Weapons are the primary tools heroes use to deal damage to enemies or heal their allies. Every hero in Overwatch has at least one weapon.
Overview[ | ]
All weapons have a primary fire, but some weapons also possess a secondary fire. Most weapons consume ammo and have a magazine, which if emptied, requires the hero to reload. Some heroes have multiple weapons, which can be switched using 1 and 2. Some heroes also have transformation abilities that give them new weapons.
A vast majority of the weapons in the game are ranged. Although the effect distance of many weapons is potentially infinite, the effectiveness of a weapon can be limited by damage falloff, bullet spread, or projectile travel speed. Most weapons are fully automatic.
Weapon types[ | ]
Hitscan[ | ]
Hitscan weapons have no travel time on their shots, meaning that their effects take place immediately when the weapon is fired. Hitscan weapons are subjects to damage falloff, meaning that they'll do less damage at longer distance. The damage at max range is typically 30%. Ana does not have falloff damage for her scoped shots.
There are types of hitscan weapons: pinpoint, spread, and recoil. Pinpoint will have perfect precision at all times. Spread weapon start precise but after a few shots, but then spray erratically. With recoil weapons, your weapon starts pointing upward either after a few shots.
- Pinpoint hitscan weapons
- Ashe: The Viper (scoped)
- Ana: Biotic Rifle (scoped)
- Bastion: Configuration: Recon
- Cassidy: Peacekeeper (primary fire)
- Illari: Solar Rifle (primary fire)
- Sojourn: Railgun (alternate fire)
- Widowmaker: Widow's Kiss (scoped)
- Winston: Tesla Cannon (alternate fire)
- Hitscan weapons with weapon spread
- Ashe: The Viper (semi-automatic fire)
- Bastion: Configuration: Assault
- Cassidy: Peacekeeper (alternate fire)
- D.Va: Fusion Cannons
- Junker Queen: Scattergun
- Mauga: Incendiary Chaingun, Volatile Chaingun
- Reaper: Hellfire Shotguns
- Sombra: Machine Pistol
- Tracer: Pulse Pistols
- Widowmaker: Widow's Kiss (automatic fire)
- Wrecking Ball: Quad Cannons
- Hitscan weapons with vertical recoil
- Baptiste: Biotic Launcher (primary fire)
- Soldier: 76: Heavy Pulse Rifle
Projectiles[ | ]
- Main article: Projectile
Unlike hitscan weapons, Projectile weapons have a travel time on their shots, making it slightly more difficult to score successful hits. To balance that, projectiles have larger hitboxes and, excluding shotguns, do not have damage falloff.
Some projectiles travel in an arc ( Arcing projectile) rather than a straight line, and some are homing, meaning that they attempt to follow their target, but can miss if they hit a wall or their target leaves their range.
- Linear projectile weapons
- Ana: Biotic Rifle (automatic fire)
- Bastion: Configuration: Artillery
- D.Va: Light Gun
- Doomfist: Hand Cannon
- Echo: Tri-Shot
- Genji: Shuriken (primary and alternate fire)
- Kiriko: Kunai
- Lifeweaver: Thorn Volley
- Lúcio: Sonic Amplifier
- Mei: Endothermic Blaster (alternate fire)
- Mercy: Caduceus Blaster
- Orisa: Fusion Driver
- Pharah: Rocket Launcher
- Ramattra: Void Accelerator
- Roadhog: Scrap Gun (alternate fire, before detonation)
- Symmetra: Photon Projector (alternate fire)
- Zenyatta: Orb of Destruction
- Arcing projectile weapons
- Baptiste: Biotic Launcher (alternate fire)
- Hanzo: Storm Bow
- Junkrat: Frag Launcher
- Sigma: Hyperspheres
- Torbjörn: Rivet Gun (primary fire)
- Zarya: Particle Cannon (alternate fire)
- Homing projectiles
Shotguns[ | ]
Shotgun weapons fire a large number of pellets over a large spread and can be either hitscan or projectile. They are designed to deal immense amounts of damage at close range and typically experience severe damage falloff, with the range being 10 to 20 meters, or 15 to 30 meters. At maximum range, they do only 30% of their original damage. Due to the spread, shotguns are less effective against enemies with small hitboxes or enemies at long range. The exact spread of a shotgun is random or semi-random.
