot: ✓
Notes:
  • Endothermic Blaster's alternate fire is also called "Icicle."

Cryo-Freeze
E
Hero-ability-circle.svg
Ability-mei2.png
12 s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
Mei instantly surrounds herself with a block of thick ice. She heals and ignores damage while encased, but cannot move or use abilities.
Casting Duration: 4.25 s
Lua error in Module:Ability_details/sandbox at line 146: attempt to perform arithmetic on local 'amount' (a string value).Cooldown: 12 s
Notes:
  • The cooldown starts only after the effect wears off.
  • The ability can be cancelled prematurely.
  • Mei becomes completely invincible and is cleansed of all status effects.

Ice Wall
LSHIFT
Hero-ability-circle.svg
Ability-mei3.png
13 s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
Mei generates an enormous ice wall that obstructs lines of sight, stops movement, and blocks attacks.
Cooldown: 13 s
Notes:
  • The ability can be cancelled prematurely by pressing the hotkey once more.
  • Before casting, the Ice Wall's placement from the player's line of sight can be toggled from perpendicular to parallel by pressing the hotkey.
  • The cooldown starts immediately, not when the ability ends/is cancelled.

Blizzard
Q
Hero-ability-circle.svg
Ability-mei4.png
1610 points
Type
Ultimate
Accuracy
N/A
Travel
N/A
Affects
Enemies
Mei deploys a weather-modification drone that emits gusts of wind and snow in a wide area. Enemies caught in the blizzard are slowed and take damage; those who linger too long are frozen solid.
Lua error in Module:Ability_details/sandbox at line 146: attempt to perform arithmetic on local 'amount' (a string value).Projectile Speed: 20 m/s
Headshot: ✕
Notes:
  • The first tick results in a 50% progress towards the freeze (also inflicts a 50% slow effect), then it continues at a rate of 20% per second (also slows at a rate of 20% per second). (The slow effect is capped at 70%.) At 100% or higher freeze progress, the very next tick freezes the target; therefore, it takes about 2.5 seconds in order to freeze.
  • Using Endothermic Blaster's primary fire greatly speeds up the freezing process.
  • Pierces barriers, payloads, and Ice Wall.

Pharah[]

Hover Jets
Ability-passive.png
SPACE
Hero-ability-circle.svg
Ability-passive.png
Type
Passive
Accuracy
N/A
Travel
N/A
Affects
Enemies
Hold to hover.
Notes:
  • Activated by holding jump button while in the air, or alt-fire button.
  • Allows Pharah to gain height when held. When held for 2 seconds, Pharah gains more than 8 meters vertical height.
  • Refuels automatically when not in use, taking two seconds to refill from empty to full.
  • The red portion of Pharah's fuel bar signifies the area that will not be refueled by the time Pharah reaches the peak of her Jump Jet.
  • Allows Pharah to hover indefinitely when paired with Ability-parah2.png Jump Jet.

Rocket Launcher
Key mouse 1.png
Hero-ability-circle.svg
Ability-parah1.png
Type
Weapon
Accuracy
Pinpoint
Travel
Projectile
Affects
Enemies
Pharah’s primary weapon launches rockets that deal significant damage in a wide blast radius.
Lua error in Module:Ability_details/sandbox at line 146: attempt to perform arithmetic on local 'amount' (a string value).Ammo: 6
Reload Duration: 1.5 s
Projectile Speed: 35 m/s
Recovery Time: 0.75 s
DPS: Expression error: Unrecognized word "direct".
Headshot: ✕
Notes:
  • Explosive Damage and knockback decreases with distance from the explosion, reaching 0% at the edge of the blast radius.
  • Explosive Damage and knockback also applies to self.

Jump Jet
Hero-ability-circle.svg
Ability-parah2.png
10 s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
Propelled by her suit’s thrusters, Pharah soars high into the air.
Cooldown: 10 s
Notes:
  • Can be paired with a rocket for more height and slightly more horizontal distance.
  • Can be paired with a Concussive Blast for more horizontal distance, but no additional height.

