Hit points

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Hit points (HP) represent how much damage a hero or object can take. The health bar shows the amount of HP, divided into bars each worth 25.

A hero's HP is "low" at 50% and "critical" at 25%. Their location will be shown to all friendly healers.

If a hero's HP becomes 35% or lower, a gasp sound effect is played and blood appears around the borders of the screen. The exception to this is 150 HP heroes who get it at 70 HP.

Recoverable HP[edit | edit source]

Recoverable HP can be healed or recalled. Base HP are recoverable. There are three types: health, armor, and shields. Health is white, armor is gold, and shields are cyan.

Health[edit | edit source]

The most basic form of HP is health. Health is depleted when there are no armor or shields to protect it, and is the first to be replenished when being healed.

Armor[edit | edit source]

Some heroes have a special type of HP called armor. For every instance of damage, armor reduces the damage taken by 3, but if the damage is less than 6, armor takes away half instead. As such, armor is extremely effective against attacks that consist of multiple instances of damage, such as shotguns, and is less effective against single instances of damage that are above 6. Even if the armor runs out, as long as there was at least 1 point of armor before taking damage, the damage will be reduced.

Armor is the very last damage modifier to be applied. For example, if a fortified Orisa would take 100 damage, