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[[File:Competitive play.jpg|thumb|Competitive Play]]
'''Competitive Play''' is the ranked [[Play Mode]] of ''[[Overwatch]]''. In this mode, players are matched with others of similar skill level that is of greater accuracy than the matchmaking system in [[Quick Play]]. It is a more serious game mode where players compete in order to rank up. Competitive Play will have each team take turns attacking and defending until the match is decided.
 
  +
'''Competitive Play''' is the ranked [[playlist]] of ''[[Overwatch]] and [[Overwatch 2]].'' The mode has gone through extensive reworks since its launch, and was further revamped 2 times in ''Overwatch 2.''
   
  +
== Description ==
Players must achieve level 25 before this game mode is unlocked.
 
  +
:''Compete against other players and work your way up the ranks.''
  +
Competitive Play is a ranked version of [[Quick Play]] in which players are awarded with a rank for repeated wins, and lose ranks for repeated loses. Competitive matches have altered rule sets, generally resulting in them lasting longer.
   
  +
Players are matched with others of a similar skill level for more fair and balanced matchmaking. Players receive a rank from Bronze to the Top 500 which details how skilled they are at the game. There are different rules depending on rank for group size and which ranks can play with which. Players must win 50 Quick Play matches to play competitive, or have owned ''Overwatch'' since before June of 2021.<ref name="DefenseMatrix">2022-09-27, [https://playoverwatch.com/en-us/news/23857517/?utm_source=ow2-launch-checklist-1-20220927 DEFENSE MATRIX ACTIVATED! FORTIFYING GAMEPLAY INTEGRITY AND POSITIVITY IN OVERWATCH 2]. ''Play Overwatch'', accessed on 2022-09-28</ref>
==Scoring==
 
* On [[Escort]] maps, the attacking team which escorts the payload the farthest wins. If both teams manage to move the payload the exact same distance without reaching the destination or fail to move it at all, the match ends in a draw. Note that the furthest distance the payload has been moved is what counts, even if the payload moves back. If both teams reach the destination, a new rotation is played using the time bank rules.
 
* On [[Assault]] maps, the attacking team which captures the most control points and/or makes the most progress on capturing a control point wins. If the first attacking team does not fully capture a control point but makes at least 33.3% capture progress, the second attacking team must exceed the first team's capture progress in order to win. If neither team reaches at least 33.3% capture progress on the same control point or if both teams reach the exact same capture percentage (<100%) on the same control point, the match ends in a draw. If both teams capture both control points, a new rotation is played using time bank rules.
 
* On [[Hybrid]] maps, the attacking team which achieves the most capture progress on the control point and/or escorts the payload the farthest wins. If neither team reaches at least 33.3% capture progress on the control point, if both teams reach the exact same capture percentage (<100%) on the control point, or if both teams capture the control point but manage to move the payload the exact same distance or fail to move it at all, the match ends in a draw. If both teams escort the payload to its destination, a new rotation is played using the time bank rules.
 
* [[Control]] maps are a best-of-three and is the same as Quick Play.
 
   
==Time Bank (Extra Rounds)==
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== Game modes ==
  +
=== Permanent modes ===
If a match is tied after both teams have played on attack and defense, a new attack and defense rotation will start using the time bank system.
 
  +
Competitive playlist features two permanent [[game modes]]: Competitive Play Role Queue and Competitive Play Open Queue.
   
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* Role Queue imposes a team composition 1 Tank, 2 Damage, and 2 Support heroes. Players must select a role they wish to play as in a match. Once a match has been found, they are only allowed to pick heroes in the role they selected for the entire match.
===Escort Time Bank Rules===
 
  +
* Open Queue does not restrict a team to have a specific number of heroes from each role. Players can select a hero from any role and are allowed to switch roles during the match.
If both teams have escorted the payload to the destination, the game examines their remaining time before starting a new rotation:
 
  +
Open Queue ranking give the players 1 rank, whereas Role Queue gives players 3.
:*If both teams have 120 seconds or more left in their time bank, the team with the smaller amount of remaining time has their time decreased to 120 seconds, while the other team's remaining time is also decreased the same amount. (i.e. if team A has 165 seconds and team B has 250 seconds after a full rotation, Team A's time bank is reduced by 45 seconds for a total of 120 seconds, while Team B's time bank is also reduced by 45 seconds for a total of 205 seconds).
 
:*If both teams have between 60 seconds and 119 seconds left in their time bank, no changes are made to either team's time bank.
 
:*If team A's remaining time is between 0 seconds and 59.9 seconds and team B has 60 seconds or more, team A is granted additional time to increase their remaining time to 60 seconds and team B is also granted the same amount to their time bank. This rule also applies if both teams have between 0 seconds and 59.9 seconds remaining. (i.e. if team A has 20 seconds and team B has 150 seconds after a full rotation, team A's time bank is increased by 40 seconds for a total of 60 seconds, while team B's time bank is also increased by 40 seconds for a total of 190 seconds).
 
Whenever a new rotation starts, the team with the least time remaining starts the next rotation on attack. No bonus time will be added when the payload reaches a checkpoint in the extra rounds.
 
   
  +
The playlist also features temporary game modes, such as [[Arcade]]-based modes available in a competitive setting. Temporary games modes are usually available for the latter half of the season.
===Assault and Hybrid Time Bank Rules===
 
If a match is tied after both teams have played on attack and defense, the game examines their remaining time before starting a new rotation:
 
:*If both teams have 120 seconds or more left in their time bank, the team with the smaller amount of remaining time has their time decreased to 120 seconds, while the other team's remaining time is also decreased the same amount.
 
:*If both team's remaining times are between 60 seconds and 119 seconds, no changes are made to either team's time bank.
 
:*If team A's remaining time is between 0.1 seconds and 59.9 seconds, and team B has 60 seconds or more, team A is granted additional time to increase their remaining time to 60 seconds, and Team B is also granted the same amount to their time bank. This rule also applies if both teams have between 0.1 seconds and 59.9 seconds remaining.
 
:*If team A has no remaining time but team B has at least 60 seconds of time left, then only Team B plays an attacking round with their remaining time. If team B reaches at least 33.3% progress on the first capture point, they win. If they do not, the match results in a draw.
 
:*If neither team has any remaining time left after capturing point B, both teams are given 60 seconds to their time bank and a new rotation begins.
 
Whenever a new rotation starts, the team with the least time remaining starts the next rotation on attack. Only 30 seconds of additional time will be added to the attacking team if point A is captured in the extra rounds, unlike 3 minutes given in the initial rotation.
 
   
  +
=== Seasonal modes ===
==Ranking==
 
  +
Seasonal modes are temporary game modes in Competitive Play. They are usually available for the latter half of the season, but may also stay longer.
A player must play five placement matches to receive their ranks, with the ranks in each of the three roles (tank, damage, support) being separate. The player's ranking is represented as a Skill Rating (SR) between 1 and 5000, with a higher number representing a higher level of skill. After each match, players will gain or lose a certain amount of SR. The amount gained or lost depends on several factors, including the difference between each team's average SR, the win rates of heroes on a given map, and individual performance. Players do not gain or lose any SR when a match ends in a draw.
 
   
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==== Competitive Arcade modes ====
Alongside the 1 - 5000 scale, players are assigned tiers depending on their SR which is publicly displayed on their portrait:
 
  +
Starting with Copa Lùcioball, introduced with the Summer Games 2017 event, Blizzard has sporadically added Competitive Arcade modes.
   
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The rewards for Competitive Arcade modes differ from those from the regular Competitive Play mode. As the seasons are shorter (as well as the matches duration), you earn fewer Competitive Points per match and for your final rank at the end of the season.
[[File:Badge 1 Bronze.png|32x32px]] Bronze - 1 - 1499 SR<br>
 
[[File:Badge 2 Silver.png|32x32px]] Silver - 1500 - 1999 SR<br>
 
[[File:Badge 3 Gold.png|32x32px]] Gold - 2000 - 2499 SR<br>
 
[[File:Badge 4 Platinum.png|32x32px]] Platinum - 2500 - 2999 SR<br>
 
[[File:Badge 5 Diamond.png|32x32px]] Diamond - 3000 - 3499 SR<br>
 
[[File:Badge 6 Master.png|32x32px]] Master - 3500 - 3999 SR<br>
 
[[File:Badge 7 Grandmaster.png|32x32px]] Grandmaster - 4000+<br>
 
[[File:Badge 8 Top 500.png|32x32px]] Top 500 - Given to players that have 1st to 500th highest SR in their respective region and platform (Americas. Asia, Europe), (PC, PS4, XBox, Switch).
 
   
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Following Arcade modes have been featured in Competitive play:
Players can participate Competitive Play as a group, though the following restrictions will be applied:
 
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* [[Lúcioball]]
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* [[Capture the Flag]]
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* Elimination (6v6 and 3v3 Group)
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* [[Deathmatch]] (8 player FFA and Team Deathmatch)
   
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==== Mystery Heroes ====
:* For Diamond and below, the SR of each group member must be within 1000 of the participating group members. This SR range between the group members is reduced to 500 for Master players, and 350 for Grandmaster players.
 
  +
Competitive Mystery Heroes was available during Seasons 3, 5, and 6 in Overwatch 2.
:* Players who have not completed their placement matches may not group up with any player at Diamond tier or above.
 
   
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The rewards for game wins and the end of the season for Competitive Mystery Heroes are [[List of competitive challenges#Mystery Heroes|slightly lower]] than the Role Queue and Open Queue Competitive rewards. However, it is possible to earn both end of season rewards for Competitive Mystery Heroes and standard Competitive rewards in the same season.
Players in Silver, Gold, Platinum, and Diamond will be moved into lower skill tiers if they cannot maintain the minimum skill rating for that tier over five games, while players in Master and Grandmaster will be immediately moved into lower skill tiers if they fail to maintain the minimum skill rating for that tier.
 
   
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==== Team Queue ====
Two weeks after the start of a season, the Top 500 system starts. After that point, if a player manages to attain a Skill Rating that is within the highest 500 of all ranked players within their role and region and has also played at least 25 competitive matches that season, they will rewarded with the Top 500 icon on their portrait and have their BattleTag be visible on the leaderboard. They will also receive a special a [[Player Icons|player icon]] and an animated [[spray]] unique to those that achieved the Top 500 status. PC players must have Blizzard SMS Protect enabled on their account to be eligible for the Top 500.
 
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Team Queue is a temporary competitive mode for [[Overwatch 2]], requiring everyone to play in a full group of five players. Team Queue has no ranking restrictions. Other important rules for the mode are:
   
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* Players can group up regardless of how far apart they are in rank.
== Suspensions ==
 
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* Grandmaster players can play, even with up to four other Grandmaster players.
As this mode exists to players wanting a more serious experience of Overwatch, harsher punishments are given to players who abandon their team before the end of the match. As opposed to Quick Play, players who exit a match from Competitive Play prematurely will not be able to join another game of any Play Mode until their original match is concluded, and departed players will not be backfilled. Players that fail to rejoin their match before it ends will be temporarily suspended from Competitive Play, with repeated offenses extending the duration of the suspension until an eventual permanent ban from the game mode.
 
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* Team Queue is limited to 1 Tank, 2 Damage, and 2 Support.
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* Players do not queue for specific roles, instead choosing their roles within each match.
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* Platform pool restrictions remain, meaning players on console must still only group up with other players on console, not those on PC.
   
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Team Queue first became available in [[Season#Season5|Season 5]] mid-season patch to be available through the end of Season 5.
==Seasons==
 
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{| class="wikitable"
 
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== Competitive ruleset ==
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Competitive Play has a different ruleset for [[Escort]] and [[Hybrid]] maps. [[Control]], [[Push]] and [[Flashpoint]] have the same ruleset in [[Quick Play]] and Competitive Play.
  +
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=== Escort ===
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* Minimum of 2 rounds are played, with both teams playing an attack and a defence. Whichever team gets farther on their attack will win the match.
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* If both teams manage to move the [[payload]] the exact same distance without reaching the final destination or fail to move it at all, the match ends in a draw.
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** The distance has to be equal to the centimeter, so this very rarely happens.
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* If both teams push the payload until the end, the match will proceed to extra rounds, following the time bank rules (See Below).
  +
  +
=== Hybrid ===
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* Minimum of 2 rounds are played, with both teams playing an attack and a defence. The attacking team which captures the most of the point and / or escorts the payload the farthest wins.
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* If both teams fail to reach the first tick (1/3) on the capture point or manage to move the payload the exact same distance without reaching the destination, the match ends in a draw.
  +
** If the capture point progress is between 33.3% (1st tick) and 100%, it is not possible for the game to end in a draw.
  +
** Like Escort, the payload distance has to be equal to the centimeter for a draw to happen.
  +
* If both teams capture the point, and push the payload until the end, the match will proceed to extra rounds, following the time bank rules (See Below).
  +
  +
=== Extra Rounds & Time Bank ===
  +
If both teams reach the final destination in their initial attacking round, the match will proceed to extra rounds, where attack and defense rotation will start using the time bank system and no additional time will be added after capturing a checkpoint. Whenever a new rotation starts, the team with the smaller remaining time starts the next rotation on attack, and the time banks are adjusted based on the remaining time for both teams:
  +
  +
* If both teams have 120 seconds or more left, the team with the smaller amount of remaining time has their time decreased to 120 seconds and the other team's remaining time is decreased the same amount.
  +
** E.g. team A has 165 seconds and team B has 250 seconds after the initial rounds, team A's time bank is reduced by 45 seconds for a remaining total of 120 seconds, and team B's time bank is also reduced by 45 seconds for a remaining total of 205 seconds.
  +
* If the team with lower time remaining has between 60 seconds and 119 seconds left, no changes are made to either team's time bank.
  +
* If the team with lower time remaining has between 0.1 seconds and 59.9 seconds left, their remaining time is increased to 60 seconds and the team with higher remaining time is increased by the same amount.
  +
** E.g. team A has 20 seconds and team B has 150 seconds after the initial rounds, team A's time bank is increased by 40 seconds for a total of 60 seconds, while team B's time bank is also increased by 40 seconds for a total of 190 seconds.
  +
* '''Hybrid only:''' If one team has no time left and opposing team team has 60 seconds or more left, no changes are made to either team's time bank and only the team with time left will proceed to play an attacking round. If they reach at least 33.3% progress (1st tick) on the first capture point with their remaining time, they win. If they do not, the match results in a draw.
  +
* If one of the teams has no time left and the previous does not apply, both teams are given an additional 60 seconds.
  +
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==Ranks==
  +
Ranks are used to represent players' performance compared to other players in Competitive play. A player's rank is not used for matchmaking, however it closely matches their internal [[matchmaking rating]].<ref name="MatchmakingPart2">2023-01-30. [https://overwatch.blizzard.com/en-us/news/23910161/overwatch-2-developer-blog-explaining-matchmaker-goals-and-plans-part-2/ Overwatch 2 Developer Blog: Explaining matchmaker goals and plans, part 2] Blizzard Entertainment. Retrieved on 2023-05-10.</ref><ref name="Season4Patch">[[April 11, 2023 Patch#Competitive Play]]</ref> Players have a separate rank for Open Queue and for each role in Role Queue.
  +
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=== Skill tiers & divisions ===
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The ranked system is split in tiers, and each tier in divisions.<ref name="InitializingSystems">2022-09-28. [https://overwatch.blizzard.com/en-us/news/23857518/initializing-systems-updating-competitive-play-for-overwatch-2/ Initializing systems! Updating Competitive play for Overwatch 2] Blizzard Entertainment. Retrieved on 2023-05-10.</ref> Additionally, the players position within each division is displayed as a percentage. Players can view their current skill tier and division through their Career Profile, or the Competitive Progress option in the Competitive Play menu.
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Excluding Top 500, there are 5 divisions in each tier, with 1 being the highest and 5 being the lowest. The skill tiers from top to bottom are:
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{{Rank|rank=top 500}}<br>
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{{Rank|rank=champion}}'''5 - 1'''<br>
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{{Rank|rank=grandmaster}}'''5 - 1'''<br>
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{{Rank|rank=master}}'''5 - 1'''<br>
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{{Rank|rank=diamond}}'''5 - 1'''<br>
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{{Rank|rank=platinum}}'''5 - 1'''<br>
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{{Rank|rank=gold}}'''5 - 1'''<br>
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{{Rank|rank=Silver}}'''5 - 1'''<br>
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{{Rank|rank=bronze}}'''5 - 1'''
  +
  +
The Top 500 rank is given to players that have the 1st to 500th highest rating in their respective region (Americas. Asia, Europe) and platform (PC, PS4, XBox, Switch), and can be granted regardless of the player's actual skill tier and division. Top 500 only becomes available two weeks after the start of a season, and the player must have won at least 50 competitive matches in the current season to be eligible. Blizzard SMS Protect must also be enabled for PC players. The current Top 500 can be viewed in the leaderboard, which can be accessed through the Competitive Play menu.
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=== Placement matches ===
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In [[Season#Season 9|Season 9]], the player must complete a set of 10 placements matches in order to gain a rank. Unlike previous seasons, it is not necessary to win these matches to progress the counter. The player's predicted rank is shown after each placement match before they gain their real rank.<ref name="s9update">{{Cite web|url=https://overwatch.blizzard.com/en-us/news/24056255/|title=Revitalizing the Overwatch 2 Experience|author=Blizzard Entertainment|date=2024-02-08|accessdate=2024-02-28}}</ref>
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===Rank updates===
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[[File:Rank information.png|thumb|Explanation of rank modifiers.<ref name="s9update"/>]]
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Players will receive a rank update after every match. The update displays how much the player's position in the division changes as a percentage, visualized by a progress bar towards the next division. Additionally, the update displays, which modifiers affected the amount of progress gained from the match.
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=== Inactivity ===
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Players that did not play any matches during the previous competitive season will become Inactive. Inactive players do not have a visible Skill Tier and Division. Each role in Role Queue can become Inactive separately, while in Open Queue, a player only has one rank that can become Inactive. Once an Inactive player returns and achieves a Competitive Update after winning five games, their Skill Tier and Division will become visible again.
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==== Distribution ====
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[[File:Rank distribution season6.png|thumb|Rank distribution in Season 5 in Overwatch 2. Each horizontal line represents 2%.<ref name="S5CPBlog">{{cite web|url=https://overwatch.blizzard.com/en-us/news/23973730/ |title=Competitive Play Update – Teaming up for better matches |publisher=Blizzard Entertainment |date=2023-06-22 |accessdate=2023-06-23}}</ref>]]
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The current rank distribution is unknown due to the rank reset and addition of Champion rank brought by [[Season#Season 9|Season 9]] Competitive Play updates.
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To the previous knowledge, a graph showing the distribution of PC players in Competitive was revealed in a blog post at the time of Season 5.<ref name="S5CPBlog"/> Approximating from the graph the percentage of players at each rank was:
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  +
{| class="wikitable mw-collapsible"
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|+ Season 5 rank distribution
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! Rank !! Of total!! Percentile
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|-
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| {{Rank|rank=grandmaster}} || 1.5 % || 98.5 ... 100 %
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|-
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| {{Rank|rank=master}} || 3.9 % || 94.6 ... 98.5 %
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|-
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| {{Rank|rank=diamond}} || 12.3 % || 82.3 ... 94.6 %
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|-
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| {{Rank|rank=platinum}} || 26.2 % || 56.1 ... 82.3 %
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|-
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| {{Rank|rank=gold}} || 26.8 % || 29.3 ... 56.1 %
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|-
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| {{Rank|rank=Silver}} || 19.1 % || 10.2 ... 29.3 %
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|-
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|{{Rank|rank=bronze}} || 10.2 % || 0 ... 10.2 %
  +
|}
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== Groups in Competitive Play ==
  +
[[File:S10 Competitive Grouping.png|300px|thumb|Competitive Wide Groups By Rank]]
  +
Players are allowed to participate in Competitive Play as a group of any size and range of ranks, with some exceptions and tradeoffs. Groups are sorted into two categories: Wide groups and Narrow groups. Wide Groups are classified as groups with large rank disparity, while narrow groups are everything else. For [[Matchmaking]], wide groups and narrow groups are matched separately, with solo queuers only ever being matched with narrow groups.
  +
  +
;Competitive Wide Groups
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{{Rank|Bronze}},{{Rank|Silver}},{{Rank|Gold}},{{Rank|Platinum}},{{Rank|Diamond}}
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* Group is considered wide if the highest and lowest ranked players are more than 5 divisions apart.
  +
<br>
  +
{{Rank|Master}}
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* Group is considered wide if the highest and lowest ranked players are more than 3 divisions apart.
  +
<br>
  +
{{Rank|Grandmaster}}{{Rank|Champion}}
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* All groups with Grandmaster or Champion players are wide.
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  +
===Wide Groups===
  +
Wide groups were introduced to allow friends who are ranks apart to play Competitive together. As such, wide groups consist of players with fairly large rank disparity. For [[Matchmaking]], wide groups will only be matched against other wide groups and will still utilize [[Overwatch 2]]'s '''Role Delta Tech''' to try match groups with similarly shaped groups to try keep gameplay as fair as possible<ref name="S10CompDevUpdate">2024-04-10, [https://www.youtube.com/watch?v=7ToK9d5eSp4 Developer Update | Competitive, Defense Matrix, & more]. Youtube ''@PlayOverwatch'', accessed on 2024-04-17</ref>. Wide groups will receive the "Wide" modifier after each game to represent the decreased change in rank progress. Players will be informed prior to the match if the configuration of roles they have selected would result in a wide group.<ref name="S10CompPatch">2024-04-16, [https://overwatch.blizzard.com/en-us/news/patch-notes/live/2024/04 OVERWATCH 2 RETAIL PATCH NOTES – APRIL 16, 2024]. ''Blizzard Entertainment'', accessed on 2024-04-17</ref>
  +
  +
The existence of wide groups results in a few tradeoffs: <ref name="S10CompPatch"/>
  +
* Wide Groups have increased queue times and reduced match quality because it’s more difficult to find another group of players with the same ranks in the same roles to match against.
  +
* Wide Groups of 4 players are unable to queue to ensure solo players never have to play a Wide Match.
  +
* The wider your group, the less your Rank Progress will change with each win or loss.
  +
  +
===Narrow Groups===
  +
Group is a narrow groups when players in the group have little rank disparity, all being fairly close in rank. Narrow groups will be [[Matchmaking|matched]] with other narrow groups and solo queuers.<ref name="S10CompDevUpdate"/>
  +
  +
===Old Restrictions===
  +
Prior to [[Season#Seaosn 10|Season 10]], these were the previous grouping restrictions that had been in effect since ''[[Overwatch 2]]'' released.
  +
* Groups may only queue if all players in the group are within a certain range
  +
** Players ranked Diamond and below can only group within 2 skill tiers (10 divisions) of each other.
  +
*** For example, a Bronze 5 player cannot play with a Gold 4 player.
  +
** Master players may only group within 1 skill tier (5 divisions).
  +
** Grandmaster and Champion players can only group within 3 divisions.
  +
* Champion players may only queue solo or in a group consisting of two players.
  +
* Players who have not completed their placement matches are unable to group with players ranked Diamond or higher.
  +
  +
== Penalties ==
  +
As this mode exists to players wanting a more serious experience of Overwatch, harsher punishments are given to players who abandon their team before the end of the match. As opposed to Quick Play, players who exit a match from Competitive Play prematurely will not be able to join another game of any play mode until their original match is concluded, and departed players will not be backfilled. Players that fail to rejoin their match before it ends will automatically gain a loss, and have their future placement ranking lowered, as well as a temporary suspension from Competitive Play, with repeated offenses extending the duration of the suspension until an eventual permanent ban from the game mode. As such, it is ill-advised to play comp when you are short on time, or have a poor connection to the game.
  +
  +
== Rewards ==
  +
=== Competitive Points ===
  +
{{main|Competitive Points}}
  +
Players can earn Competitive Points completing matches in Competitive Play: Each player is awarded {{Competitive Points}} 10 Competitive Points for a win, {{Competitive Points}} 5 for a draw or none for a loss. Additionally, each match completed fills the Competitive Progress meter, granting triple progress for wins. After completing 30 matches, the player gains an additional {{Competitive Points}} 100 Competitive Points.
  +
  +
=== Competitive Weapon Variants===
  +
{{main|Weapon Variants}}
  +
[[Season#Season 9|Season 9]] introduced a new competitive reward system in which competitive seasons that span over a year will feature unique weapon variants that can be purchased with [[Competitive Points]]. At the end of the competitive season, the remaining Competitive Points are converted to [[Competitive Points#Legacy Competitive Points|Legacy Competitive Points]] and can be used to purchase weapons variants from previous seasons, such as [[Golden weapon]]s. The 2024 season runs from February 2024 to January 2025, and features [[Jade weapon]] variants, as the competitive reward.
  +
  +
=== Competitive Titles ===
  +
At the end of every regular season, the players ranked Gold and above gain a [[Player Title]] according to their skill tier at the end. Only one player title is awarded per competititive mode. This means that players can earn a title for open queue an role queue, but not for different roles in role queue. For role queue the player is only granted the title based on the highest rank of the three roles. Competitive titles can be used until the end of the season, after which they are replaced by the new reward title or removed, if the player has dropped below Gold rank.
  +
  +
==List of Competitive Play Seasons==
  +
{| class="wikitable mw-collapsible" style="min-width:40%;"
  +
! colspan="4" |Overwatch 1
  +
|-
 
