All Hero Changes in Overwatch 2 – Overwatch 2 Wiki Guide – IGN

OW2 Sojourn Team.jpg

The new 5v5 team composition is far from the only big change to set Overwatch 2 apart from its predecessor. In order to remove some of the problems that plagued the original Overwatch, from excessive crowd control abilities to a heavy reliance on “shield” Tank heroes, many Overwatch 2 heroes have undergone huge balance changes to their original kits.

Here’s every Overwatch 2 hero change you should know about.

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In this page of IGN’s Overwatch 2 wiki, we will break down all of the biggest changes made to heroes, and how you can expect these balance changes to effect your gameplay experience.

Ana Changes

The changes made to Ana in Overwatch 2 are minimal, but you could argue that overall they have weakened or “nerfed” her abilities. These tweaks feel almost unnoticeable in practice, however, but overall contribute to making Ana a little less punishing as a Support.

By far the biggest benefit Ana’s kit has gained is the simple addition of the Support Passive, allowing her to passively regenerate some health. No longer will you need to rely on wasting a Biotic Grenade to provide self-healing when you find yourself in a pinch.

  • Biotic Rifle ammo is increased from 12 to 15 rounds.
  • The cooldown on Sleep Dart is increased from 12 to 15 seconds.
  • The duration of Biotic Grenade has been reduced from four seconds to three seconds.
  • With the new Support Passive, Ana now regenerates some health after taking damage.

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Ashe Changes

No one wants to mess with a good thing. Ashe’s kit has been largely untouched, apart from reducing the health of her Ultimate B.O.B., a change that the original Overwatch community has been long awaiting. All this means is that B.O.B. will be a little easier for the enemy team to kill, so be mindful where you order B.O.B to open fire.

  • B.O.B.’s health is reduced from 1,200 to 1,000.
  • With the new Damage Passive, eliminations grant Ashe a burst of increased movement and reload speed.

Baptiste Changes

Baptiste has long been considered one of the most powerful Support heroes in Overwatch, and the changes to the hero in Overwatch 2 only serve to strengthen his healing abilities. Some small changes were made to Baptiste’s damage input that marginally improve the damage he does, but slightly reduces the damage he does over longer distances.

  • Damage from Baptiste’s Biotic Launcher primary fire was increased from 24 to 25.
  • The minimum falloff of Baptiste’s primary fire damage increased from 20 to 25 meters.
  • Biotic Launcher healing secondary fire ammo increased from 10 to 13 rounds.
  • Healing of Regenerative Burst is increased from 75 to 100 on nearby allies.
  • With the new Support Passive, Baptiste now regenerates some health after taking damage.

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Bastion Changes

Overwatch 2 gives our favorite little robot a whole new look. Doing away with Configuration: Sentry in favor of his new Assault Configuration makes Bastion a much more mobile Damage hero. While he still largely benefits from his Ironclad passive ability, the removal of his Self-Repair makes Bastion a little less durable.

  • Configuration: Sentry has been replaced with the Configuration: Assault weapon. Now, instead of transforming into an immobile turret with a highly powerful rotary cannon, Bastion transforms into a slow-moving tank. Configuration: Assault lasts seven seconds and has a 12-second cooldown.
  • Reconfigure now switches Bastion between Configuration: Assault and Configuration: Recon.
  • Configuration: Recon weapon damage increased from 20 to 25. Ammo reduced from 35 rounds to 25 rounds. Fire rate reduced from 8 to 5. The weapon spread was reduced to zero.
  • No longer has Self-Repair self-healing ability.
  • Added the A-36 Tactical Grenade to Bastion’s kit. Fires a bomb that bounces off walls and explodes when it impacts an enemy or the ground. Can deal damage to yourself.
  • Bastion’s Configuration: Tank Ultimate has been replaced by Configuration: Artillery Ultimate. Using Bastion’s Ultimate causes him to become immobile, allowing him to fire up to three powerful artillery shells into the air.
  • With the new Damage Passive, eliminations grant Bastion a burst of increased movement and reload speed.

Brigitte Changes

In line with so many other changes to Damage and Support heroes to reduce crowd control in Overwatch 2, the most notable change to Brigitte is the lack of stun from her Shield Bash. While this might make her less “tanky”, now Brigitte’s Shield Bash will trigger her Inspire passive healing, making it that much easier for Brigitte to keep her team topped up.

  • Shield Bash only causes knockback, and no longer stuns enemies.
  • The cooldown of Shield Bash was reduced from seven to five seconds.
  • The distance you travel using Shield Bash is increased from 7 to 12 meters.
  • The damage of Shield Bash is increased from one to 50.
  • Inspire duration has been reduced from six to five seconds.
  • Shield Bash damage can now trigger Inspire healing.
  • With the new Support Passive, Brigitte now regenerates some health after taking damage.

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Cassidy Changes

Buh-bye, Flashbang. In the interest of keeping the power of stuns largely with Tank heroes, Cassidy has swapped out his precious Flashbang for the Magnetic Grenade. While his old stunning ability might be missed by some, Magnetic Grenade can be used to equal effect by sneaking up on unsuspecting targets to stick the grenade to them for some extra “oomph”.

  • Flashbang ability has been removed.
  • Added Magnetic Grenade ability. Throws a short-range grenade that homes in on nearby enemies and deals additional damage if it sticks to them, dealing 131 damage.
  • Combat Roll now gives 50% damage reduction while active.
  • The fire rate of Peacekeeper’s secondary fire increased by 7.5%.
  • While using the Deadeye Ultimate, the amount of damage Cassidy takes is reduced by 40% while the Ultimate is active.
  • The maximum duration of Deadeye is increased to seven seconds.
  • After two seconds of being active, the Deadeye Ultimate switches from building up 130 damage per second to 260 damage per second, until the Ultimate is expended.
  • With the new Damage Passive, eliminations grant Cassidy a burst of increased movement and reload speed.

Doomfist Changes

Yes, Doomfist is a Tank now. While at first this change might seem to come out of left-field, the changes made to the hero feel incredibly intuitive. Doomfist has gained the Power Block ability, similar in some ways to Zarya’s Protective Barriers or “bubbles”, in that this new power mitigates damage while powering up his Rocket Punch.

Doomfist might not pack as much for a punch (literally) as he did in the original Overwatch, but his new kit molds him into an even stronger “zoning” hero.

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  • Doomfist has swapped to the Tank role.
  • Health increased from 250 to 450.
  • Removed Rising Uppercut ability.
  • Added Power Block ability. Protect yourself from frontal attacks. Blocking heavy damage empowers Rocket Punch. While active, can block up to 80% of incoming damage.
  • The required damage mitigated (MIT) from Power Block to power Rocket Punch is reduced from 100 to 90 damage, allowing Doomfist to empower Rocket Punch marginally faster.
  • Doomfist’s movement speed while using Power Block is reduced to 35% movement speed.
  • The Seismic Slam ability launches Doomfist into the air in the direction you are facing, dealing a shockwave of 50 damage in the area he lands.
  • Rocket Punch deals damage to all enemies knocked back by the attack.
  • The damage range of Rocket Punch’s impact has been reduced from 50 to 100 and is now 15 to 30. Wall slam damage range has also been reduced from 50 to 150 and is now 20 to 40 damage.
  • The maximum charge time of Rocket Punch is reduced from 1.4 to 1.0 seconds.
  • Damage of Hand Cannon weapon reduced from six to five. Ammo regeneration increased from 0.65 seconds per shot to 0.4 seconds per shot.
  • Meteor Strike Ultimate damage was reduced from the range of 15 to 200 damage and is now 15 to 100 damage. All targets in the center of the Ultimate zone are still dealt 300 damage.
  • Meteor Strike no longer knockbacks targets. All targets hit by Meteor Strike are slowed by 50% for two seconds.
  • The cast time to activate Meteor Strike was reduced from one second to 0.5 seconds.
  • With the new Tank Passive, knockbacks are reduced. Less ultimate generated by healing and damage received.

D.va Changes

D.va feels largely unchanged from the original Overwatch to Overwatch 2, but the small tweaks that have been made help the Tank hero gain a little more survivability when pushing into the enemy team’s frontline, including doing more damage when “booping” enemy players while using Boosters.

  • Mech health increased from 600 to 650. Normal health increased from 300 to 350.
  • D.va’s primary fire movement speed penalty has been reduced from 50% to 40%.
  • Fusion Cannons weapon spread reduced from 4 to 3.5.
  • Impact of Boosters ability increased from 10 damage to 25 damage.
  • The cooldown on Micro Missiles was reduced from eight to seven seconds.
  • Call Mech Ultimate cost is reduced by 12%.
  • With the new Tank Passive, knockbacks are reduced. Less ultimate generated by healing and damage received.

Echo Changes

Echo is yet another hero to receive balance changes that feel like they have in essence “nerfed” or weakened her overall hero kit. Both of these changes are largely for the best, however, reducing both the power of her Focusing Beam and making her Ultimate less powerful when transforming into a Tank hero.

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  • Focusing Beam damage reduced from 200 damage per second to 175 damage per second.
  • Maximum health while using Duplicate Ultimate has been reduced from the enemy hero’s total HP to a maximum HP of 300.
  • With the new Damage Passive, eliminations grant Echo a burst of increased movement and reload speed.

Genji Changes

If it ain’t broke, why fix it? Genji has received no huge balance changes going into Overwatch 2, aside from the new Damage Passive, particularly useful for an already highly mobile Damage hero.

  • With the new Damage Passive, eliminations grant Genji a burst of increased movement and reload speed.

Hanzo Changes

The only change to Hanzo in Overwatch 2 comes from his Storm Arrow ability being slightly nerfed, reducing its impact marginally.

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  • Storm Arrow damage has been reduced from 70 damage to 65 damage per shot.
  • With the new Damage Passive, eliminations grant Hanzo a burst of increased movement and reload speed.

Junker Queen Changes

Since the intimidating new Tank hero was introduced in the Overwatch 2 Beta, Junker Queen has undergone a few balance changes before becoming wildly available. These changes have mostly scaled back her abilities, making Commanding Shout ability and Rampage Ultimate a little less effective.

  • The radius of Commanding Shout is reduced from 20 meters to 15 meters.
  • The health bonus to nearby allies is reduced from 100 to 50 hit points.
  • Temporary health from Commanding Shout no longer decays over the ability’s duration.
  • The duration that allies receive benefits from Commanding Shout was reduced from five three seconds.
  • The cooldown on Commanding Shout was increased from 11 to 15 seconds.
  • The radius Junker Queen’s Rampage ability is reduced from six to five meters.
  • With the new Tank Passive, knockbacks are reduced. Less ultimate generated by healing and damage received.

Junkrat Changes

Junkrat is largely unaffected by balance changes in Overwatch 2, but players may appreciate the buff given to his Steel Trap ability. What was already a fairly punishing ability now packs an even bigger wallop, knocking “squishier” heroes down to at least half-health should they foolishly forget to look down for traps.

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  • The projectile size of Frag Launcher weapon has been increased from 0.2 to 0.25.
  • The damage of Steel Trap is increased from 80 to 100 damage. The projectile speed of Steel Trap is also increased from 10 to 15.
  • With the new Damage Passive, eliminations grant Junkrat a burst of increased movement and reload speed.

Kiriko Changes

Kiriko is a new Support hero introduced in Season One of Overwatch 2’s Battle Pass. As of now, she has no new changes to her character.

Lucio Changes

Taking the new Support Passive into consideration, the biggest change to Lucio in Overwatch 2 will feel practically unnoticeable to most players. The penalty to his self-healing from Crossfade only serves to balance out the health he now regenerates from the Support Passive ability.

  • Lucio’s Crossfade self-healing penalty is increased from 30% to 60%.
  • Sound Barrier’s Ultimate cost is reduced by 12%.
  • With the new Support Passive, Lucio now regenerates some health after taking damage.

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Mei Changes

In line with Overwatch 2’s move away from “stuns” and crowd control abilities, Mei’s Endothermic Blaster can no longer turn enemy players into living popsicles. Instead, the primary fire from her Endothermic Blaster gradually slows enemies, all while dealing more damage than it did in the original Overwatch.

  • Mei’s Endothermic Blaster can no longer “freeze” or stun enemies. Instead, the Endothermic Blaster slows a target by a constant 50% reduced movement speed, building up over time.
  • The “slow” duration of Endothermic Blaster is reduced from one second to 0.5 seconds.
  • Damage per second from Endothermic Blaster is increased from 55 damage to 100 damage.
  • Ammo in Endothermic Blaster has been increased from 120 to 150.
  • The health of Mei’s Ice Wall is reduced from 400 HP to 250 HP.
  • The range Mei can cast Ice Wall is reduced from 35 meters to 20 meters.
  • Mei’s Cryo-Freeze can no longer remove the effects of Sigma’s Gravitic Flux.
  • The cost of Mei’s Blizzard Ultimate is increased by 15%.
  • With the new Damage Passive, eliminations grant Mei a burst of increased movement and reload speed.

