Overwatch Wiki
Advertisement

D.Va[]

Template:Ability details/sandbox

Orisa[]

Fusion Driver
Key mouse 1.png
Hero-ability-circle.svg
Ability Orisa Fusion Driver.png
Type
Weapon
Accuracy
Spread
Travel
Projectile
Affects
Enemies
Orisa’s automatic projectile cannon delivers sustained damage, but slows her movement while she fires it.
Damage:
 
11 per shot
Ammo: 150
Reload Duration: 2.55 s
Projectile Speed: 90 m/s
Recovery Time: 0.08 s
DPS: 132
Headshot: ✓

Halt!
Key mouse 2.png
Hero-ability-circle.svg
Ability Orisa Halt!.png
8 s
Type
Ability
Accuracy
N/A
Travel
Projectile
Affects
Enemies
Launch a graviton charge which can be detonated with the same action. The sphere slows and pulls nearby enemies to it.
Pull Speed: 20
Projectile Speed: 20 m/s
Cooldown: 8 s
Notes:
  • Automatically activates upon touching a surface.
  • Can be manually activated by pressing the ability key again.
  • Enemies in range are pulled to the center and are briefly slowed until 0.65 seconds after activation.
  • The projectile itself goes through barriers, but the pull effect is blocked by them.

Fortify
E
Hero-ability-circle.svg
Ability Orisa Fortify.png
10 s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
Orisa temporarily reduces damage she takes and cannot be affected by movement-impairing effects.
Cooldown: 10 s
Notes:
  • Orisa becomes immune to all movement-related Crowd Control effects, including stun, sleep, freeze, pin, knock down, knock back, pull, slow, root, etc.
  • Orisa can be hacked by Sombra while using Fortify, but this will not interrupt the ability.
  • Allies behind Orisa are not protected from abilities such as Earthshatter or RIP-Tire.
  • Armor is applied after damage reduction. Attacks consisting of 16.667... or lower damage (e.g. Sombra's Machine Pistol) are reduced by 70%. Beams are reduced by 52%.

Protective Barrier
LSHIFT
Hero-ability-circle.svg
Ability Orisa Protective Barrier.png
10 s
Type
Ability
Accuracy
N/A
Travel
Arcing Projectile
Affects
Enemies
Orisa throws out a stationary barrier that can protect her and her allies from enemy fire.
Barrier Health: 600
Projectile Speed: 25 m/s
Cooldown: 10 s
Notes:
  • Cooldown begins immediately.
  • The projectile ignores Defense Matrix, Deflect, and Kinetic Grasp.
  • The barrier is shaped like a football net.
  • The barrier extends slightly below where it is deployed in the case that it is on a ledge or a payload.
  • The barrier can be deployed without interrupting Fusion Driver's reload.

Supercharger
Q
Hero-ability-circle.svg
Ability Orisa Supercharger.png
1680 points
Type
Ultimate
Accuracy
N/A
Travel
N/A
Affects
Enemies
Orisa deploys a device to increase damage inflicted by allies within her line of sight.
Target Attack Strength: +50%
Effect Radius: 25 m
Notes:
  • Enemy barriers break line of sight.
  • The effect lingers for 1 second if line of sight is broken or if a player is out of range.
  • Can be hacked by Sombra, which disables it for 10 seconds.

Reinhardt[]

Steadfast
Ability-passive.png
Hero-ability-circle.svg
Passive-Reinhardt.png
Type
Passive
Accuracy
N/A
Travel
N/A
Affects
Enemies
Resistant to knock back effects.
Notes:
  • Reduces the initial velocity from knock back effects by 30%. For example, Ability-Lucio5.png Soundwave sends its victims back 17 m/s, but for Reinhardt, it is 11.9 m/s.
  • The distance in which Reinhardt is knocked back is NOT reduced by 30%; it is reduced by more. This is because the velocity has to accelerate back to normal; a higher initial velocity means more time at higher velocities and more time with a velocity in general.
  • Does not affect Ability Orisa Halt!.png Halt!, Ability-Roadhog3.png Chain Hook, Ability-zarya4.png Graviton Surge, or Abilities-sigma5.png Gravitic Flux because they are not knock back effects.