!Season
 
!Season
 
!Start Date
 
!Start Date
Line 62: Line 190:
 
|-
 
|-
 
!1
 
!1
| width="100" |Jun 28, 2016
+
| width="110" |Jun 28, 2016
| width="100" |Aug 17, 2016
+
| width="110" |Aug 17, 2016
|Had a 1-100 Skill Rating scale and a Sudden Death system if both teams finished their objective in the initial attack/defense rotation. During Sudden Death, one additional round was played where the attacking team chosen by a coin flip. The attackers had to capture or escort the payload to the first point within 1 minute and 45 seconds.<ref name="s1 start">[https://playoverwatch.com/en-us/blog/20167051 Welcome to Competitive Play], ''Play Overwatch''.</ref>
+
|Had a 1-100 Skill Rating scale and a Sudden Death system if both teams reached their objective in the initial attack and defense rotation. During Sudden Death, one additional round was played where the attacking team was chosen by a coin flip. The attackers had to capture or escort the payload to the first point within 1 minute and 45 seconds. If they succeeded, the attacking team won the match. If they failed, the defending team won.
 
|-
 
|-
 
!2
 
!2
| width="100" |Sep 02, 2016
+
| width="110" |Sep 02, 2016
| width="100" |Nov 24, 2016
+
| width="110" |Nov 24, 2016
  +
|1-100 Skill Rating scale expanded to a 1-5000 scale.
|Time bank system implemented.
 
  +
Sudden Death system replaced by the Time Bank system.
 
|-
 
|-
 
!3
 
!3
| width="100" |Dec 01, 2016
+
| width="110" |Dec 01, 2016
| width="100" |Feb 21, 2017
+
| width="110" |Feb 21, 2017
  +
| rowspan="3" | No Changes
|
 
 
|-
 
|-
 
!4
 
!4
| width="100" |Feb 28, 2017
+
| width="110" |Feb 28, 2017
| width="100" |May 28, 2017
+
| width="110" |May 28, 2017
|
 
 
|-
 
|-
 
!5
 
!5
|Jun 1, 2017
+
| width="110" |Jun 1, 2017
  +
|Aug 28, 2017
 
  +
| width="110" |Aug 28, 2017
|
 
 
|-
 
|-
 
!6
 
!6
|Sep 1, 2017
+
| width="110" |Sep 1, 2017
|Oct 28, 2017
+
| width="110" |Oct 28, 2017
|Duration of each competitive season reduced from three months to two months.
+
|Control map rounds reduced from a best-of-five to a best-of-three.
  +
Duration of each competitive season reduced from three months to two months.
 
|-
 
|-
 
!7
 
!7
|Nov 1, 2017
+
| width="110" |Nov 1, 2017
|Dec 29, 2017
+
| width="110" |Dec 29, 2017
  +
| rowspan="6" |No Changes
|
 
 
|-
 
|-
 
!8
 
!8
|Jan 1, 2018
+
| width="110" |Jan 1, 2018
| Feb 25, 2018
+
| width="110" |Feb 25, 2018
|
 
 
|-
 
|-
 
!9
 
!9
|Feb 28, 2018
+
| width="110" |Feb 28, 2018
|Apr 28, 2018
+
| width="110" |Apr 28, 2018
|
 
 
|-
 
|-
 
!10
 
!10
|May 1, 2018
+
| width="110" |May 1, 2018
|Jul 1, 2018
+
| width="110" |Jul 1, 2018
|
 
 
|-
 
|-
 
!11
 
!11
|Jul 02, 2018
+
| width="110" |Jul 02, 2018
|Aug 28, 2018
+
| width="110" |Aug 28, 2018
|
 
 
|-
 
|-
 
!12
 
!12
|Aug 31, 2018
+
| width="110" |Aug 31, 2018
|Oct 28, 2018
+
| width="110" |Oct 28, 2018
|
 
 
|-
 
|-
!13
+
! 13
|Nov 1, 2018
+
| width="110" |Nov 1, 2018
|Jan 1, 2019
+
| width="110" |Jan 1, 2019
 
|Off-season duration reduced from three days to two hours.
 