Concussive Blast
Hero-ability-circle.svg
Ability-parah3.png
9 s
Type
Ability
Accuracy
N/A
Travel
Projectile
Affects
Enemies
Pharah looses a wrist rocket that knocks back any enemies it strikes.
Projectile Speed: 60 m/s
Effect Radius: 8 m
Cooldown: 9 s
Headshot: ✕
Notes:
  • Also knocks back Pharah herself.
  • Can be used as an additional mobility tool, as it does not deal self damage.
  • Mostly deals horizontal knockback.

Barrage
Q
Hero-ability-circle.svg
Ability-parah4.png
2100 points
Type
Ultimate
Accuracy
N/A
Travel
Projectile
Affects
Enemies
Pharah directs a continuous salvo of mini-rockets to destroy groups of enemies.
Lua error in Module:Ability_details/sandbox at line 146: attempt to perform arithmetic on local 'amount' (a string value).Projectile Speed: 45 m/s
Recovery Time: 0.03 s
DPS: Expression error: Unrecognized word "direct".
Headshot: ✕
Notes:
  • Pharah remains stationary while the ability is active, but can turn.
  • Pharah will stay in the air if the ability is used mid-air.
  • Ammunition is restored after completion.

Reaper[]

The Reaping
Ability-passive.png
Hero-ability-circle.svg
Ability-reaper5.png
Type
Passive
Accuracy
N/A
Travel
N/A
Affects
Enemies
Reaper steals health from his enemies as he damages them.
Notes:

Hellfire Shotguns
Key mouse 1.png
Hero-ability-circle.svg
Ability-reaper1.png
Type
Weapon
Accuracy
Spread
Travel
Hitscan
Affects
Enemies
Reaper tears enemies apart with twin shotguns.
Damage:
 
 
 
 
 
 
140 per shot (7 per pellet) –
 
 
 
70 per shot (3.5 per pellet)
Ammo: 8
Reload Duration: 1.5 s
Recovery Time: 0.5 s
DPS: 70
Headshot: ✓

Wraith Form
Hero-ability-circle.svg
Ability-reaper2.png
8 s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
Reaper becomes a shadow for a short period of time. While in this form, he takes no damage and is able to pass through enemies, but cannot fire his weapons or use other abilities.
Cooldown: 8 s
Notes:
  • Reaper is cleansed of status effects and becomes immune to enemy damage and abilities.
  • Automatically reloads Hellfire Shotguns to full ammo.
  • Can be cancelled early.
  • Can be used to take Health Packs.

Shadow Step
Hero-ability-circle.svg
Ability-reaper3.png
10 s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
After marking a destination, Reaper disappears and reappears at that location.
Cooldown: 10 s
Notes:
  • Can be used while Reaper is in the air.
  • Reaper is invulnerable when exiting.

Death Blossom
Q
Hero-ability-circle.svg
Ability-reaper4.png
2100 points
Type
Ultimate
Accuracy
Area of Effect
Travel
Hitscan
Affects
Enemies
In a blur of motion, Reaper empties both Hellfire Shotguns at breakneck speed, dealing massive damage to all nearby enemies.
Lua error in Module:Ability_details/sandbox at line 146: attempt to perform arithmetic on local 'amount' (a string value).Headshot: ✕
Notes:
  • Automatically reloads Hellfire Shotguns to full ammo.

Soldier: 76[]

Heavy Pulse Rifle
Key mouse 1.png
Hero-ability-circle.svg
Icon-ability.hpr.png
Type
Weapon
Accuracy
Spread
Travel
Hitscan
Affects
Enemies
Soldier: 76’s rifle remains particularly steady while unloading fully-automatic pulse fire.
Damage:
 
20 per shot –
 
10 per shot
Ammo: 25
Reload Duration: 1.55 s
Recovery Time: 0.11 s
DPS: 2.2
Headshot: ✓
Notes:
  • The weapon is the most accurate for the first three shots, encouraging the player to fire it in short bursts rather than continuous stream. Spread recovery has a short delay.
  • Maximum spread reached after 9 shots.

Helix Rockets
Hero-ability-circle.svg
Icon-ability.helixrockets.png
6 s
Type
Ability
Accuracy
N/A
Travel
Projectile
Affects
Enemies
Tiny rockets spiral out of Soldier: 76’s Pulse Rifle in a single burst. The rockets’ explosion damages enemies in a small radius.
Lua error in Module:Ability_details/sandbox at line 146: attempt to perform arithmetic on local 'amount' (a string value).Projectile Speed: 50 m/s
Cooldown: 6 s
Headshot: ✕

Sprint
Hero-ability-circle.svg
Icon-ability.sprint.png
? s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
Whether he needs to evade a firefight or get back into one, Soldier: 76 can rush ahead in a burst of speed. His sprint ends if he takes an action other than charging forward.
Notes:
  • After Sprint is cancelled, there is a 0.3 second recovery period where Soldier: 76 cannot shoot or reload.
    • Biotic Field can cancel Sprint without the recovery animation.
  • The activation of the ability can be customized between holding the button and toggling with a single press.

Biotic Field
Hero-ability-circle.svg
Icon-ability.bioticfield.png
15 s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
Soldier: 76 plants a biotic emitter on the ground. Its energy projection restores health to 76 and any of his squadmates within the field.
Cooldown: 15 s
Notes:
  • Cannot be destroyed.
  • Multiple fields do not stack.

Tactical Visor
Q
Hero-ability-circle.svg
Icon-ability.tacticalvisor.png
2310 points
Type
Ultimate
Accuracy
N/A
Travel
N/A
Affects
Enemies
Soldier: 76’s pinpoint targeting visor “locks” his aim on the threat closest to his crosshairs. If an enemy leaves his line of sight, Soldier: 76 can quickly switch to another target.
Reload Duration: 0.65 seconds s
Notes:
  • Activation of Tatical Visor instantly replenishes Heavy Pulse Rifle's ammo.
  • Heavy Pulse Rifle's spread and reload time are greatly reduced.
  • Tactical Visor targets enemy heroes, RIP-Tire, and Immortality Field.
  • Soldier: 76 cannot headshot while Tactical Visor is active.
  • The aim lock does not apply to Helix Rockets.

Sombra[]

Opportunist
Ability-passive.png
Hero-ability-circle.svg
Ability Sombra Opportunist.png
Type
Passive
Accuracy
N/A
Travel
N/A
Affects
Enemies
Sombra detects critically injured enemies through walls.
Notes:
  • Opportunist detects enemies below 50% health.
  • The silhouette has a glowing effect to it, different from other wall vision effects.
  • Reveals enemy health bars that are below 100% to Sombra only, without requiring Sombra to have dealt any damage to them.

Machine Pistol
Key mouse 1.png
Hero-ability-circle.svg
Ability Sombra Machine Pistol.png
Type
Weapon
Accuracy
Spread
Travel
Hitscan
Affects
Enemies
Sombra’s fully-automatic machine pistol fires in a short-range spread.
Lua error in Module:Ability_details/sandbox at line 146: attempt to perform arithmetic on local 'amount' (a string value).Ammo: 60
Reload Duration: 1.5 seconds s
Recovery Time: Expression error: Unrecognized word "rounds". s
DPS: Expression error: Unrecognized punctuation character "–".
Headshot: ✓