Rocket Hammer
Key mouse 1.png
Hero-ability-circle.svg
Ability-reinhardt1.png
Type
Weapon
Accuracy
N/A
Travel
N/A
Affects
Enemies
Reinhardt’s Rocket Hammer is an exemplary melee weapon, able to deal punishing damage in a wide arc with every swing.
Damage:
 
 
 
75 per shot
Recovery Time: 0.95 s
DPS: 78.9

Barrier Field
Key mouse 2.png
Hero-ability-circle.svg
Ability-reinhardt2.png
5 seconds if destroyed s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
Reinhardt projects a broad, forward-facing energy shield, which can absorb substantial damage before it is destroyed. Though Reinhardt can protect himself and his companions behind the shield, he cannot attack while sustaining it.
Cooldown: 5 seconds if destroyed s
Notes:
  • By holding the primary fire key, Reinhardt can look around at his surroundings without turning.
  • The barrier cracks once at 50% and once at 25%. At 20%, Reinhardt will say his barrier is failing.

Charge
E
Hero-ability-circle.svg
Ability-reinhardt3.png
10 s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
Reinhardt charges forth in a straight line, grabbing hold of enemies in his path. If he collides with a wall, foes he’s carrying suffer extreme damage.
Target Damage (Pinned to wall):
 
 
 
 
 
 
 
 
 
 
 
 
300
Target Damage (No pin):
 
 
50
Cooldown: 10 s
Notes:
  • Reinhardt can turn while charging but his control is reduced.
  • If Charge directly collides with an enemy, that enemy is "pinned" (stunned), and if they hit a wall, the pinned target takes 300 damage. If Charge ends before hitting a wall, no damage is inflicted, but the target will remain stunned for an additional 0.65 seconds. Only 1 enemy can be pinned at a time.
  • If Charge indirectly collides with an enemy, or if there is already a target pinned, the enemy is knocked away and takes 50 damage.
  • If Charge collides with Rocket punch.png Rocket Punch, Shield Bash.png Shield Bash, a charging Ability-ashe4.png B.O.B., or another Ability-reinhardt3.png Charge, both participants get knocked down for 2 seconds. Any pinned targets will be damaged as if they hit a wall.

Fire Strike
LSHIFT
Hero-ability-circle.svg
Ability-reinhardt4.png
6 s
Type
Ability
Accuracy
N/A
Travel
Projectile
Affects
Enemies
By whipping his Rocket Hammer forward, Reinhardt slings a flaming projectile which pierces and damages any enemies it touches.
Damage:
 
 
 
 
100
Projectile Speed: 25 m/s
Cooldown: 6 s
Headshot: ✕
Notes:
  • Pierces barriers, enemies, and other damageable entities.
  • This ability can animation cancel Rocket Hammer, allowing for faster attacks.


Earthshatter
Q
Hero-ability-circle.svg
Ability-reinhardt5.png
1540 points
Type
Ultimate
Accuracy
N/A
Travel
N/A
Affects
Enemies
Reinhardt forcefully slams his rocket hammer into the ground, knocking down and damaging all enemies in front of him.
Target Stun Duration: 2.5
Damage:
 
 
50
Notes:
  • Requires line of sight.
  • Earthshatter has a small amount of vertical height (2 meters), allowing it to affect enemies in the air or on the payload.

Roadhog[]

Scrap Gun
Key mouse 1.png
Hero-ability-circle.svg
Ability-Roadhog1.png
Type
Weapon
Accuracy
Spread
Travel
Projectile
Affects
Enemies
Roadhog's Scrap Gun fires short-range blasts of shrapnel with a wide spread.
Damage:
 
 
 
 
 
 
150 per shot (6 per pellet) –
 
 
 
75 per shot (3 per pellet)
Ammo: 6
Reload Duration: 2 s
Projectile Speed: 80 m/s
Recovery Time: 0.7 s
DPS: 214.3
Headshot: ✓

Scrap Gun (Secondary Fire)
Key mouse 2.png
Hero-ability-circle.svg
Ability-Roadhog1.png
Type
Weapon
Accuracy
N/A
Travel
Projectile
Affects
Enemies
Alternatively, it can launch a shrapnel ball that detonates farther away, scattering metal fragments from the point of impact.
Damage:
 
 
50 per shot
Projectile Speed: 80 m/s
Headshot: ✓
Notes:
  • Roadhog initially fires a single projectile which then explodes into 25 pellets after travelling 8 m.

Take a Breather
LSHIFT
Hero-ability-circle.svg
Ability-Roadhog2.png
8 s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
Roadhog restores a chunk of his health over a brief period of time.
Healing:
 
 
 
 
 
 
 
 
 
 
 
 
300 per shot
Cooldown: 8 s
Notes:
  • This is a channeled ability; Roadhog can only move while it's being used, and stuns can interrupt the healing effect.
  • The entire animation of Take A Breather lasts 2 seconds, the part where healing takes place only lasts 1 second.
  • Take A Breather can be used to animation cancel Roadhog's reload animation and shave half a second off his reload time.

Chain Hook
E
Hero-ability-circle.svg
Ability-Roadhog3.png
8 s
Type
Ability
Accuracy
N/A
Travel
Projectile
Affects
Enemies
Roadhog hurls his chain at a target; if it catches, he yanks them into close range.
Damage:
 
 
30
Projectile Speed: 40 m/s
Cooldown: 8 s
Headshot: ✕
Notes:
  • Chain Hook cannot pull friendly targets.
  • Chain Hook can be used to interrupt channeled abilities, including Ultimate abilities. For example, hooking a Pharah while she is using Ability-parah4.png Barrage will cancel her Ultimate, wasting the effect; while hooking a Reinhardt in the middle of using Ability-reinhardt3.png Charge will cancel his charge, and will not allow him to inflict his Pinned effect.
  • The damage of Chain Hook is inflicted the instant it lands. If this damage is enough to kill the target, the hook will return instantly to Roadhog without holding him in place as it usually does on a hit.
  • Hooked targets are released if they leave Roadhog’s line of sight before being pulled.
  • Line of sight checks on Roadhog's position, not his hook.

Whole Hog
Q
Hero-ability-circle.svg
Ability-Roadhog4.png
2240 points
Type
Ultimate
Accuracy
Spread
Travel
Hitscan
Affects
Enemies
After cramming a top-loader onto his Scrap Gun, Roadhog pours in ammo. For a short time, he can crank out a stream of shrapnel that knocks back enemies.
Damage:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
896 (7 per pellet) over 1 s
Headshot: ✓
Notes:
  • Roadhog cannot control his firerate or use any other abilities during the ultimate; the Scrap Gun simply fires even without a button being pressed.
  • Scrap Gun ammo is refilled by this ultimate - it can be activated with an empty Scrap Gun, and the ammo count will be full again when the ultimate ends.
  • While the ultimate is in use, Roadhog's bullets will have red tracer lines on enemy vision.
  • Whole Hog knocks back enemies at a rate of up to 14 meters per second.

Sigma[]

Hyperspheres
Key mouse 1.png
Hero-ability-circle.svg
Abilities-sigma1.png
Type
Weapon
Accuracy
N/A
Travel
Arcing Projectile
Affects
Enemies
Sigma launches two gravitic charges, which bounce off walls and implode after a short duration, damaging enemies within a sizable radius.
Splash Damage:
 
 
30
Self Damage:
 
7.5
Damage:
 
 
 
 
100 per shot (50 per pellet)
Ammo: ∞
Projectile Speed: 50 m/s
Recovery Time: Expression error: Unexpected < operator. s
DPS: Expression error: Unexpected < operator.
Headshot: ✕
Notes:
  • Bounces off walls, floors, and ceilings.
  • Enemies hurt by the implosion will be slightly pulled towards the center.
  • The charges automatically implode after travelling 22 meters. However, the maximum reach of Hyperspheres is slightly less than 22 meters due to the fact that the charges also travel downwards.

Experimental Barrier
Key mouse 2.png
Hero-ability-circle.svg
Abilities-sigma2.png
1 s
Type
Ability
Accuracy
N/A
Travel
Projectile
Affects
Enemies
Sigma propels a floating barrier to a location of his choosing. He can retrieve the barrier at any time.
Cooldown(if destroyed): 5
Projectile Speed: 16.5 m/s
Cooldown: 1 s
Notes:
  • Upon activation, the barrier moves forward by holding down the ability key and stops when released.
  • Walls will block the barrier's path if the center of the barrier is blocked. The barrier will coast along the ground if the angle down is 45° or lower.
  • The barrier can be removed by pressing the ability key again, keeping all its remaining health. This can be done at any time, including in the middle of other abilities such as Kinetic Grasp.
  • The barrier is destroyed if it goes out of bounds.
  • The barrier immediately returns to Sigma if he is eliminated or hacked.