|Off-season duration reduced from three days to two hours.
 
|-
 
|-
 
!14
 
!14
|Jan 1, 2019
+
| width="110" |Jan 1, 2019
|Mar 1, 2019
+
| width="110" |Mar 1, 2019
  +
|
 
  +
|No Changes
 
|-
 
|-
!15
+
!15
|Mar 1, 2019
+
| width="110" |Mar 1, 2019
|May 1, 2019
+
| width="110" |May 1, 2019
|Off-season removed. Next season begins immediately after the previous season ends.
+
|Off-season removed. Henceforth the following season will begin immediately after the previous season ends.
 
|-
 
|-
 
!16
 
!16
|May 1, 2019
+
| width="110" |May 1, 2019
|Jun 30, 2019
+
| width="110" |Jun 30, 2019
  +
|No Changes
|
 
 
|-
 
|-
!17
+
!17
|Jun 30, 2019
+
| width="110" |Jun 30, 2019
|Aug 13, 2019
+
| width="110" |Aug 13, 2019
|Ended early to implement a special three week season of Competitive Play between seasons 17 and 18 that introduced the Role Queue system. Referred to as "Role Queue Beta" in player profiles to those that participated in it.
+
| Ended two weeks early to implement a special three week season of Competitive Play that introduced the Role Queue system. Referred to as "Role Queue Beta" in player profiles to those that participated.
 
|-
 
|-
!18
+
! 18
|Sep 3, 2019
+
| width="110" |Sep 3, 2019
|Nov 7, 2019
+
| width="110" |Nov 7, 2019
 
|Role Queue system implemented with players having independent Skill Ratings for each of the three roles. Number of placement matches required decreased from 10 to 5.
 
|Role Queue system implemented with players having independent Skill Ratings for each of the three roles. Number of placement matches required decreased from 10 to 5.
 
|-
 
|-
 
!19
 
!19
|Nov 9, 2019
+
| width="110" |Nov 9, 2019
|Jan 2, 2020
+
| width="110" |Jan 2, 2020
  +
|Map pool system introduced. Each season had a specific selection of maps and only those maps were available for the entirety of the season.
|Limited map pools introduced.
 
 
Map pool:
 
Map pool:
   
 
* Assault: Hanamura, Temple of Anubis, Volskaya Industries
 
* Assault: Hanamura, Temple of Anubis, Volskaya Industries
* Escort: Dorado, Havana, Watchpoint: Gibraltar
+
*Escort: Dorado, Havana, Watchpoint: Gibraltar
* Hybrid: Eichenwalde, Hollywood, King's Row
+
*Hybrid: Eichenwalde, Hollywood, King's Row
* Control: Busan, Lijiang Tower, Nepal
+
*Control: Busan, Lijiang Tower, Nepal
 
|-
 
|-
 
!20
 
!20
|Jan 2, 2020
+
| width="110" |Jan 2, 2020
|Mar 5, 2020
+
| width="110" |Mar 5, 2020
 
|Map pool:
 
|Map pool:
* Assault: Hanamura, Temple of Anubis, Volskaya Industries
+
*Assault: Hanamura, Temple of Anubis, Volskaya Industries
* Escort: Dorado, Havana, Rialto
+
*Escort: Dorado, Havana, Rialto
* Hybrid: Eichenwalde, King's Row, Numbani
+
*Hybrid: Eichenwalde, King's Row, Numbani
* Control: Busan, Ilios, Oasis
+
*Control: Busan, Ilios, Oasis
 
|-
 
|-
!21
+
!21
|Mar 5, 2020
+
| width="110" |Mar 5, 2020
|May 7, 2020
+
| width="110" |May 7, 2020
|Hero pools introduced, changing weekly.<br>Limited map pools were removed on April 14, 2020.
+
| Hero bans introduced, changing weekly. Banned heroes were chosen based on hero usage across all ranks.<br>Map pools were removed on April 14th, 2020. Horizon Lunar Colony and Paris were removed from Competitive Play on the same day.
Map pool (until Apr 14):
+
Map pool (until April 14th):
   
* Assault: Hanamura, Horizon Lunar Colony, Volskaya Industries
+
*Assault: Hanamura, Horizon Lunar Colony, Volskaya Industries
* Escort: Dorado, Junkertown, Watchpoint: Gibraltar
+
*Escort: Dorado, Junkertown, Watchpoint: Gibraltar
* Hybrid: Blizzard World, Hollywood, King's Row
+
*Hybrid: Blizzard World, Hollywood, King's Row
* Control: Busan, Lijang Tower, Oasis
+
*Control: Busan, Lijang Tower, Oasis
   
Hero pool (bans):
+
Hero bans:
   
 
* Mar 5 - Mar 12: Orisa, Hanzo, Mei, Baptiste
 
* Mar 5 - Mar 12: Orisa, Hanzo, Mei, Baptiste
* Mar 12 - Mar 19: Reinhardt, Reaper, Ana, Moira
+
*Mar 12 - Mar 19: Reinhardt, Reaper, Ana, Moira
* Mar 19 - Mar 26: Roadhog, Sigma, Doomfist, Brigitte
+
*Mar 19 - Mar 26: Roadhog, Sigma, Doomfist, Brigitte
* Mar 26 - Apr 2: D.Va, McCree, Soldier: 76, Sombra, Widowmaker, Baptiste
+
* Mar 26 - Apr 2: D.Va, Cassidy, Soldier: 76, Sombra, Widowmaker, Baptiste
* Apr 2 - Apr 9: Wrecking Ball, Hanzo, Mercy
+
*Apr 2 - Apr 9: Wrecking Ball, Hanzo, Mercy
* Apr 9 - Apr 13: Zarya, Pharah, Symmetra, Lúcio
+
*Apr 9 - Apr 13: Zarya, Pharah, Symmetra, Lúcio
* Apr 13 - Apr 19: Reinhardt, McCree, Widowmaker, Brigitte
+
* Apr 13 - Apr 19: Reinhardt, Cassidy, Widowmaker, Brigitte
* Apr 20 - Apr 26: Orisa, Echo, Tracer, Moira
+
*Apr 20 - Apr 26: Orisa, Echo, Tracer, Moira
* Apr 27 - May 3: Wrecking Ball, McCree, Widowmaker, Mercy
+
*Apr 27 - May 3: Wrecking Ball, Cassidy, Widowmaker, Mercy
 
* May 4 - May 10: Reinhardt, Ashe, Reaper, Brigitte
 
* May 4 - May 10: Reinhardt, Ashe, Reaper, Brigitte
 
|-
 
|-
 
!22
 
!22
|May 7, 2020
+
| width="110" |May 7, 2020
|Jul 2, 2020
+
| width="110" |Jul 2, 2020
|Hero pools changed to be applied only to matches with an average team SR of 3500 or greater, and altered to be "based on usage from the Overwatch League" when in season, and "Grandmaster and Top 500 matches" when not in season.<ref name="s22 pool changes">2020-05-13, [https://www.youtube.com/watch?v=1CFswa64SB0 Developer Update | Competitive Open Queue | Overwatch], ''YouTube''</ref>
+
|Hero bans changed to be only applied to matches with an average team SR of 3500 or greater. Banned heroes were also chosen based on usage from the Overwatch League when the League was in season, and Grandmaster and Top 500 matches when not in season.
  +
Hero bans were removed on June 8th, 2020.
Hero pools were removed from Competitive Play on June 8th, 2020.<ref>Overwatch's Hero Pools are being removed from Competitive Play | https://www.polygon.com/2020/6/8/21284300/overwatch-hero-pools-removed-indefinitely-competitive-meta-update</ref>
 
   
Hero pool (bans):
+
Hero bans:
   
 
*May 4 - May 10: Reinhardt, Ashe, Reaper, Brigitte
 
*May 4 - May 10: Reinhardt, Ashe, Reaper, Brigitte
 
*May 11 - May 17: Orisa, Mei, Tracer, Moira
 
*May 11 - May 17: Orisa, Mei, Tracer, Moira
 
*May 18 - May 31: None
 
*May 18 - May 31: None
*June 1 - June 8: D.Va, Echo, Sombra, Brigitte<ref>Previous Hero Pools | https://overwatchleague.com/en-us/news/23476684</ref>
+
*June 1 - June 8: D.Va, Echo, Sombra, Brigitte
 
|-
 
|-
 
!23
 
!23
|Jul 2, 2020
+
| width="110" |Jul 2, 2020
|Sep 3, 2020
+
| width="110" |Sep 3, 2020
|Open Queue system implemented.
+
|Open Queue system re-implemented as a separate Competitive Play mode from Role Queue.
 