Mercy Changes

The adjustments to Mercy’s Guardian Angel were a bit rough throughout the Overwatch 2 Beta, but they have now made a graceful landing. The Mercy glitch that was known as “Super Jump” in the first Overwatch has now been somewhat integrated into Mercy’s kit.

While Super Jump might not function or feel exactly the same as it did, her new Guardian Angel aims to make this ability easier for newer players to master without reducing the amount of vertical mobility the Support hero boasts.

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  • Mercy’s Regeneration is increased by the Support role’s Passive ability by 50%.
  • Pressing Crouch during Guardian Angel launches you straight up into the air.
  • Pressing Jump during Guardian Angel launches you forward in the direction you were facing.
  • Angelic Descent can now be activated by holding Crouch while airborne.
  • The Guardian Angel ability now has a meter that charges up while Guardian Angel is active. Pressing Crouch or Jump with the meter fully charged increases the speed or height with which Mercy is propelled.

Moira Changes

In the Overwatch 2 beta, the biggest change made to Moira’s kit was the removal Damage Biotic Orb ability, in favor of the Necrotic Orb or “Enfeebling” Orb. They have since reverted these changes, and Moira still has her Damage Orb as in the original Overwatch.

Instead, Moira has seen some reduction to both her self-healing and the healing she does with her Healing Orb.

  • Self-healing of Biotic Grasp decreased from 24 to 20 per second.
  • The cooldown of the Fade ability has increased from six to seven seconds.
  • The healing capacity of Moria’s Healing Orb has been decreased from 300 to 250.
  • With the new Support Passive, Moira now regenerates some health after taking damage.

Orisa Changes

Orisa will look very different from the Tank hero fans of the first Overwatch might have known. Her entire kit has been reworked practically from the ground up.

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In the interest of doing away with the “shield” meta that had become so prevalent in the original Overwatch, Orisa’s Protective Barrier has been swapped out for a Javelin that can block incoming projectiles and melee attacks, or be thrown at enemies to deal damage, knockback, and even stun.

On top of that, Orisa’s Terra Surge Ultimate puts more emphasis on the amount of damage the Tank hero can output, as opposed to her utility in solely protecting on amplifying her teammates.

  • Removed Protective Barrier ability.
  • Removed Halt! ability.
  • Removed Supercharger Ultimate ability.
  • Base armor increased from 250 to 275. Base health increased from 250 to 275.
  • Fusion Driver weapon has been changed to Augmented Fusion Driver. Orisa’s weapon is now a heat-based weapon. Rather than emptying the weapon ammo, when Orisa’s weapon overheats, you must wait three seconds before firing again.
  • Orisa’s new Augmented Fusion Driver deals 12 damage per shot and has a 15 to 25-meter damage falloff range. The critical hit bonus is 100%.
  • Orisa’s Fortify ability no longer has a movement speed penalty. Fortify’s headshot immunity has also been removed.
  • Added the Energy Javelin ability. Launch your javelin at an enemy to stun and knock them back. Deals 60 damage and stuns enemies for 0.2 seconds, knocking them back six meters. If an enemy struck with Energy Javelin collides with a wall, they take an additional 40 damage and are stunned for an additional 0.3 seconds.
  • Energy Javelin cooldown was reduced from eight to six seconds.
  • Added the Javelin Spin ability. Spin your javelin to destroy projectiles and block melee attacks, while also pushing enemies and increasing forward speed. Orisa spins her javelin for 1.75 seconds, destroying any incoming enemy projectiles. Forward movement speed is increased by 50% while active. Pushes enemies back and can deal up to 90 damage. Javelin Spin has a seven-second cooldown.
  • Added Terra Surge Ultimate ability. Sweep in enemies and anchor down, gaining the effects of Fortify and charging up a surge of damage for four seconds. Use primary fire to unleash the surge early. Can deal up to 500 damage. While charging, Terra Surge deals damage over time and slows enemy movement by 30%.
  • With the new Tank Passive, knockbacks are reduced. Less ultimate generated by healing and damage received.

Pharah Changes

The only Damage hero to receive a buff to the knockback her Concussive Blast ability deals, Pharah is otherwise largely unchanged as a Damage hero in Overwatch 2.

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  • Pharah’s Rocket Launcher ability reloads 0.25 seconds faster when you are out of ammo.
  • Concussive Blast deals 30 damage and deals extra knockback when it is a direct hit.
  • With the new Damage Passive, eliminations grant Pharah a burst of increased movement and reload speed.

Reaper Changes

To round out Reaper as a Damage hero, some small tweaks have been made to reduce his Shotguns damage and weapon spread.

  • Reaper’s Hellfire Shotgun damage has been reduced from six to 5.4 damage per bullet.
  • Hellfire Shotgun spread was reduced from eight to seven degrees.
  • With the new Damage Passive, eliminations grant Reaper a burst of increased movement and reload speed.

Reinhardt Changes

Perhaps the best change to Reinhardt’s kit is the improvement to his Charge ability. Just the ability to cancel Charge alone will make all the difference for this Tank hero. These balance changes give Reinhardt way more control, making up for the “nerfs” made to his Barrier Field in Overwatch 2.

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  • Reinhardt’s Steadfast Passive ability is replaced with the new Tank Passive. Knockbacks are reduced. Less ultimate generated by healing and damage received.
  • Base armor increased from 200 to 300. Base health increased from 300 to 325.
  • Reinhardt’s Fire Strike ability has two charges. However, the damage of Fire Strike was reduced from 100 to 90.
  • The health of Reinhardt’s Barrier Field is reduced from 1600 to 1200. Barrier Field’s regeneration rate was reduced from 200 to 144 health per second.
  • The Charge ability can now be canceled.
  • Charge’s steering turn rate was increased by 50%.
  • The impact of pinning an enemy with Charge was reduced from 300 damage to 225.
  • The cooldown of Charge is reduced from ten to eight seconds.

Roadhog Changes

Roadhog has objectively always been a solid Tank hero in the original Overwatch. The most substantial change to this big boy comes from his Whole Hog ability being evolved into a “Transform” ultimate. Now you have full control over firing Whole Hog, giving you the leeway to pause to Hook enemies or do some Take a Breath self-healing if you find you put yourself in a pickle.

  • Roadhog’s Whole Hog Ultimate ability has changed from a “Channeled” ultimate into a “Transform” ultimate. The weapon no longer automatically fires, and instead, you must press primary fire while the Ultimate is active to use the Ultimate
  • You can now use other abilities during Whole Hog without canceling Roadhog’s Ultimate.
  • Stuns to Roadhog no longer cancel the Whole Hog Ultimate.
  • Self-healing from Take a Breather ability was increased from 300 to 350 in total.
  • With the new Tank Passive, knockbacks are reduced. Less ultimate generated by healing and damage received.

Sigma Changes

Sigma has only received positive balance changes in Overwatch 2, with buffs to both his shield health and the damage output of his Accretion ability.

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  • Base shield health for Sigma was increased from 100 to 200.
  • Accretion ability damage increased from 70 to 100.
  • The regeneration rate of Sigma’s Experimental Barrier was reduced from 120 to 100.
  • With the new Tank Passive, knockbacks are reduced. Less ultimate generated by healing and damage received.

Sojourn Changes

Sojourn is a new Damage hero added in Overwatch 2. Since she was introduced in the Overwatch 2 beta, there have been some minor tweaks to her character’s kit. These changes are mostly to balance out Sojourn’s Railgun.

  • Sojourn’s Railgun primary fire rate was reduced from 15 to 14 shots per second.
  • The radius of the Disruptor Shot’s projectile scales from 0 to 0.1 based on the energy charge level of Sojourn’s Railgun.
  • The energy Sojourn’s Railgun gains towards Disruptor Shot from hitting non-player targets, such as barriers and turrets, is reduced by an additional 50%.
  • The cooldown of Power Slide was reduced from seven to six seconds.

Soldier: 76 Changes

Although Soldier: 76 might be seeing a slight dip in his damage output and the effectiveness of his Tactical Visor Ultimate, the addition of headshots to Tactical Visor is not to be understated.

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  • Soldier’s Heavy Pulse Rifle damage was reduced from 20 to 18 damage.
  • Soldier’s Tactical Visor Ultimate is now subject to damage falloff.
  • You can now get headshots while the Tactical Visor Ultimate is active.
  • With the new Damage Passive, eliminations grant Solider a burst of increased movement and reload speed.

Sombra Changes

Sombra has seen some massive reworks to her kit in Overwatch 2, all in the interest of making her a more balanced Damage hero. While some of her abilities have been scaled down, the drastic reduction of her Hack ability cooldown will make it much easier for her to switch Hacked targets frequently.

These changes to her Hack coupled with the fact that Stealth is no longer canceled by the Hack ability will allow Sombra to remain undetected by enemy players much easier, potentially improving her ability to wrack up Ultimate charge.

  • Added the Opportunist Passive ability. You detect critically injured enemies through walls and deal 40% more damage to hacked enemies.
  • Sombra can use her Hack ability while Stealth is active without ending the Stealth effect.
  • Sombra’s Machine Pistol damage was reduced from eight to seven. The spread of the Machine Pistol weapon was reduced by ten percent.
  • The cooldown of Sombra’s Hack ability was reduced from eight to four seconds. The cooldown is no longer reduced when hacking health packs.
  • The cast time of Hack has been increased from 0.65 seconds to 0.85 seconds.
  • The duration a health pack can be hacked has been reduced from 60 seconds to 30 seconds.
  • While an enemy is hacked, they are visible through walls to all of Sombra’s team for eight seconds.
  • Sombra’s Hack ability now destroys Baptiste’s Immortality Field ability.
  • If Hack is interrupted before it is cast, the ability starts a full cooldown period.
  • Sombra’s Hack ability can now only stun Ashe’s B.O.B. Ultimate for two seconds.
  • Hack ability lockout duration increased from one second to 1.75 seconds.
  • Sombra’s movement speed while in Stealth is reduced from 65% to 50%.
  • With the new Damage Passive, eliminations grant Sombra a burst of increased movement and reload speed.

Symmetra Changes

So many strategies in the original Overwatch were based around the effectiveness of Symmetra’s Teleporter ability. The changes to Teleporter in Overwatch 2 aim to reduce the overreliance on Teleporter by making the Teleporter much less durable and harder to cast.

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  • Symmetra’s Teleporter will now automatically end after ten seconds.
  • The Teleporter build time is reduced from two seconds to one second.
  • The cooldown on Symmetra’s Teleporter ability is increased from ten to 12 seconds.
  • The Teleporter’s health has been reduced from 300 to 200 in total.
  • The range Symmetra can place her Teleporter has been reduced from 30 meters to 22 meters.
  • The ammo in Symmetra’s Photon Projector was increased from 70 to 100.
  • Symmetra’s primary fire no longer generates ammo from damaging enemy barriers.
  • Symmetra’s secondary fire projectile speed was increased from 25 to 50.
  • Secondary fire projectile damage was reduced from a maximum of 120 to 90 damage.
  • The size of secondary fire projectiles was increased from 0.4 to 0.5.
  • Symmetra’s secondary fire now costs 10 ammo instead of 7 ammo.
  • The time to charge Symmetra’s secondary fire was reduced from 1.2 seconds to one second.
  • Symmetra’s Sentry Turret’s travel speed increased from 15 to 20.
  • The movement speed reduction to targets affected by Symmetra’s Sentry Turret was reduced from 20% per turret to 15% per turret.
  • With the new Damage Passive, eliminations grant Symmetra a burst of increased movement and reload speed.

Torbjorn Changes

Torbjorn has not received many balance changes in Overwatch 2, apart from a few small tweaks to his Rivet Gun weapon.

  • The primary fire recovery of Torbjorn’s Rivet Gun was reduced from 0.6 seconds to 0.55 seconds.
  • The Rivet Gun’s secondary fire recovery was reduced from 0.8 to 0.7 seconds.
  • With the new Damage Passive, eliminations grant Torbjorn a burst of increased movement and reload speed.

Tracer Changes

Tracer’s Pulse Pistols have been pared down just a smidgen, a change to her damage output that players will likely hardly notice, though likely to force you to put a little more effort into killing off your targets.

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  • The damage of Tracer’s Pulse Pistols is reduced from six to five damage.
  • With the new Damage Passive, eliminations grant Tracer a burst of increased movement and reload speed.

Widowmaker Changes

Widowmaker has long been one of the “squishiest” or “low-health” characters of Overwatch. Now in Overwatch 2, the intimidating sniper won’t be quite so easy to kill.

  • Widowmaker’s base health has been increased from 175 hit points to 200 hit points.
  • With the new Damage Passive, eliminations grant Widowmaker a burst of increased movement and reload speed.

Winston Changes

The new “burst” secondary fire added to Winston’s Tesla Cannon makes his damage feel a little less gradual, giving you the ability to quickly finish off a low-health enemy without necessarily having to give chase.

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  • Winston’s Tesla Cannon weapon now has a secondary fire. Hold to charge secondary fire, then release to fire focused electricity burst. This Tesla Cannon burst reaches up to 30-meters and deals up to 50 damage. Tesla Cannon secondary fire costs 12 ammo.
  • Base armor increased from 150 hit points to 200 hit points.
  • Winston’s Barrier Projector health has been increased from 650 to 700 hit points.
  • The duration of Barrier Projector was reduced from nine seconds to eight seconds.
  • The cooldown of Barrier Projector was reduced from 13 to 12 seconds.
  • The cost of Winston’s Primal Rage Ultimate was increased by 20%.
  • With the new Tank Passive, knockbacks are reduced. Less ultimate generated by healing and damage received.

Wrecking Ball Changes

It might seem minor, but the adjustment to Wrecking Ball’s Adaptive Shield ability in Overwatch 2 will be a huge game changer for the hamster. In essence, the buffs to Adaptive Shield will make the Tank hero much tougher to kill while in the thick of the enemy team’s ranks.

  • Wrecking Ball’s base armor was increased from 100 to 150. Base health was increased from 500 to 550.
  • The radius of Wrecking Ball’s Adaptive Shield ability was increased from eight to ten meters. The amount of health gained per enemy in that radius was also increased from 75 to 100 health.
  • Knockback from Wrecking Ball’s Roll was increased by 36%.
  • With the new Tank Passive, knockbacks are reduced. Less ultimate generated by healing and damage received.

Zarya Changes

The changes to Zarya’s health and shields makes her a much sturdier Tank hero. However, having her Barriers share the same cooldown and charges will necessitate that you are much more conscious of how often you are “bubbling” yourself and teammates.

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  • Zarya’s base health was increased from 200 to 250.
  • Zarya’s base shields were increased from 220 to 225.
  • Particle Barrier and Projected Barrier now share both a ten-second cooldown and the same two charges. Cooldown begins automatically once the ability is used.
  • The duration of Particle Barrier and Projected Barrier was increased from two seconds to 2.5 seconds.
  • If you use Projected Barrier on an ally, you cannot use the ability on that same ally again for two seconds.
  • Zarya’s energy degeneration has increased from 1.8 energy per second to 2.2 energy per second.
  • With the new Tank Passive, knockbacks are reduced. Less ultimate generated by healing and damage received.

Zenyatta Changes

Overwatch 2 gives Zenyatta the “oomph” his melee kick has always needed. The knockback that Snap Kick deals is substantial, particularly for its ability to lend Zenyatta more survivability from flankers attacking Support heroes in the backline.

  • Added the Snap Kick Passive. Zenyatta’s melee ability now deals 45 damage instead of 30 damage, and deals significant knockback to enemies.
  • Zenyatta’s base shields were decreased from 175 to 150.
  • Orb of Discord will fall off a target when the target is out of the line of sight for two seconds, instead of three seconds.
  • With the new Support Passive, Zenyatta now regenerates some health after taking damage.

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In This Wiki Guide

Overwatch 2

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Hocus Pocus 2 – Official Teaser Trailer

Check out the teaser trailer for Hocus Pocus 2.It’s been 29 years since someone lit the Black Flame Candle and resurrected the 17th-century sisters, and they are looking for revenge. Now, it’s up to three high school students to stop the trio of witches from wreaking a new kind of havoc on Salem before dawn on All Hallow’s Eve. Bette Midler, Sarah Jessica Parker, and Kathy Najimy reunite for the highly anticipated Disney Plus Original, Hocus Pocus 2. The sequel also stars Doug Jones, Whitney Peak, Lilia Buckingham, Belisa Escobedo, Hannah Waddingham, Tony Hale, Sam Richardson, Juju Brener, Froy Gutierrez, Taylor Paige Henderson, and Nina Kitchen.Directed by Anne Fletcher and written by Jen D’Angelo, Hocus Pocus 2 will debut on Disney+ on September 30, 2022.

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