- Hitscan shotguns
- Projectile shotguns
Explosives[ | ]
Some weapons fire projectiles that explode upon impact and deal splash damage to enemies in Area of effect. This explosion also typically contains a knock-back effect, with the exceptions of Symmetra's Photon Projector and Sigma's Hyperspheres, the latter of which instead cause a slight graviton effect. Explosive weapons cannot headshot.
Some explosive weapons have self-damage, while others do not. This self-damage is equal to 50% of the splash damage the explosion can do.
- Explosive weapons with self-damage
- Pharah: Rocket Launcher
- Sigma: Hyperspheres
- Zarya: Particle Cannon (alternate fire)
- Explosive weapons without self-damage
- Junkrat: Frag Launcher
- Symmetra: Photon Projector (alternate fire)
Beams[ | ]
Some weapons are channeled instead of fired and emit a Beam. Beams ignore Defense Matrix, Deflect, Javelin Spin and Kinetic Grasp. Beams cannot headshot and have a finite maximum range.
Some beams are hitscan-like, meaning they act immediately, while others are projectile-like, meaning there's travel time.
- Hitscan-like
- Illari: Solar Rifle (secondary fire)
- Mercy: Caduceus Staff (primary fire and alternate fire)
- Moira: Biotic Grasp (alternate fire)
- Symmetra: Photon Projector (primary fire)
- Winston: Tesla Cannon
- Zarya: Particle Cannon (primary fire)
- Projectile-like
- Mei: Endothermic Blaster (primary fire)
- Moira: Biotic Grasp (primary fire)
Melee[ | ]
- Main article: Melee
Melee weapons are short-ranged but have no ammo or reload time. Melee weapons pierce barriers and enemies, and ignore Defense Matrix and Kinetic Grasp. They are be blocked by Deflect and Javelin Spin, however. Heroes with melee weapons equipped are generally incapable of using quick melee. Melee weapons cannot headshot. Some melee weapons have knock-back like quick melee, while others do not.
Weapon Cosmetics[ | ]
Weapon Variants[ | ]
- Main article: Weapon Variants
Weapon variants are weapon cosmetics that can be purchased using Competitive Points and Legacy Competitive Points that are earned via Competitive Play. They do not affect gameplay, but rather change the colour of the weapon equipped, such as with Golden weapons.
Weapon Skins[ | ]
- Main article: Weapon Skins
Weapon skins are weapon cosmetics. They can be bought from the Shop using Coins . Weapon Skins change the appearance of a Heroes weapon regardless of what hero skin is equipped. They can be used alongside Weapon Variants.
List of weapons[ | ]
Below is a list of all weapons and their stats.
Hero | Weapon | Effect type | Damage | Damage falloff range | Headshot | Healing | Proj. speed | Range | Radius | Fire rate | Ammo | Reload time |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Ana |
Biotic Rifle | Projectile (unscoped) Hitscan (scoped) |
70 over 0.59 seconds | ✕ | 70 over 0.59 seconds | 125 meters per second (unscoped) | 0.8 seconds recovery | 15 | 1.5 seconds animation | |||
Ashe |
The Viper | Hitscan | 40 – 12 | 20 – 40 meters | ✓ | ~0.266 second recovery (3.75 shots per second) |