|-
 
|-
 
!24
 
!24
|Sep 3, 2020
+
| width="110" |Sep 3, 2020
  +
|Nov 5, 2020
 
  +
| width="110" |Nov 5, 2020
|
 
  +
| rowspan="3" |No Changes
 
|-
 
|-
 
!25
 
!25
|Nov 5, 2020
+
| width="110" |Nov 5, 2020
|Jan 7, 2021
+
| width="110" |Jan 7, 2021
  +
|-
  +
! 26
  +
| width="110" |Jan 7, 2021
  +
| width="110" |Mar 9, 2021
  +
|-
  +
!27
  +
| width="110" |Mar 9, 2021
  +
| width="110" |May 6, 2021
  +
| Season was delayed by five days due to technical issues. The original start date was March 4th, 2021.
  +
|-
  +
!28
  +
| width="110" |May 6, 2021
  +
| width="110" |Jul 2, 2021
  +
| rowspan="5" |No Changes
  +
|-
  +
!29
  +
| width="110" |Jul 2, 2021
  +
| width="110" |Sep 2, 2021
  +
|-
  +
!30
  +
| width="110" |Sep 2, 2021
  +
| width="110" |Nov 4, 2021
  +
|-
  +
!31
  +
| width="110" |Nov 4, 2021
  +
| width="110" |Jan 6, 2022
  +
|-
  +
! 32
  +
| width="110" |Jan 6, 2022
  +
| width="110" |Mar 3, 2022
  +
|-
  +
!TBA
  +
|TBA
  +
|Oct 4, 2022
  +
|Season was cut short for the release of ''Overwatch 2'' and the shut down of ''Overwatch 1''. Final season to grant comp points for each rank, as well as icons and sprays for the season and Top 500 rankings.
  +
|-
  +
! colspan="4" |Overwatch 2
  +
|-
  +
!Season
  +
!Start Date
  +
!End Date
  +
!Notes
  +
|-
  +
!1
  +
|Oct 4, 2022
  +
|Dec 6, 2022
  +
|Competitive was significantly reworked, with new placements, rewards and ranking system. A map pool is listed but does not actually apply in game.
  +
|-
  +
!2
  +
|Dec 6, 2022
  +
|Feb 7, 2023
 
|
 
|
  +
*There are new, temporary Competitive title rewards for name cards based on your end of season rank
  +
*You can only earn these titles at the end of the current Competitive season and can only use them in the season following
  +
*Heroes that aren’t eligible for competitive play will have a lock icon in the Hero Gallery
  +
*Implemented a group of matchmaking enhancements to improve match quality
  +
*Minor polish improvements to the competitive play UI flow
  +
*New hero, Ramattra, won’t be available in competitive for 2 weeks
 
|-
 
|-
!26
+
!3
|Jan 7, 2021
+
|Feb 7, 2023
  +
|Apr 11, 2023
 
|
 
|
  +
*Skill tiers and divisions will adjust after every 5 wins or 15 losses and ties (formerly 7 wins or 20 losses and ties)
  +
*Players can select the "View Competitive Progress" button from the Competitive menu to view their progress toward receiving a rank update
  +
*Mid-season patch updated the Competitive Play menu with buttons that will allow players to easily access the tier legend, leaderboard, and competitive progress screens.
  +
*As of mid-season patch, players in Top 500 will now also see an animated update of their current position on the leaderboard after each match.
  +
|-
  +
|-
  +
!4
  +
|Apr 11, 2023
  +
|Jun 13, 2023
 
|
 
|
  +
* Players will now be required to win 25 Competitive matches before being eligible to enter the Top 500 leaderboard for a specific role, queue, or region.
  +
* The start of a new Competitive season no longer fully resets the severity of suspensions and bans.
  +
* The number of Competitive Points (CP) rewarded for a win in Competitive Play has been changed from 15 to 25 and season end rewards adjusted.
  +
* Separated Open and Role Queue challenge titles.
  +
* Average match rank is displayed in the initial loading screen.
  +
* All seasonal rank decay removed; Player’s skill tier and division at the beginning of Season 4 will now closely match the matchmaker’s estimate of your current skill.
  +
* Competitive progress and Competitive update screens will now include information about a player’s losses and ties as well as their wins.
  +
* Competitive Update screen will also now provide players with an indication of their current percentage progress within a skill division.
 
|-
 
|-
  +
!5
  +
|Jun 13, 2023
  +
|Aug 10, 2023
  +
|
  +
* Players that do not participate in Competitive Play will be marked inactive. Inactive player do not have visible rank, and each queue can become inactive separately.
  +
* Improved how the matchmaker computes its initial skill estimation.
  +
|-
  +
!6
  +
|Aug 10, 2023
  +
|Oct 10, 2023
  +
|
  +
* The number of wins required to appear on the Top 500 Leaderboard has been increased from 25 to 50.
  +
* Added Player Title rewards for finishing the season ranked as Gold.
  +
|-
  +
!7
  +
|Oct 10, 2023
  +
|Dec 5, 2023
  +
|No changes
  +
|-
  +
!8
  +
|Dec 5, 2023
  +
|Feb 13, 2024
  +
|
  +
* MMR Decay now only occurs for Competitive Play at the start of a new season.
  +
* MMR Decay is not applied to roles that qualify for a rank.
  +
* Example: A player that won five games and got a Competitive Update will not decay at the end of a season.
  +
* If a player does not have a rank already who won three games and did not get a Competitive Update, that player will decay at the end of that season.
  +
* If the player does have a rank, they only need to play one match in the season to keep their rank for the next season.
  +
|-
  +
!9
  +
|Feb 13, 2023
  +
|TBA
  +
|
  +
Major competitive update
  +
* One time skill rank reset
  +
* 10 Placement matches
  +
* Competitive updates displayed after every match, showing modifiers that affected the amount of progress gained
  +
* New rank above Grandmaster - Champion
  +
* The versus screen now displays the range of ranks in the match
  +
* New grouping requirements
  +
** Bronze to Diamond - up to 5 player groups within 10 divisions
  +
** Master - up to 5 player groups within 5 divisions
  +
** Grandmaster - up to 5 player groups within 3 divisions
  +
** Champion - up to 2 player groups within 3 divisions
  +
* Yearly competitive seasons and reward weapons skins
  +
** Season 2024 (Feb 2024 - Jan 2025): Jade weapons
  +
* Competitive Points reworked
  +
** 25 -> 10 per win
  +
** New competitive progress meter: Complete 30 matches for {{Competitive Points}} 100, wins grant triple progress.
  +
** Season end rewards removed
  +
** Competitive Points are converted to legacy points at the end of the year, which can be used obtain previous reward skins (incl. golden)
 
|}
 
|}
   
=== Arcade modes seasons ===
+
===Temporary game modes seasons ===
  +
{| class="wikitable mw-collapsible" style="min-width:40%;"
Starting with Copa Lùcioball introduced with the Summer Games 2017 event, Blizzard started adding Competitive Arcade modes from time to time. Usually the duration of a Competitive Arcade mode season is about 3 weeks long.
 
  +
! colspan="4" |Overwatch 1
 
  +
|-
The rewards for Competitive Arcade modes differ from those from regular Competitive. As the seasons are shorter (as well as the matches duration), you earn less Competitive Points per win and less Competitive Points for your rank at the end of the season.<br />
 
 
{| class="wikitable"
 
 
!Mode
 
!Mode
 
!Season
 
!Season
Line 241: Line 491:
 
!Notes
 
!Notes
 
|-
 
|-
|Copa Lúcioball
+
|Copa Lúcioball
 
|1
 
|1
 
|Aug. 2017
 
|Aug. 2017
Line 251: Line 501:
 
|Introduced with the ''Lunar New Year 2018'' event.
 
|Introduced with the ''Lunar New Year 2018'' event.
 
|-
 
|-
|Competitive 6v6 Elimination
+
| Competitive 6v6 Elimination
 
|1
 
|1
 
|Apr./May 2018
 
|Apr./May 2018
Line 261: Line 511:
 
|Introduced with the ''Anniversary 2018'' event.
 
|Introduced with the ''Anniversary 2018'' event.
 
|-
 
|-
|Competitive 3v3 Group Elimination
+
| Competitive 3v3 Group Elimination
 
|1
 
|1
|June/July 2018
+
|June/July 2018
 
|Was not part of an event. Introduced with the ''Looking For Group'' (LFG) feature.
 
|Was not part of an event. Introduced with the ''Looking For Group'' (LFG) feature.
   
Line 273: Line 523:
 
|During the ''Summer Games 2018'' event.
 
|During the ''Summer Games 2018'' event.
 
|-
 
|-
|Competitive Team Deathmatch
+
| Competitive Team Deathmatch
 
|1
 
|1
 
|Oct./Nov. 2018
 
|Oct./Nov. 2018
|Was not part of an event.
+
|Was not part of an event.
 
|-
 
|-
 
|Competitive CTF
 
|Competitive CTF
Line 286: Line 536:
 
|2
 
|2
 
|Mar./Apr. 2019
 
|Mar./Apr. 2019
|Was not part of an event.
+
|Was not part of an event.
 
|-
 
|-
 
|Competitive Deathmatch
 
|Competitive Deathmatch
 
|2
 
|2
|June/July 2019
+
|June/July 2019
 
|Was not part of an event.
 
|Was not part of an event.
 
|-
 
|-
Line 306: Line 556:
 
|2
 
|2
 
|Nov./Dec. 2019
 
|Nov./Dec. 2019
  +
 
|Was not part of an event.
 
|Was not part of an event.
 
|-
 
|-
Line 315: Line 566:
 
|Competitive 6v6 Elimination
 
|Competitive 6v6 Elimination
 
|3
 
|3
|Mar./Apr. 2020
+
|Mar./Apr. 2020
 
|During the ''Archives 2020'' event.
 
|During the ''Archives 2020'' event.
 
|-
 
|-
|Competitive Open Queue
+
| Competitive Open Queue
 
|1
 
|1
 
|Apr. 2020
 
|Apr. 2020
|Was not part of an event.
+
|Was not part of an event.
 
|-
 
|-
 
|Competitive Deathmatch
 
|Competitive Deathmatch
Line 331: Line 582:
 
|2
 
|2
 
|June/July 2020
 
|June/July 2020
|Was not part of an event. Is part of the main game now.
+
|Was not part of an event. Is part of the main game now.
 
|-
 
|-
 
|Competitive 3v3 Elimination
 
|Competitive 3v3 Elimination
Line 338: Line 589:
 
|Was not part of an event.
 
|Was not part of an event.
 
|-
 
|-
|Competitive Team Deathmatch
+
| Competitive Team Deathmatch
 
|3
 
|3
 
|Oct./Nov. 2020
 
|Oct./Nov. 2020
 
|During the ''Halloween Terror 2020'' event.
 
|During the ''Halloween Terror 2020'' event.
  +
|-
  +
! colspan="4" | Overwatch 2
  +
|-
  +
!Mode
  +
!Season
  +
!Dates
  +
!Notes
  +
|-
  +
| Competitive CTF
  +
|2
  +
|Jan./Feb. 2023
  +
| Available for the latter half of Season 2.
  +
|-
  +
| Competitive Mystery Heroes
  +
|3
  +
|Mar. 2023
  +
| Available for the latter half of Season 3.
  +
|-
  +
| Competitive Deathmatch
  +
|4
  +
|May 2023
  +
| Available for the latter half of Season 4.
  +
|-
  +
| Competitive Mystery Heroes
  +
|5
  +
|June/July 2023
  +
| Available for the whole Season 5.
  +
|-
  +
| Competitive Mystery Heroes
  +
|5
  +
|July 2023
  +
| Available for the latter half of Season 5.
  +
|-
  +
| Competitive Mystery Heroes
  +
|6
  +
|Aug./Sep. 2023
  +
| Available for the whole Season 6.
 
|}
 
|}
   
==Rewards==
+
==Trivia ==
  +
See [[Competitive Points]].
 
  +
*In Custom Game only in ''Overwatch 2'' Assault can be played with competitive rules. Players must capture both points to win the round. Point capture works like it does on Hybrid, with the rules for capturing the second point being identical to capturing the first (If players capture one point but capture none of the second, the enemy team can capture 1/3 or draw).
  +
**Only 30 seconds of additional time will be added to the attacking team if they successfully capture the first control point in the extra rounds, unlike the 3 minutes given in the initial rounds.
   
==Eligible Maps==
 
As of {{Patch link|2020-04-14}}, [[Paris]] and [[Horizon Lunar Colony]] are not eligible to be played in competitive modes pending map design changes.
 
 
==References==
 
==References==
<references/>
+
<references />
   
 
==External links==
 
==External links==
Line 356: Line 644:
 
*[https://playoverwatch.com/en-us/blog/20167051 Welcome to Competitive Play]
 
*[https://playoverwatch.com/en-us/blog/20167051 Welcome to Competitive Play]
 
{{GameplayNav}}
 
{{GameplayNav}}
[[Category:Play Modes]]
+
[[Category:Playlists]]

Latest revision as of 20:41, 17 April 2024

Competitive play

Competitive Play

Competitive Play is the ranked playlist of Overwatch and Overwatch 2. The mode has gone through extensive reworks since its launch, and was further revamped 2 times in Overwatch 2.

Description[ | ]

Compete against other players and work your way up the ranks.

Competitive Play is a ranked version of Quick Play in which players are awarded with a rank for repeated wins, and lose ranks for repeated loses. Competitive matches have altered rule sets, generally resulting in them lasting longer.

Players are matched with others of a similar skill level for more fair and balanced matchmaking. Players receive a rank from Bronze to the Top 500 which details how skilled they are at the game. There are different rules depending on rank for group size and which ranks can play with which. Players must win 50 Quick Play matches to play competitive, or have owned Overwatch since before June of 2021.[1]

Game modes[ | ]

Permanent modes[ | ]

Competitive playlist features two permanent game modes: Competitive Play Role Queue and Competitive Play Open Queue.

  • Role Queue imposes a team composition 1 Tank, 2 Damage, and 2 Support heroes. Players must select a role they wish to play as in a match. Once a match has been found, they are only allowed to pick heroes in the role they selected for the entire match.
  • Open Queue does not restrict a team to have a specific number of heroes from each role. Players can select a hero from any role and are allowed to switch roles during the match.

Open Queue ranking give the players 1 rank, whereas Role Queue gives players 3.

The playlist also features temporary game modes, such as Arcade-based modes available in a competitive setting. Temporary games modes are usually available for the latter half of the season.

Seasonal modes[ | ]

Seasonal modes are temporary game modes in Competitive Play. They are usually available for the latter half of the season, but may also stay longer.

Competitive Arcade modes[ | ]

Starting with Copa Lùcioball, introduced with the Summer Games 2017 event, Blizzard has sporadically added Competitive Arcade modes.

The rewards for Competitive Arcade modes differ from those from the regular Competitive Play mode. As the seasons are shorter (as well as the matches duration), you earn fewer Competitive Points per match and for your final rank at the end of the season.

Following Arcade modes have been featured in Competitive play:

Mystery Heroes[ | ]

Competitive Mystery Heroes was available during Seasons 3, 5, and 6 in Overwatch 2.

The rewards for game wins and the end of the season for Competitive Mystery Heroes are slightly lower than the Role Queue and Open Queue Competitive rewards. However, it is possible to earn both end of season rewards for Competitive Mystery Heroes and standard Competitive rewards in the same season.

Team Queue[ | ]

Team Queue is a temporary competitive mode for Overwatch 2, requiring everyone to play in a full group of five players. Team Queue has no ranking restrictions. Other important rules for the mode are:

  • Players can group up regardless of how far apart they are in rank.
  • Grandmaster players can play, even with up to four other Grandmaster players.
  • Team Queue is limited to 1 Tank, 2 Damage, and 2 Support.
  • Players do not queue for specific roles, instead choosing their roles within each match.
  • Platform pool restrictions remain, meaning players on console must still only group up with other players on console, not those on PC.

Team Queue first became available in Season 5 mid-season patch to be available through the end of Season 5.

Competitive ruleset[ | ]

Competitive Play has a different ruleset for Escort and Hybrid maps. Control, Push and Flashpoint have the same ruleset in Quick Play and Competitive Play.

Escort[ | ]

  • Minimum of 2 rounds are played, with both teams playing an attack and a defence. Whichever team gets farther on their attack will win the match.
  • If both teams manage to move the payload the exact same distance without reaching the final destination or fail to move it at all, the match ends in a draw.
    • The distance has to be equal to the centimeter, so this very rarely happens.
  • If both teams push the payload until the end, the match will proceed to extra rounds, following the time bank rules (See Below).

Hybrid[ | ]

  • Minimum of 2 rounds are played, with both teams playing an attack and a defence. The attacking team which captures the most of the point and / or escorts the payload the farthest wins.
  • If both teams fail to reach the first tick (1/3) on the capture point or manage to move the payload the exact same distance without reaching the destination, the match ends in a draw.
    • If the capture point progress is between 33.3% (1st tick) and 100%, it is not possible for the game to end in a draw.
    • Like Escort, the payload distance has to be equal to the centimeter for a draw to happen.
  • If both teams capture the point, and push the payload until the end, the match will proceed to extra rounds, following the time bank rules (See Below).

Extra Rounds & Time Bank[ | ]

If both teams reach the final destination in their initial attacking round, the match will proceed to extra rounds, where attack and defense rotation will start using the time bank system and no additional time will be added after capturing a checkpoint. Whenever a new rotation starts, the team with the smaller remaining time starts the next rotation on attack, and the time banks are adjusted based on the remaining time for both teams:

  • If both teams have 120 seconds or more left, the team with the smaller amount of remaining time has their time decreased to 120 seconds and the other team's remaining time is decreased the same amount.
    • E.g. team A has 165 seconds and team B has 250 seconds after the initial rounds, team A's time bank is reduced by 45 seconds for a remaining total of 120 seconds, and team B's time bank is also reduced by 45 seconds for a remaining total of 205 seconds.
  • If the team with lower time remaining has between 60 seconds and 119 seconds left, no changes are made to either team's time bank.
  • If the team with lower time remaining has between 0.1 seconds and 59.9 seconds left, their remaining time is increased to 60 seconds and the team with higher remaining time is increased by the same amount.
    • E.g. team A has 20 seconds and team B has 150 seconds after the initial rounds, team A's time bank is increased by 40 seconds for a total of 60 seconds, while team B's time bank is also increased by 40 seconds for a total of 190 seconds.
  • Hybrid only: If one team has no time left and opposing team team has 60 seconds or more left, no changes are made to either team's time bank and only the team with time left will proceed to play an attacking round. If they reach at least 33.3% progress (1st tick) on the first capture point with their remaining time, they win. If they do not, the match results in a draw.
  • If one of the teams has no time left and the previous does not apply, both teams are given an additional 60 seconds.

Ranks[ | ]

Ranks are used to represent players' performance compared to other players in Competitive play. A player's rank is not used for matchmaking, however it closely matches their internal matchmaking rating.[2][3] Players have a separate rank for Open Queue and for each role in Role Queue.

Skill tiers & divisions[ | ]

The ranked system is split in tiers, and each tier in divisions.[4] Additionally, the players position within each division is displayed as a percentage. Players can view their current skill tier and division through their Career Profile, or the Competitive Progress option in the Competitive Play menu.

Excluding Top 500, there are 5 divisions in each tier, with 1 being the highest and 5 being the lowest. The skill tiers from top to bottom are:

Badge 9 Top 500 Top 500
Badge 8 Champion Champion 5 - 1
Badge 7 Grandmaster Grandmaster 5 - 1
Badge 6 Master Master 5 - 1
Badge 5 Diamond Diamond 5 - 1
Badge 4 Platinum Platinum 5 - 1
Badge 3 Gold Gold 5 - 1
Badge 2 Silver Silver 5 - 1
Badge 1 Bronze Bronze 5 - 1

The Top 500 rank is given to players that have the 1st to 500th highest rating in their respective region (Americas. Asia, Europe) and platform (PC, PS4, XBox, Switch), and can be granted regardless of the player's actual skill tier and division. Top 500 only becomes available two weeks after the start of a season, and the player must have won at least 50 competitive matches in the current season to be eligible. Blizzard SMS Protect must also be enabled for PC players. The current Top 500 can be viewed in the leaderboard, which can be accessed through the Competitive Play menu.

Placement matches[ | ]

In Season 9, the player must complete a set of 10 placements matches in order to gain a rank. Unlike previous seasons, it is not necessary to win these matches to progress the counter. The player's predicted rank is shown after each placement match before they gain their real rank.[5]

Rank updates[ | ]

Rank information

Explanation of rank modifiers.[5]

Players will receive a rank update after every match. The update displays how much the player's position in the division changes as a percentage, visualized by a progress bar towards the next division. Additionally, the update displays, which modifiers affected the amount of progress gained from the match.

Inactivity[ | ]

Players that did not play any matches during the previous competitive season will become Inactive. Inactive players do not have a visible Skill Tier and Division. Each role in Role Queue can become Inactive separately, while in Open Queue, a player only has one rank that can become Inactive. Once an Inactive player returns and achieves a Competitive Update after winning five games, their Skill Tier and Division will become visible again.

Distribution[ | ]

Rank distribution season6

Rank distribution in Season 5 in Overwatch 2. Each horizontal line represents 2%.[6]

The current rank distribution is unknown due to the rank reset and addition of Champion rank brought by Season 9 Competitive Play updates.

To the previous knowledge, a graph showing the distribution of PC players in Competitive was revealed in a blog post at the time of Season 5.[6] Approximating from the graph the percentage of players at each rank was:

Season 5 rank distribution
Rank Of total Percentile
Badge 7 Grandmaster Grandmaster 1.5 % 98.5 ... 100 %
Badge 6 Master Master 3.9 % 94.6 ... 98.5 %
Badge 5 Diamond Diamond 12.3 % 82.3 ... 94.6 %
Badge 4 Platinum Platinum 26.2 % 56.1 ... 82.3 %
Badge 3 Gold Gold 26.8 % 29.3 ... 56.1 %
Badge 2 Silver Silver 19.1 % 10.2 ... 29.3 %
Badge 1 Bronze Bronze 10.2 % 0 ... 10.2 %

Groups in Competitive Play[ | ]

S10 Competitive Grouping

Competitive Wide Groups By Rank

Players are allowed to participate in Competitive Play as a group of any size and range of ranks, with some exceptions and tradeoffs. Groups are sorted into two categories: Wide groups and Narrow groups. Wide Groups are classified as groups with large rank disparity, while narrow groups are everything else. For Matchmaking, wide groups and narrow groups are matched separately, with solo queuers only ever being matched with narrow groups.

Competitive Wide Groups

Badge 1 Bronze Bronze ,Badge 2 Silver Silver ,Badge 3 Gold Gold ,Badge 4 Platinum Platinum ,Badge 5 Diamond Diamond

  • Group is considered wide if the highest and lowest ranked players are more than 5 divisions apart.


Badge 6 Master Master

  • Group is considered wide if the highest and lowest ranked players are more than 3 divisions apart.


Badge 7 Grandmaster Grandmaster Badge 8 Champion Champion

  • All groups with Grandmaster or Champion players are wide.

Wide Groups[ | ]

Wide groups were introduced to allow friends who are ranks apart to play Competitive together. As such, wide groups consist of players with fairly large rank disparity. For Matchmaking, wide groups will only be matched against other wide groups and will still utilize Overwatch 2's Role Delta Tech to try match groups with similarly shaped groups to try keep gameplay as fair as possible[7]. Wide groups will receive the "Wide" modifier after each game to represent the decreased change in rank progress. Players will be informed prior to the match if the configuration of roles they have selected would result in a wide group.[8]

The existence of wide groups results in a few tradeoffs: [8]

  • Wide Groups have increased queue times and reduced match quality because it’s more difficult to find another group of players with the same ranks in the same roles to match against.
  • Wide Groups of 4 players are unable to queue to ensure solo players never have to play a Wide Match.
  • The wider your group, the less your Rank Progress will change with each win or loss.

Narrow Groups[ | ]

Group is a narrow groups when players in the group have little rank disparity, all being fairly close in rank. Narrow groups will be matched with other narrow groups and solo queuers.[7]

Old Restrictions[ | ]

Prior to Season 10, these were the previous grouping restrictions that had been in effect since Overwatch 2 released.

  • Groups may only queue if all players in the group are within a certain range
    • Players ranked Diamond and below can only group within 2 skill tiers (10 divisions) of each other.
      • For example, a Bronze 5 player cannot play with a Gold 4 player.
    • Master players may only group within 1 skill tier (5 divisions).
    • Grandmaster and Champion players can only group within 3 divisions.
  • Champion players may only queue solo or in a group consisting of two players.
  • Players who have not completed their placement matches are unable to group with players ranked Diamond or higher.

Penalties[ | ]

As this mode exists to players wanting a more serious experience of Overwatch, harsher punishments are given to players who abandon their team before the end of the match. As opposed to Quick Play, players who exit a match from Competitive Play prematurely will not be able to join another game of any play mode until their original match is concluded, and departed players will not be backfilled. Players that fail to rejoin their match before it ends will automatically gain a loss, and have their future placement ranking lowered, as well as a temporary suspension from Competitive Play, with repeated offenses extending the duration of the suspension until an eventual permanent ban from the game mode. As such, it is ill-advised to play comp when you are short on time, or have a poor connection to the game.

Rewards[ | ]

Competitive Points[ | ]

Main article: Competitive Points

Players can earn Competitive Points completing matches in Competitive Play: Each player is awarded Competitive Points 10 Competitive Points for a win, Competitive Points 5 for a draw or none for a loss. Additionally, each match completed fills the Competitive Progress meter, granting triple progress for wins. After completing 30 matches, the player gains an additional Competitive Points 100 Competitive Points.

Competitive Weapon Variants[ | ]

Main article: Weapon Variants

Season 9 introduced a new competitive reward system in which competitive seasons that span over a year will feature unique weapon variants that can be purchased with Competitive Points. At the end of the competitive season, the remaining Competitive Points are converted to Legacy Competitive Points and can be used to purchase weapons variants from previous seasons, such as Golden weapons. The 2024 season runs from February 2024 to January 2025, and features Jade weapon variants, as the competitive reward.

Competitive Titles[ | ]

At the end of every regular season, the players ranked Gold and above gain a Player Title according to their skill tier at the end. Only one player title is awarded per competititive mode. This means that players can earn a title for open queue an role queue, but not for different roles in role queue. For role queue the player is only granted the title based on the highest rank of the three roles. Competitive titles can be used until the end of the season, after which they are replaced by the new reward title or removed, if the player has dropped below Gold rank.

List of Competitive Play Seasons[ | ]

Overwatch 1
Season Start Date End Date Notes
1 Jun 28, 2016 Aug 17, 2016 Had a 1-100 Skill Rating scale and a Sudden Death system if both teams reached their objective in the initial attack and defense rotation. During Sudden Death, one additional round was played where the attacking team was chosen by a coin flip. The attackers had to capture or escort the payload to the first point within 1 minute and 45 seconds. If they succeeded, the attacking team won the match. If they failed, the defending team won.
2 Sep 02, 2016 Nov 24, 2016 1-100 Skill Rating scale expanded to a 1-5000 scale.

Sudden Death system replaced by the Time Bank system.

3 Dec 01, 2016 Feb 21, 2017 No Changes
4 Feb 28, 2017 May 28, 2017
5 Jun 1, 2017 Aug 28, 2017
6 Sep 1, 2017 Oct 28, 2017 Control map rounds reduced from a best-of-five to a best-of-three.

Duration of each competitive season reduced from three months to two months.

7 Nov 1, 2017 Dec 29, 2017 No Changes
8 Jan 1, 2018 Feb 25, 2018
9 Feb 28, 2018 Apr 28, 2018
10 May 1, 2018 Jul 1, 2018
11 Jul 02, 2018 Aug 28, 2018
12 Aug 31, 2018 Oct 28, 2018
13 Nov 1, 2018 Jan 1, 2019 Off-season duration reduced from three days to two hours.
14 Jan 1, 2019 Mar 1, 2019 No Changes
15 Mar 1, 2019 May 1, 2019 Off-season removed. Henceforth the following season will begin immediately after the previous season ends.
16 May 1, 2019 Jun 30, 2019 No Changes
17 Jun 30, 2019 Aug 13, 2019 Ended two weeks early to implement a special three week season of Competitive Play that introduced the Role Queue system. Referred to as "Role Queue Beta" in player profiles to those that participated.
18 Sep 3, 2019 Nov 7, 2019 Role Queue system implemented with players having independent Skill Ratings for each of the three roles. Number of placement matches required decreased from 10 to 5.
19 Nov 9, 2019 Jan 2, 2020 Map pool system introduced. Each season had a specific selection of maps and only those maps were available for the entirety of the season.

Map pool:

  • Assault: Hanamura, Temple of Anubis, Volskaya Industries
  • Escort: Dorado, Havana, Watchpoint: Gibraltar
  • Hybrid: Eichenwalde, Hollywood, King's Row
  • Control: Busan, Lijiang Tower, Nepal
20 Jan 2, 2020 Mar 5, 2020 Map pool:
  • Assault: Hanamura, Temple of Anubis, Volskaya Industries
  • Escort: Dorado, Havana, Rialto
  • Hybrid: Eichenwalde, King's Row, Numbani
  • Control: Busan, Ilios, Oasis
21 Mar 5, 2020 May 7, 2020 Hero bans introduced, changing weekly. Banned heroes were chosen based on hero usage across all ranks.
Map pools were removed on April 14th, 2020. Horizon Lunar Colony and Paris were removed from Competitive Play on the same day.

Map pool (until April 14th):

  • Assault: Hanamura, Horizon Lunar Colony, Volskaya Industries
  • Escort: Dorado, Junkertown, Watchpoint: Gibraltar
  • Hybrid: Blizzard World, Hollywood, King's Row
  • Control: Busan, Lijang Tower, Oasis

Hero bans:

  • Mar 5 - Mar 12: Orisa, Hanzo, Mei, Baptiste
  • Mar 12 - Mar 19: Reinhardt, Reaper, Ana, Moira
  • Mar 19 - Mar 26: Roadhog, Sigma, Doomfist, Brigitte
  • Mar 26 - Apr 2: D.Va, Cassidy, Soldier: 76, Sombra, Widowmaker, Baptiste
  • Apr 2 - Apr 9: Wrecking Ball, Hanzo, Mercy
  • Apr 9 - Apr 13: Zarya, Pharah, Symmetra, Lúcio
  • Apr 13 - Apr 19: Reinhardt, Cassidy, Widowmaker, Brigitte
  • Apr 20 - Apr 26: Orisa, Echo, Tracer, Moira
  • Apr 27 - May 3: Wrecking Ball, Cassidy, Widowmaker, Mercy
  • May 4 - May 10: Reinhardt, Ashe, Reaper, Brigitte
22 May 7, 2020 Jul 2, 2020 Hero bans changed to be only applied to matches with an average team SR of 3500 or greater. Banned heroes were also chosen based on usage from the Overwatch League when the League was in season, and Grandmaster and Top 500 matches when not in season.