Hack
Hero-ability-circle.svg
Ability Sombra Hack.png
8 seconds
4 seconds (Health Pack)
2 seconds (broken) s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
Sombra hacks enemies to temporarily stop them from using their abilities, or hacks first aid kits to make them useless to her opponents.
Cooldown: 8 seconds
4 seconds (Health Pack)
2 seconds (broken) s
Notes:
  • Taking damage interrupts Hack and it will go on a 2 second cooldown. If Hack is interrupted without taking any damage, it does not go on cooldown.
  • Barriers break line of sight instantly. Walls also break line of sight, but there is a brief grace period where Hack can continue.
  • Hacked enemies cannot activate their abilities. For passive abilities, Hack only disables the ones that require a button to press. For transformations, Hack cancels transformations from normal abilities, but not from ultimate abilities. Hack also turns off Lúcio's song and disables Sigma's barrier. Hack does not affect weapons.
  • Hacked enemies have their health bar revealed to Sombra's team for 20 seconds. If their ultimate ability is ready, an icon appears on top to show this.
  • Hacked Health Packs respawn four times faster—2.5 seconds for small Health Packs, 3.75 seconds for mega Health Packs—and can be seen through walls to all allies within 30 meters. Hacked Health Packs cannot be used by the enemy team.
  • Although healing from hacked Health Packs is treated as Sombra's, she does not gain any ultimate charge from it.
  • Health Packs cannot be hacked before the game starts.
  • Sombra cannot hack Health Packs that have already been hacked by an enemy Sombra.
  • Hack can also target the following: Ashe's B.O.B., Baptiste's Immortality Field, Orisa's Supercharger, and Torbjörn's turret. With the exception of B.O.B., they are disabled for 10 seconds.
  • Non-heroes that are hacked have a skull above them that drains over time. This represents the duration of the hack.
  • It is possible to target something that is already hacked. In that case, the duration resets.

Stealth
Hero-ability-circle.svg
Ability Sombra Thermoptic Camo.png
6 s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
Sombra becomes invisible for a short period of time, during which her speed is boosted considerably. Attacking, using offensive abilities, or taking damage disables her camouflage.
Cooldown: 6 s
Notes:
  • While stealthed, Sombra cannot be targeted by auto-targeting attacks (e.g. turrets, Biotic Orb, Deadeye, etc.), unless Sombra is detected.
  • Sombra becomes detected if there is an enemy within 2 meters of her, or through abilities such as Sonic Arrow and Infra-Sight. In case of the former, only the nearby enemy detects Sombra, but in the case of the latter two, the entire enemy team detects Sombra. A "DETECTED!" message will appear at the top of Sombra's screen.
  • The cooldown triggers after the ability is deactivated.
  • Sound effect and voiceover distance is 15 meters.

Translocator
Hero-ability-circle.svg
Ability Sombra Translocator.png
6 s
Type
Ability
Accuracy
N/A
Travel
Arcing Projectile
Affects
Enemies
Sombra tosses out a translocator beacon. She can instantly return to the beacon’s location while it is active (including when it’s in mid-flight).
Projectile Speed: 25 m/s
Cooldown: 6 s
Notes:
  • Cooldown for Translocator begins immediately upon throwing it, or when it is destroyed.
  • Can be manually destroyed using the Interact key. Destroying it this way does not reset the cooldown.
  • The Translocator bounces off walls but not slopes.
  • Sombra has a very brief moment of invincibility upon translocating.

EMP
Q
Hero-ability-circle.svg
Ability Sombra EMP.png
1400 points
Type
Ultimate
Accuracy
N/A
Travel
N/A
Affects
Enemies
Sombra discharges electromagnetic energy in a wide radius, destroying enemy barriers and shields and hacking all opponents caught in the blast.
Lua error in Module:Ability_details/sandbox at line 146: attempt to perform arithmetic on local 'amount' (a string value).
Notes:
  • In addition to everything Hack can hack, EMP also hacks Symmetra's Sentry Turrets, Symmetra's Teleporter, and Wrecking Ball's Proximity Mines for 10 seconds. They must be within Sombra's line of sight, ignoring barriers.
  • EMP inflicts 10,000 damage to all barriers and shields in the area. EMP also destroys Baptiste's Amplification Matrix.
  • If Zarya projects a barrier on a target with shields (e.g. herself), the barrier protects the shields, but the target will still be hacked.
  • Unlike other ultimate abilities Sombra alerts her entire team regardless of distance from her that she had used her EMP. This is done by Sombra's image appearing in the bottom right hand corner of the screen to all allies accompanied by a radio transmission sounding "EMP activated."
  • Sombra cannot gain ultimate charge until after EMP wears off for enemy heroes.
  • Sombra receives a small vertical boost from activating EMP.