12 | 0.5 seconds (initial animation) +0.2 seconds per bullet 2.9 seconds (full reload animation) | ||||
The Viper (ADS) | Hitscan | 75 – 22.5 | 30 – 50 meters | ✓ | 0.65 second recovery | 12 | 0.5 seconds (initial animation) +0.2 seconds per bullet 2.9 seconds (full reload animation) | |||||
Baptiste |
Biotic Launcher | Hitscan | 25 – 7.2 (per round) 75 – 21.6 (per shot) |
25 – 45 meters | ✓ | 1.7 shots/s | 36 | 1.5 seconds animation | ||||
Biotic Launcher Alt Fire | Arcing projectile Area of effect |
20 (direct hit) 50 (splash, ally) |
60 meters per second | 3 meter radius | 1.11 shots/s | 13 | 1.5 seconds animation | |||||
Bastion |
Configuration: Recon | Hitscan | 25 – 7.5 | 30 – 50 meters | ✓ | 5 rounds per second | 25 | 1.2 seconds animation | ||||
Configuration: Assault | Hitscan | 12 – 3.6 | 30 to 50 meters | ✕ | 30 shots per second | ∞ | ||||||
Configuration: Artillery | Projectile Area of effect |
550 (center) 250 – 200 (inner ring) 200 – (outer ring) |
✕ | 2.5 meters radius (inner ring) 6.5 meter radius (outer ring) |
3 | |||||||
Brigitte |
Rocket Flail | Melee | 45 | ✕ | 6 meters | 1 swing per 0.6 seconds | ||||||
Cassidy |
Peacekeeper | Hitscan | 70 – 21 | 25 – 35 meters | ✓ | 2.02 shots/s | 6 | 1.5 seconds animation | ||||
Peacekeeper Alt Fire | Hitscan | 50 – 15 | 20 – 40 meters | ✕ | 8.93 shots/s | 6 | 1.5 seconds animation | |||||
D.Va |
Fusion Cannons | Shotgun (hitscan) | 2 – 0.6 | 10 - 20 meters | ✓ | 6.667 shots/s | ∞ | |||||
Light Gun | Projectile | 14 | ✓ | 50 m/s | 7 shots/s | 20 | 1.4 seconds | |||||
Doomfist |
Hand Cannon | Shotgun (projectile) | 5 – 1.5 (per pellet) 55 – 16.5 (per shot) |
15 – 30 meters | ✓ | 80 m/s | 3 shots/s 1.36 shots/s (continuous fire of final shot) |
4 | 0.4 seconds (per shot) | |||
Echo |
Tri-shot | Projectile | 17 (per pellet) 51 (per shot) |
✓ | 75 meters per second | 0.3 second recovery (3 shots per second) |
12 | 1.5 seconds animation | ||||
Genji |
Shuriken | Projectile | 27 (per shuriken) 81 (per shot) |
✓ | 60 meters per second | 1.14 shots/s | 30 | 1.5 seconds | ||||
Shuriken Alt Fire | Projectile | 27 (per shuriken) 81 (per shot) |
✓ | 60 meters per second | 1.47 shots/s | 24 | 1.5 seconds | |||||
Dragonblade | Melee | 110 | ✕ | 5 meters | 1.43 strikes/s | |||||||
Hanzo |
Storm Bow | Arcing projectile | 27.2 - 120 (depending on charge) | ✓ | 25 - 110 m/s | 0.5 seconds recovery | ∞ | |||||
Illari |
Solar Rifle | Hitscan | 75 - 22.5 (max charge) 25 - 7.5 (min charge) |
30 - 50 meters | ✓ (1.5x) | 1 shot/s (max charge)[Verify] 1.7 shots/s (min charge) |
16 | 1.8 seconds | ||||
Solar Rifle Alt Fire | Beam | ✕ | 105 per second | 15.3 meters | 2.9 seconds (recharge to full) 3.36 seconds (cooldown when fully depleted) | |||||||
Junker Queen |
Scattergun | Shotgun (hitscan) | 8 – 2.4 (per pellet) 80 – 24 (per shot) |
15 – 25 meters | ✓ | 1.33 shots/s | 8 | 1.5 seconds | ||||
Junkrat |
Frag Launcher | Arcing projectile Area of effect |
120 (direct hit) 80 - 10 (splash, enemy) |
✕ | 25 meters per second | 2 meters (splash radius) | 1 shot per 0.667 seconds recovery stops while using melee |
5 | 1.5 seconds animation | |||