Kinetic Grasp
Hero-ability-circle.svg
Abilities-sigma3.png
10 s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
Sigma freezes incoming projectiles in midair, converting them into shields.
Effect Duration: 2 seconds s
Cooldown: 10 s
Notes:
  • After 3 seconds, the shields start decaying at 7 shields per second.
  • Negates incoming projectiles from the front and sides, including ultimate abilities such as Graviton Surge, Blizzard, Dragonstrike (the arrow), etc.
  • Some abilities are given assigned values due their unorthodox nature.[1] For example, the damage Biotic Orb is credited as 100 damage.
  • Can be cancelled with Accretion. However, because the shields are gained at the very end, no shields will be gained if Kinetic Grasp is cancelled early.


Accretion
LSHIFT
Hero-ability-circle.svg
Abilities-sigma4.png
10 s
Type
Ability
Accuracy
N/A
Travel
Arcing Projectile
Affects
Enemies
Sigma gathers a mass of debris and flings it at an enemy to knock them down.
Splash Damage:
 
 
40
Self Damage:
 
20
Damage:
 
 
 
70
Projectile Speed: 37.5 m/s
Cooldown: 10 s
Notes:

Gravitic Flux
Q
Hero-ability-circle.svg
Abilities-sigma5.png
1960 points
Type
Ultimate
Accuracy
N/A
Travel
N/A
Affects
Enemies
Unleashing his full powers, Sigma takes flight, lifts enemies in a targeted area, and launches them into the sky before slamming them back down.
Effect Radius: 7 m
Notes:
  • Allows Sigma to fly from the intro to the slam. Holding the Jump key causes Sigma to rise, while holding Crouch makes him descend.
  • Like Meteor Strike, the area selected is visible to the enemy team. Enemies entering target range after the lifting will not be affected.
  • If no area is selected or if there is no enemies inside, the ultimate ends immediately.
  • Does not affect deployed objects such as turrets (but it does move Bastion in Sentry mode).
  • Disables all movement abilities of enemies suspended in the air, except Moira's Fade and Reaper's Wraith Form. Enemies are suspended ~10 meters.
  • The ultimate can be interrupted up until the slam. No fall damage would be inflicted to lifted targets.
  • If enemies escape the suspension, such as with Fortify or Cryo-Freeze, they fall down and no damage is inflicted.
  • The slam deals 50% of the maximum HP, which is increased by temporary HP gained from abilities such as Rally.
  • Those affected by the slam experience high gravity and are massively slowed for 0.6 seconds.
  • The lift can be damage boosted but not the slam.
  • Sigma can fire his Hyperspheres during the lifting period.

Winston[]

Tesla Cannon
Key mouse 1.png
Hero-ability-circle.svg
Ability-winston1.png
Type
Weapon
Accuracy
N/A
Travel
N/A
Affects
Enemies
Winston’s weapon fires a short-range electric barrage for as long as he holds down the trigger.
Damage:
 
 
 
60 per shot over 1 s
Ammo: 100
Reload Duration: 1.7 s
Headshot: ✕

Jump Pack
LSHIFT
Hero-ability-circle.svg
Ability-winston2.png
6 s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
Assisted by his energy pack, Winston lunges through the air, dealing significant damage and staggering nearby enemies when he lands.
Lua error in Module:Ability_details/sandbox at line 146: attempt to perform arithmetic on local 'amount' (a string value).Cooldown: 6 s

Barrier Projector
E
Hero-ability-circle.svg
Ability-winston3.png
13 s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
Winston’s barrier projector extends a bubble-shaped field that absorbs damage until it's destroyed. Allies protected by the barrier can return fire from within it.
Effect Duration: 9 s
Cooldown: 13 s
Notes:
  • Cooldown begins immediately.

Primal Rage
Q
Hero-ability-circle.svg
Ability-winston4.png
1540 points
Type
Ultimate
Accuracy
N/A
Travel
N/A
Affects
Enemies
Winston embraces his animal nature, significantly boosting his health and making him very difficult to kill, strengthening his melee attack, and allowing him to use his Jump Pack ability more frequently. While raging, Winston can only make melee and Jump Pack attacks.
Lua error in Module:Ability_details/sandbox at line 146: attempt to perform arithmetic on local 'amount' (a string value).Effect Duration: 10 s
Recovery Time: Expression error: Unrecognized word "second". s
DPS: Expression error: Unrecognized word "per".
Notes:
  • Winston's HP instantly becomes 1000 upon activation: 900 health and 100 armor.
  • Jump Pack's cooldown is reset and lowered to 2 seconds.
  • Barrier Projector cannot be used.
  • Ammunition is restored after completion.
  • If Winston has more than 400 health at the end of the duration, it becomes 400. If he has any armor, it is transferred over. (E.g. 900 health, 50 armor becomes 400 health, 50 armor. 700 health, 0 armor becomes 400 health, 0 armor.)

Wrecking Ball[]

Quad Cannons
Key mouse 1.png
Hero-ability-circle.svg
Quad cannons.png
Type
Weapon
Accuracy
Spread
Travel
Hitscan
Affects
Enemies
Wrecking Ball’s automatic assault cannons tear apart threats at medium range.
Lua error in Module:Ability_details/sandbox at line 146: attempt to perform arithmetic on local 'amount' (a string value).Ammo: 80
Reload Duration: 2.1 s
Recovery Time: 0.04 s
DPS: Expression error: Unrecognized word "per".
Headshot: ✓
Notes:
  • First two shots have perfect accuracy; bullet spread reaches max at 20 shots.
  • Automatically reloads if Wrecking Ball is in his Roll mode for 2.1 seconds.

Grappling Claw
Hero-ability-circle.svg
Grappling claw.png
5 s
Type
Ability
Accuracy
Pinpoint
Travel
Projectile
Affects
Enemies
Wrecking Ball launches a grappling claw, enabling him to anchor to an area and swing from it. If he strikes an enemy with a powered-up swing, they’re damaged and knocked back.
Cast Range: 23 m
Lua error in Module:Ability_details/sandbox at line 146: attempt to perform arithmetic on local 'amount' (a string value).Cooldown: 5 s
Notes:
  • Attaches to a surface, allowing Wrecking Ball to swing around the point of contact.
  • If the line is more than 6 meters long and Wrecking Ball moves closer to the claw, the line retracts and stays retracted.
  • If cast in combat mode, Wrecking Ball enters Roll.
  • Knock back and damage is only applied when Wrecking Ball is powered-up (shown via a "fireball" effect). Knocks enemies back up to 10 meters.
  • Wrecking Ball is only powered-up while going at least 15 m/s. If Wrecking Ball is slowed by more than 25%, his swings cannot power-up at all.

Roll
Hero-ability-circle.svg
Roll.png
? s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
Wrecking Ball transforms into a ball, increasing his maximum movement speed.
Notes:
  • Can be cast while in midair.
  • Wrecking Ball's base speed is the same in all directions (i.e. he is not slower going backwards).
  • Wrecking Ball rolls faster when going downhill. Going uphill does not affect his speed.
  • Wrecking Ball automatically rolls downhill if he is not counteracting it.
  • Wrecking Ball does not have a critical hitbox (Hammond's body is the "head") and therefore cannot receive headshots.
  • Wrecking Ball comes out of Roll if he is hacked, slept, pinned, hooked, or knocked down; or if he tries to shoot.

Adaptive Shield
Hero-ability-circle.svg
Adaptive shield.png
15 s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
Wrecking Ball’s temporary personal shields absorb damage, providing stronger defenses if more opponents are nearby.
Effect Duration: 7 s
Cooldown: 15 s
Notes:
  • Unique to Wrecking Ball, the shields do not give ult charge to the enemy team when they damage it.
  • B.O.B. counts as an enemy for creating extra shields.

Piledriver
LCONTROL
Hero-ability-circle.svg
Piledriver.png
10 s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Enemies
Wrecking Ball slams onto the ground below, damaging enemies and launching them upward.
Lua error in Module:Ability_details/sandbox at line 146: attempt to perform arithmetic on local 'amount' (a string value).Cooldown: 10 s
Notes:
  • Wrecking Ball's altitude must be at least 2.25 meters to activate. For reference, jumping height is 0.98 meters.
  • Wrecking Ball moves 4 meters forward before dropping.
  • Affected enemies are knocked into the air, and they lose air control for 0.5 seconds.


Minefield
Q
Hero-ability-circle.svg
Minefield.png
1540 points
Type
Ultimate
Accuracy
N/A
Travel
N/A
Affects
Enemies
Wrecking Ball deploys a field of long-lasting proximity mines which explode on contact with enemies.
Lua error in Module:Ability_details/sandbox at line 146: attempt to perform arithmetic on local 'amount' (a string value).Projectile Speed: 12 m/s
Effect Duration: 20 seconds s
Notes:
  • Deploys 15 proximity mines around him, arranged into three rings of 1/6/8 mines.
  • Activating Minefield in the air increases the spread.
  • Mines stick to the first surface they contact, including walls and ceilings.
  • Mines emit a high-pitched noise to nearby enemies.
  • Wrecking Ball can regain ult charge while Minefield is deployed.

Zarya[]

Energy
Ability-passive.png
Hero-ability-circle.svg
Passive-Zarya.png
Type
Passive
Accuracy
N/A
Travel
N/A
Affects
Enemies
Damage blocked increases Particle Cannon damage.
Notes:
  • Energy is gained by blocking damage with Particle and Projected Barrier (max. 100%).
  • Energy decays at a rate of 1.6% per second.
  • Energy instantly resets to 0 upon death. (Resurrect does not restore Energy.)
  • The more Energy Zarya has, the brighter she glows.
  • 50% or higher is considered "High Energy."

Particle Cannon (Primary Fire)
Key mouse 1.png
Hero-ability-circle.svg
Ability-zarya1.png
Type
Weapon
Accuracy
N/A
Travel
N/A
Affects
Enemies
Zarya’s mighty Particle Cannon unleashes a short-range beam of destructive energy.
Lua error in Module:Ability_details/sandbox at line 146: attempt to perform arithmetic on local 'amount' (a string value).Ammo: 100
Reload Duration: 1.6 s
Recovery Time: Expression error: Unrecognized word "rounds". s
DPS: Expression error: Unrecognized word "per".

Particle Cannon (Secondary Fire)
Key mouse 1.png
Hero-ability-circle.svg
Ability-zarya1.png
Type
Weapon
Accuracy
N/A
Travel
N/A
Affects
Enemies
Alternatively, Zarya can lob an explosive charge to strike multiple opponents.
Lua error in Module:Ability_details/sandbox at line 146: attempt to perform arithmetic on local 'amount' (a string value).Ammo: 100
Reload Duration: 1.6 s
Projectile Speed: 25 m/s
Recovery Time: Expression error: Unrecognized word "shot". s
DPS: Expression error: Unrecognized word "enemy".
Headshot: ✕

Particle Barrier
Hero-ability-circle.svg
Ability-zarya2.png
10 s
Type
Ability
Accuracy
N/A
Travel
N/A
Affects
Self
The Particle Cannon can emit a personal barrier that shields Zarya against incoming attacks, redirecting their energy to enhance her weapon’s damage and the width of its beam.
Cooldown: 10 s
Notes:
  • Zarya gains 0.2% Energy per damage blocked by the barrier, or 1% Energy per 5 damage blocked.
  • The barrier cleanses Zarya of most status and damage over time effects.
  • While the barrier is up, Zarya is immune to all damage and most Crowd Control effects, even if the attack pierces barriers such as Rocket Punch.
    • Does not protect Zarya from knockback.
  • Even if the barrier is destroyed, it will protect Zarya from the attack.

Projected Barrier
Hero-ability-circle.svg
Ability-zarya3.png
8 s
Type
Ability
Accuracy
Targeted
Travel
N/A
Affects
Allies
Zarya surrounds one of her teammates with an energy barrier that simultaneously absorbs fire and boosts the power of her Particle Cannon.
Barrier Health: 200
Effect Duration: 2 s
Cooldown: 8 s
Notes:
  • Projected Barrier behaves identically to Particle Barrier. For more ability details, see Particle Barrier.
  • Although the barrier prevents the target from being hacked, slept, frozen, or stunned in the first place, it does not interrupt those effects once already applied.

Graviton Surge
Q
Hero-ability-circle.svg
Ability-zarya4.png
2100 points
Type
Ultimate
Accuracy
N/A
Travel
N/A
Affects
Enemies
Zarya launches a gravity bomb that draws in enemy combatants and deals damage while they’re trapped.
Impact Damage:
 
5
Damage:
 
5 over 1 s
Projectile Speed: 25 m/s
Effect Radius: 6 m
Effect Duration: 4 s
Notes:
  1. Joshua Noh clarifies on Sigma's abilities. Twitch, accessed on 2019-7-24
Advertisement