Symmetra[]

Photon Projector
Hero-ability-circle.svg
Ability-symmetra1.png
Type
Weapon (Primary Fire)
Accuracy
N/A
Travel
N/A
Affects
Enemies
Symmetra’s weapon emits a ranged beam. It deals continuous damage that increases the longer it is connected.
Lua error in Module:Ability_details/sandbox at line 146: attempt to perform arithmetic on local 'amount' (a string value).Ammo: 70
Reload Duration: 1.35 seconds s
Headshot: ✕
Notes:
  • Levels up by hitting an enemy or an enemy object (e.g. barrier, turret, mine, etc.) for 1.33 seconds. If the beam is not hitting anything, it decays at a rate of 1 level per 2.0 seconds.
  • Generates ammo instead of consuming it when attacking barriers.
  • When the beam starts or hits a new target, it temporarily does less damage than normal. If left uninterrupted on a single target, this will yield to 23 less damage.

Photon Projector
Hero-ability-circle.svg
Ability-symmetra1.png
Type
Weapon (Secondary Fire)
Accuracy
N/A
Travel
Projectile
Affects
Enemies
The projector can also release an explosive energy ball that deals high damage on contact.
Lua error in Module:Ability_details/sandbox at line 146: attempt to perform arithmetic on local 'amount' (a string value).Ammo: 70
Reload Duration: 1.35 seconds s
Projectile Speed: 25 m/s
Recovery Time: Expression error: Unrecognized word "rounds". s
DPS: Expression error: Unrecognized word "direct".
Headshot: ✕
Notes:
  • Takes 1 second to fully charge and can be held for 1 second.
  • Automatically consumes 1 round when fired, meaning the minimum number of rounds consumed is 2 and the maximum is 10.
    • When spamming small orbs, sometimes this does not apply and orbs that only consume 1 round can be fired.
    • If there is only 1 round left, an energy ball can still be fired.
  • The damage is scaled off charge time, not ammo consumption.

Sentry Turret
Hero-ability-circle.svg
Ability-symmetra2.png
10 s
Type
Ability
Accuracy
N/A
Travel
Projectile
Affects
Enemies
Symmetra launches a small turret that automatically fires speed-reducing blasts at the nearest enemy within range. Up to three turrets can be built on the battlefield at once.
Travel (before deployment): Projectile
Travel (turret beam): Beam
Damage:
 
 
40 per shot over 1 s
Ammo: 3 stored
Max 3 on the field
Projectile Speed: 15 m/s
Cooldown: 10 s
Headshot: ✕
Notes:
  • Turrets are projectiles until they hit a wall, at which point they will deploy.
  • While in the air, Sentry Turrets cannot attack but can still be destroyed. They pass through enemy barriers.
  • Unaffected by Defense Matrix, Deflect, or Kinetic Grasp.

Teleporter
Hero-ability-circle.svg
Ability-symmetra4.png
12 s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
Symmetra places a temporary teleporter exit pad at a distance and connects it to a teleporter entry pad at her current location. Allies (and some of their abilities, such as Junkrat’s RIP-Tire) can travel from the entry pad to the exit pad instantly.
Health: 50
Health (shields): 250
Cooldown: 12 s
Notes:
  • Requires the player to use the Interact key to activate, unless it's an entity separate from a player, in which case it will teleport automatically. (Turrets, D.Va's MEKA when self-destructing, etc)
  • Cannot be used while in spawn.
  • Can be destroyed by the player by pressing the ability key again.
  • If the entrance and exit are more than 40 meters apart, they are automatically destroyed.
  • After Teleporting, there is a 1 second cooldown before it can be reused again for that same player.