Kiriko |
Healing Ofuda | Projectile | 13 (per talisman) 26 (per burst) |
24 m/s (homing) 18 m/s (non-homing) |
35 meters (lock on) | 0.2 seconds (per burst) 1.7 seconds (full clip) |
5 | 0.9 seconds | ||||
Kunai | Projectile | 45 | ✓ (2.5x multiplier) | 90 m/s | 1 shot per 0.5 seconds | 15 | 1 second | |||||
Lifeweaver |
Healing Blossom | Projectile | Min: 10 Max: 70 over 0.3 seconds |
60 m/s | 30 meters (targeting) | 1 second charge 0.3 second recovery |
16 | 1.5 seconds | ||||
Thorn Volley | Projectile | 6 (per thorn) 12 (per shot) |
✓ | 80 m/s | 11 shots/s | 80 | 1.5 seconds | |||||
Lúcio |
Sonic Amplifier | 20 | ✓ | 50 m/s | 1.08 shots/s | 20 | 1.5 seconds animation | |||||
Mauga |
Incendiary Chaingun | Hitscan | 4 - 1.2 (direct) 15 per second (damage over time) |
30 - 40 meters | ✓ | 18 shots/s | 300 | 2.2 seconds | ||||
Volatile Chaingun | Hitscan | 4 - 1.2 | 30 - 40 meters | ✓ | 18 shots/s | 300 | 2.2 seconds | |||||
Mei |
Endothermic Blaster | Beam (projectile) | 5 | ✕ | 20 meters per second | 10 meters | 20 shots/s | 120 | 1.5 seconds animation | |||
Endothermic Blaster Alt Fire | Projectile | 75 | ✓ | 115 meters per second | 1 shot per 0.8 seconds | 120 | 1.5 seconds animation | |||||
Mercy |
Caduceus Staff | Targeted (lock-on) | +25% damage amplified | 55 per second | 15 meters | |||||||
Caduceus Blaster | Projectile | 20 | ✓ | 50 meters per second | 5 rounds per second | 25 | 1.4 seconds | |||||
Moira |
Biotic Grasp | Beam (projectile) | ✕ | 70 per second, then lingers to heal 51 over 3 seconds | 15 meters | 156 biotic energy | ||||||
Biotic Grasp Alt Fire | Beam (no target indicator, soft lock-on) | 65 per second | ✕ | 24 per second (self) | 20 meters | ∞ | ||||||
Orisa |
Augmented Fusion Driver | Projectile | 13 | ✓ | 100 m/s | 10 rounds/s | ∞ | 3 seconds (cooldown after overheat) 2 seconds (recharge from full heat) | ||||
Pharah |
Rocket Launcher | Projectile Area of effect |
40 (direct hit) 80 – 24.6 (splash, enemy) 20 – 6.15 (splash, self) |
✕ | 40 m/s | 2.5 meter radius (explosion) | 1.25 shots/second | 6 | 1.5 seconds animation | |||
Ramattra |
Void Accelerator | Projectile | 5 | ✓ | 80 m/s | 25 shots/s | 100 | 1 second | ||||
Pummel | Melee Projectile |
60 | ✕ | 105 m/s | 10.5 meters | 1.67 shots/s | ∞ | |||||
Reaper |
Hellfire Shotguns | Shotgun (hitscan) | 5.4 – 1.62 per pellet 108 – 36 per shot |
10 – 20 meters | ✓ | 0.496 seconds recovery | 8 | 1.5 seconds animation | ||||
Reinhardt |
Rocket Hammer | Melee | 100 | ✕ | 5 meters | 1.04 shots/s | ||||||
Roadhog |
Scrap Gun | Shotgun (projectile) | 6.25 – 1.88 (per pellet) 15 – 4.5 (per shrapnel) 160 – 48 (per shot) |
30 – 50 meters | ✓ (1.5x) | 80 m/s | 1.25 shots/s | 6 | 1.75 seconds animation | |||
Whole Hog | Shotgun (hitscan) | 7 – 2.1 | 30 – 40 meters | ✓ | 8 shots/s | |||||||
Sigma |
Hyperspheres | Arcing projectile Area of effect |
25 (direct hit) 30 – 9 (splash, enemy) 7.5 – 2.25 (splash, self) |
✕ | 48 m/s | 22 meters | 3 meter implosion radius | 0.67 shots/s | ∞ | |||
Sojourn |
Railgun | Projectile | 9 | ✓ (2x) | 160 meters per second | 14 rounds per second | 45 | 1.2 seconds | ||||
Railgun Alt Fire | Hitscan | 130 – 30 | 40 – 60 meters | ✓ (1.5x) | ||||||||
Soldier: 76 |
Heavy Pulse Rifle | Hitscan | 19 – 5.7 | 30 – 50 meters | ✓ | 9 rounds per second | 30 | 1.5 seconds animation | ||||
Sombra |
Machine Pistol | Hitscan | 8 – 2.4 | 15 – 35 meters | ✓ | 20 shots/s | 60 | 1.2 seconds animation | ||||
Symmetra |
Photon Projector | Beam | 60/120/180 per second | ✕ | 12 meters | 100 | 1.5 seconds animation | |||||
Photon Projector Alt Fire | Projectile Area of effect |
50 (direct hit) 50 (splash, enemy) |
✕ | 50 meters per seconds | Up to 2 meters radius (explosion) | 0.1 seconds recovery for reuse 0.25 s. recovery for use primary |
100 | 1.5 seconds animation | ||||
Torbjörn |
Rivet Gun | Arcing projectile | 70 | ✓ | 70 meters per second | 1.96 shots/s | 18 | 2 seconds | ||||
Rivet Gun Alt Fire | Shotgun (projectile) | 12.5 – 3.75 per pellet 125 – 37.5 per shot |
10 – 20 meters | ✓ | 120 meters per second | 1.43 shots/s | 18 | 2 seconds | ||||
Forge Hammer | Melee | 55 | ✕ | 50 (to Torbjörn's turret) | 2.5 meters | 1 swing per ~0.7 seconds | ||||||
Molten Core | Arcing projectile Area of effect (pools) |
Impact: 25 Pools: 160 per second, +90 against armor |
40 meters per second | 2.5 meter interact radius | 1 ammo per 0.144 (if holding primary) 1 ammo per 0.016 (manual rapid fire) |
10 | ||||||
Tracer |
Pulse Pistols | Hitscan | 6 – 1.8 (per bullet) 12 – 3.6 (per shot) |
10 – 20 meters | ✓ | 20 shots/s | 40 | 1 second | ||||
Widowmaker |
Widow's Kiss | Hitscan | 13 – 3.9 | 20 – 40 meters | ✓ | 10 rounds per second | 35 | 1.5 seconds animation | ||||
Widow's Kiss (ADS) | Hitscan | 12 – 6 (at 0% power) 120 – 60 (at 100% power) |
50 – 70 meters | ✓ (2.5x multiplier) | Up to 1 seconds to charge 0.5 second recovery before it starts charging again recovery stops while zoom in |
35 | 1.5 seconds animation | |||||
Winston |
Tesla Cannon | Beam (multi-target) | 75/s | ✕ | 8 meters | 100 | 1.7 seconds animation | |||||
Tesla Cannon Alt Fire | Hitscan | 15 (min charge) 50 (max charge) |
✕ | 40 meters | ||||||||
Wrecking Ball |
Quad Cannons | Hitscan | 5 – 1.5 per shot | 15 – 25 meters | ✓ | 25 shots per second | 80 | 1.6 seconds animation | ||||
Zarya |
Particle Cannon | Beam | 95 per second (at 0%) 190 per second (100% Energy) |
✕ | 15 meters | 20 ticks per second | 100 | 1.5 seconds animation | ||||
Particle Cannon Alt Fire | Arcing projectile Area of effect |
47 – 9.4 (enemy, 0% Energy) 95 – 19 (enemy, 100% Energy) 23.5 – 4.7 (self, 0% Energy) 47.5 – 9.5 (self, 100% Energy) |
✕ | 25 meters per second | 2.5 meter radius (explosion) | 1 shot/s | 100 | 1.5 seconds | ||||
Zenyatta |
Orb of Destruction | Projectile | 48 | ✓ | 90 meters per second | 1 shot every 0.4 second | 25 | 1.5 seconds animation | ||||
Orb of Destruction Alt Fire | Projectile | 48 per orb Max 240 per volley |
✓ | 90 meters per second | 1 orb per 0.524 seconds (charging) 1 shot per 0.144 seconds (firing) 0.6 seconds recovery |
25 | 1.5 seconds animation |
Trivia[ | ]
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