Hero bans were removed on June 8th, 2020.

Hero bans:

  • May 4 - May 10: Reinhardt, Ashe, Reaper, Brigitte
  • May 11 - May 17: Orisa, Mei, Tracer, Moira
  • May 18 - May 31: None
  • June 1 - June 8: D.Va, Echo, Sombra, Brigitte
23 Jul 2, 2020 Sep 3, 2020 Open Queue system re-implemented as a separate Competitive Play mode from Role Queue.
24 Sep 3, 2020 Nov 5, 2020 No Changes
25 Nov 5, 2020 Jan 7, 2021
26 Jan 7, 2021 Mar 9, 2021
27 Mar 9, 2021 May 6, 2021 Season was delayed by five days due to technical issues. The original start date was March 4th, 2021.
28 May 6, 2021 Jul 2, 2021 No Changes
29 Jul 2, 2021 Sep 2, 2021
30 Sep 2, 2021 Nov 4, 2021
31 Nov 4, 2021 Jan 6, 2022
32 Jan 6, 2022 Mar 3, 2022
TBA TBA Oct 4, 2022 Season was cut short for the release of Overwatch 2 and the shut down of Overwatch 1. Final season to grant comp points for each rank, as well as icons and sprays for the season and Top 500 rankings.
Overwatch 2
Season Start Date End Date Notes
1 Oct 4, 2022 Dec 6, 2022 Competitive was significantly reworked, with new placements, rewards and ranking system. A map pool is listed but does not actually apply in game.
2 Dec 6, 2022 Feb 7, 2023
  • There are new, temporary Competitive title rewards for name cards based on your end of season rank
  • You can only earn these titles at the end of the current Competitive season and can only use them in the season following
  • Heroes that aren’t eligible for competitive play will have a lock icon in the Hero Gallery
  • Implemented a group of matchmaking enhancements to improve match quality
  • Minor polish improvements to the competitive play UI flow
  • New hero, Ramattra, won’t be available in competitive for 2 weeks
3 Feb 7, 2023 Apr 11, 2023
  • Skill tiers and divisions will adjust after every 5 wins or 15 losses and ties (formerly 7 wins or 20 losses and ties)
  • Players can select the "View Competitive Progress" button from the Competitive menu to view their progress toward receiving a rank update
  • Mid-season patch updated the Competitive Play menu with buttons that will allow players to easily access the tier legend, leaderboard, and competitive progress screens.
  • As of mid-season patch, players in Top 500 will now also see an animated update of their current position on the leaderboard after each match.
4 Apr 11, 2023 Jun 13, 2023
  • Players will now be required to win 25 Competitive matches before being eligible to enter the Top 500 leaderboard for a specific role, queue, or region.
  • The start of a new Competitive season no longer fully resets the severity of suspensions and bans.
  • The number of Competitive Points (CP) rewarded for a win in Competitive Play has been changed from 15 to 25 and season end rewards adjusted.
  • Separated Open and Role Queue challenge titles.
  • Average match rank is displayed in the initial loading screen.
  • All seasonal rank decay removed; Player’s skill tier and division at the beginning of Season 4 will now closely match the matchmaker’s estimate of your current skill.
  • Competitive progress and Competitive update screens will now include information about a player’s losses and ties as well as their wins.
  • Competitive Update screen will also now provide players with an indication of their current percentage progress within a skill division.
5 Jun 13, 2023 Aug 10, 2023
  • Players that do not participate in Competitive Play will be marked inactive. Inactive player do not have visible rank, and each queue can become inactive separately.
  • Improved how the matchmaker computes its initial skill estimation.
6 Aug 10, 2023 Oct 10, 2023
  • The number of wins required to appear on the Top 500 Leaderboard has been increased from 25 to 50.
  • Added Player Title rewards for finishing the season ranked as Gold.
7 Oct 10, 2023 Dec 5, 2023 No changes
8 Dec 5, 2023 Feb 13, 2024
  • MMR Decay now only occurs for Competitive Play at the start of a new season.
  • MMR Decay is not applied to roles that qualify for a rank.
  • Example: A player that won five games and got a Competitive Update will not decay at the end of a season.
  • If a player does not have a rank already who won three games and did not get a Competitive Update, that player will decay at the end of that season.
  • If the player does have a rank, they only need to play one match in the season to keep their rank for the next season.
9 Feb 13, 2023 TBA

Major competitive update

  • One time skill rank reset
  • 10 Placement matches
  • Competitive updates displayed after every match, showing modifiers that affected the amount of progress gained
  • New rank above Grandmaster - Champion
  • The versus screen now displays the range of ranks in the match
  • New grouping requirements
    • Bronze to Diamond - up to 5 player groups within 10 divisions
    • Master - up to 5 player groups within 5 divisions
    • Grandmaster - up to 5 player groups within 3 divisions
    • Champion - up to 2 player groups within 3 divisions
  • Yearly competitive seasons and reward weapons skins
    • Season 2024 (Feb 2024 - Jan 2025): Jade weapons
  • Competitive Points reworked
    • 25 -> 10 per win
    • New competitive progress meter: Complete 30 matches for Competitive Points 100, wins grant triple progress.
    • Season end rewards removed
    • Competitive Points are converted to legacy points at the end of the year, which can be used obtain previous reward skins (incl. golden)

Temporary game modes seasons[ | ]

Overwatch 1
Mode Season Dates Notes
Copa Lúcioball 1 Aug. 2017 Introduced with the Summer Games 2017 event.
Competitive CTF 1 Feb./Mar. 2018 Introduced with the Lunar New Year 2018 event.
Competitive 6v6 Elimination 1 Apr./May 2018 Was not part of an event.
Competitive Deathmatch 1 May/June 2018 Introduced with the Anniversary 2018 event.
Competitive 3v3 Group Elimination 1 June/July 2018 Was not part of an event. Introduced with the Looking For Group (LFG) feature.

You had to be in a group of 3 players to be able to queue for the mode.

Copa Lùcioball 2 Aug. 2018 During the Summer Games 2018 event.
Competitive Team Deathmatch 1 Oct./Nov. 2018 Was not part of an event.
Competitive CTF 2 Jan./Feb. 2019 During the Lunar New Year 2019 event.
Competitive 6v6 Elimination 2 Mar./Apr. 2019 Was not part of an event.
Competitive Deathmatch 2 June/July 2019 Was not part of an event.
Copa Lùcioball 3 July/Aug. 2019 During the Summer Games 2019 event.
Competitive 3v3 Elimination 2 Oct./Nov. 2019 During the Halloween Terror 2019 event.
Competitive Team Deathmatch 2 Nov./Dec. 2019 Was not part of an event.
Competitive CTF 3 Jan./Feb. 2020 During the Lunar New Year 2020 event.
Competitive 6v6 Elimination 3 Mar./Apr. 2020 During the Archives 2020 event.
Competitive Open Queue 1 Apr. 2020 Was not part of an event.
Competitive Deathmatch 3 May/June 2020 During the Anniversary 2020 event.
Competitive Open Queue 2 June/July 2020 Was not part of an event. Is part of the main game now.
Competitive 3v3 Elimination 3 Sep./Oct. 2020 Was not part of an event.
Competitive Team Deathmatch 3 Oct./Nov. 2020 During the Halloween Terror 2020 event.
Overwatch 2
Mode Season Dates Notes
Competitive CTF 2 Jan./Feb. 2023 Available for the latter half of Season 2.
Competitive Mystery Heroes 3 Mar. 2023 Available for the latter half of Season 3.
Competitive Deathmatch 4 May 2023 Available for the latter half of Season 4.
Competitive Mystery Heroes 5 June/July 2023 Available for the whole Season 5.
Competitive Mystery Heroes 5 July 2023 Available for the latter half of Season 5.
Competitive Mystery Heroes 6 Aug./Sep. 2023 Available for the whole Season 6.

Trivia[ | ]

  • In Custom Game only in Overwatch 2 Assault can be played with competitive rules. Players must capture both points to win the round. Point capture works like it does on Hybrid, with the rules for capturing the second point being identical to capturing the first (If players capture one point but capture none of the second, the enemy team can capture 1/3 or draw).
    • Only 30 seconds of additional time will be added to the attacking team if they successfully capture the first control point in the extra rounds, unlike the 3 minutes given in the initial rounds.

References[ | ]

  1. 2022-09-27, DEFENSE MATRIX ACTIVATED! FORTIFYING GAMEPLAY INTEGRITY AND POSITIVITY IN OVERWATCH 2. Play Overwatch, accessed on 2022-09-28
  2. 2023-01-30. Overwatch 2 Developer Blog: Explaining matchmaker goals and plans, part 2 Blizzard Entertainment. Retrieved on 2023-05-10.
  3. April 11, 2023 Patch#Competitive Play
  4. 2022-09-28. Initializing systems! Updating Competitive play for Overwatch 2 Blizzard Entertainment. Retrieved on 2023-05-10.
  5. 5.0 5.1 Blizzard Entertainment (2024-02-08). Revitalizing the Overwatch 2 Experience. Retrieved on February 28, 2024.
  6. 6.0 6.1 Competitive Play Update – Teaming up for better matches. Blizzard Entertainment (2023-06-22). Retrieved on June 23, 2023.
  7. 7.0 7.1 2024-04-10, Developer Update | Competitive, Defense Matrix, & more. Youtube @PlayOverwatch, accessed on 2024-04-17
  8. 8.0 8.1 2024-04-16, OVERWATCH 2 RETAIL PATCH NOTES – APRIL 16, 2024. Blizzard Entertainment, accessed on 2024-04-17

External links[ | ]