Photon Barrier
Q
Hero-ability-circle.svg
Photon Barrier.png
1680 points
Type
Ultimate
Accuracy
N/A
Travel
N/A
Affects
Enemies
Symmetra deploys a massive energy barrier which prevents ranged attacks and is big enough to cut through the entire map.
Effect Duration: 12 s
Notes:
  • Can be placed from anywhere (including from the spawn room), since it covers the entire map.
  • Orientation can be changed by pressing the Ultimate key again (like Mei's Ice Wall).

Console Differences[]

Sentry Turret's damage per second is 30 instead of 40.

Torbjorn[]

Rivet Gun
Hero-ability-circle.svg
Ability-torbjorn1.png
Type
Weapon 1 (Primary Fire)
Accuracy
N/A
Travel
Arcing Projectile
Affects
Enemies
Torbjörn fires rivets at long range.
Damage:
 
 
 
70 per shot
Ammo: 18
Reload Duration: 2 seconds s
Projectile Speed: 70 m/s
Recovery Time: 0.6 s
DPS: 116.7
Headshot: ✓
Notes:
  • Automatically reloaded if Torbjörn has his Forge Hammer equipped for 2 seconds.
  • Turret will target enemy hit by primary fire if within range and line of sight.

Rivet Gun
Hero-ability-circle.svg
Ability-torbjorn1.png
Type
Weapon 1 (Secondary Fire)
Accuracy
Spread
Travel
Projectile
Affects
Enemies
Torbjörn ejects molten metal from his gun in a short, close-range burst.
Damage:
 
 
 
 
 
105 per shot (10.5 per pellet) –
 
 
 
52.5 per shot (5.25 per pellet)
Ammo: 18
Reload Duration: 2 s
Projectile Speed: 120 m/s
Recovery Time: 0.6 s
DPS: 175
Headshot: ✓
Notes:
  • Automatically reloaded if Torbjörn has his Forge Hammer equipped for 2 seconds.

Forge Hammer
Hero-ability-circle.svg
Ability-torbjorn2.png
Type
Weapon 2
Accuracy
N/A
Travel
N/A
Affects
Enemies
This multipurpose hammer repairs turrets and, in a pinch, can also be used as a weapon.
Healing (to Torbjörn's turret): 50
Damage:
 
 
 
55
Recovery Time: 0.85 s
DPS: 64.7
Headshot: ✕

Deploy Turret
Hero-ability-circle.svg
Ability-torbjorn3.png
5 seconds
10 seconds if destroyed while in combat s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
Torbjörn deploys a self-building turret which automatically tracks and attacks enemies.
Lua error in Module:Ability_details/sandbox at line 146: attempt to perform arithmetic on local 'amount' (a string value).Projectile Speed: 17 m/s
Recovery Time: 0.25 s
DPS: Expression error: Unrecognized word "per".
Cooldown: 5 seconds
10 seconds if destroyed while in combat s
Headshot: ✕
Notes:
  • Turret deploy can be thrown to a maximum distance of 15 meters on ground level.
  • Turret automatically attacks the closest enemy within line of slight and continues attacking that enemy until it is either dead or out of sight.
    • Target can be changed if the player damages said enemy with Rivet Gun's primary fire.
  • Turret can be manually destroyed using the Interact key, which instantly inflicts 10,000 damage to it.
    • Cannot be done while the Turret is building itself.
  • Turret cannot be redeployed if it dealt or received damage within the last 3 seconds. The Deploy Turret key will appear colored to indicate this.
    • If the Turret is destroyed during this time, including by the Interact key, Deploy Turret will go on a 10 second cooldown.

Overload
Hero-ability-circle.svg
Ability-torbjorn4.png
10 s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
Torbjörn gains additional armor as well as improved attack, movement, and reload speed for a brief period.
Reload Duration: 1.4 seconds (Rivet Gun) s
Effect Duration: 5 s
Recovery Time: Expression error: Unrecognized punctuation character "[". s
DPS: Expression error: Unrecognized punctuation character "{".
Cooldown: 10 s
Notes:
  • Upon activation, there is a 0.7 second recovery period where Torbjörn cannot use his weapons or abilities (but he can still destroy his turret).
  • Increases Rivet Gun's fire rate and reload speed by ~43%.
  • Increases Forge Hammer's swing rate by ~37% and decreases the initial swing time by 0.11 seconds.

Molten Core
Achievement Lockdown.png
Q
Hero-ability-circle.svg
Ability-torbjorn5.png
2142 points
Type
Ultimate
Accuracy
Area of Effect
Travel
Arcing Projectile
Affects
Enemies
Torbjörn creates pools of molten slag that deal massive, sustained damage (plus bonus damage to armor), and can prevent enemies from moving through key locations.
Cast Time: 0.5 + 0.5
Casting Duration: 5.5 s
Additional Damage (to armor):
 
 
 
 
90
Impact Damage:
 
25
Damage:
 
 
 
 
 
 
 
160 per shot over 1 s
Ammo: 10
Projectile Speed: 40 m/s
Effect Radius: 2.5 m
Effect Duration: 10 s
Recovery Time: 0.14 s
DPS: 1163.6
Notes:
  • Torbjörn's weapon is temporarily replaced by his claw, which shoots out molten slags.
  • Each shot will bounce until it hits the floor, at which point it will turn into a pool that deals damage over time.
  • Against armor, the pools deal (TODO CALC)250 damage per second.
  • Damage from pools do not stack: two pools in the same area deal the same damage as one pool.

Console Differences[]

Turret damage reduced by 15% (12 per round).

Tracer[]

Pulse Pistols
Key mouse 1.png
Hero-ability-circle.svg
Ability-tracer1.png
Type
Weapon
Accuracy
Spread
Travel
Hitscan
Affects
Enemies
Tracer rapid-fires both of her pistols.
Damage:
 
12 per shot (6 per pellet) –
 
6 per shot (3 per pellet)
Ammo: 40
Reload Duration: 1.15 s
Recovery Time: 0.05 s
DPS: 0.6
Headshot: ✓

Blink
Hero-ability-circle.svg
Ability-tracer2.png
3 s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
Tracer zips horizontally through space in the direction she’s moving, and reappears several yards away. She stores up to three charges of the blink ability and generates more every few seconds.
Ammo: 3
Cooldown: 3 s
Notes:
  • For practical purposes, Blink can be considered a burst of movement, similar to Genji's Swift Strike.
    • Tracer will be caught by Junkrat's Steel Trap if she attempts to Blink over it, and cannot Blink out of one that she has already triggered.
    • Tracer will activate Widow's Venom Mine if she Blinks past it.
  • Blink will not remove debuffs.

Recall
Hero-ability-circle.svg
Ability-tracer3.png
12 s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
Tracer bounds backward in time, returning her health, ammo and position on the map to precisely where they were a few seconds before.
Rewind time: 3 seconds back
Cooldown: 12 s
Notes:
  • Despite its description, Recall does not return Tracer's ammo to what it was a few seconds earlier, but instead fully reloads her weapons.
  • Recall does not restore temporary armor or temporary personal shields.
  • If Recalling to a position on a platform (or the payload) that has moved during the last few seconds, Tracer will not be Recalled to a position in the air, but instead she will be returned to the platform, wherever the platform is now.
  • Recall also records where Tracer was looking three seconds prior.
  • Tracer is immune to all damage during the 1.25 seconds.

Pulse Bomb
Q
Hero-ability-circle.svg
Ability-tracer4.png
1260 points
Type
Ultimate
Accuracy
N/A
Travel
Arcing Projectile
Affects
Enemies
Tracer lobs a large bomb that adheres to any surface or unfortunate opponent it lands on. After a brief delay, the bomb explodes, dealing high damage to all enemies within its blast radius.
Lua error in Module:Ability_details/sandbox at line 146: attempt to perform arithmetic on local 'amount' (a string value).Projectile Speed: 15 m/s
Headshot: ✕
Notes:
  • Tracer's Pulse Bomb does damage when stuck to someone and when it explodes.

Widowmaker[]

Widow's Kiss
Hero-ability-circle.svg
Ability-widowmaker1.png
Type
Weapon (Scope)
Accuracy
Spread
Travel
Hitscan
Affects
Enemies
Widowmaker’s versatile sniper rifle is ideal for scope-aimed shots at distant targets.
Lua error in Module:Ability_details/sandbox at line 146: attempt to perform arithmetic on local 'amount' (a string value).Ammo: 30
Reload Duration: 1.55 seconds s
Recovery Time: Expression error: Unrecognized word "up". s
DPS: Expression error: Unrecognized word "up".
Headshot: ✓
Notes:
  • The base damage is 12 and scales linearly to 120. Each percent of power increases the damage by 1.08.
  • The minimum power required to kill a full health target (without armor) with a single headshot:
    • 150 HP: 45%
    • 200 HP: 63%
    • 250 HP: 82%
  • If the power is below 50%, it makes a softer sound and leaves a smaller trail.

Widow's Kiss
Hero-ability-circle.svg
Ability-widowmaker1.png
Type
Weapon (Automatic Fire)
Accuracy
Spread
Travel
Hitscan
Affects
Enemies
Should targets close to medium range, the rifle can also be fired in fully-automatic mode.
Lua error in Module:Ability_details/sandbox at line 146: attempt to perform arithmetic on local 'amount' (a string value).Ammo: 30
Reload Duration: 1.55 seconds s
Recovery Time: Expression error: Unrecognized word "rounds". s
DPS: Expression error: Unrecognized word "rounds".
Headshot: ✓

Grappling Hook
Hero-ability-circle.svg
Ability-widowmaker2.png
12 s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
Widowmaker launches a grappling hook towards the location she’s aiming at – when the hook connects with a scalable surface, she’s quickly drawn towards it, allowing her to expand her view of the battlefield and evade or flank targets.
Cooldown: 12 s
Notes:
  • Grappling Hook can be cancelled by pressing the jump key.

Venom Mine
Hero-ability-circle.svg
Ability-widowmaker3.png
15 s
Type
Ability
Accuracy
N/A
Travel
Arcing Projectile
Affects
Enemies
Widowmaker adheres a swiftly-arming venom mine to nearly any surface. When a target wanders within range of the mine’s motion trigger, it explodes, delivering poison gas to any enemies in the vicinity.
Lua error in Module:Ability_details/sandbox at line 146: attempt to perform arithmetic on local 'amount' (a string value).Projectile Speed: 20 m/s
Cooldown: 15 s
Headshot: ✕
Notes:
  • Enemies who trigger the mine can be seen by Widowmaker through walls for a short time.
  • The venom effect is removed immediately upon taking a Health Pack.

Infra-Sight
Q
Hero-ability-circle.svg
Ability-widowmaker4.png
1540 points
Type
Ultimate
Accuracy
N/A
Travel
N/A
Affects
Enemies
Widowmaker’s recon visor allows her to see the heat signatures of her targets through walls and objects for a moderate amount of time. This enhanced vision is shared with her allies.
Notes:
  • Allows Widowmaker's entire team to see enemies through walls and their health bars.
  • Infra-Sight ends if Widowmaker dies.
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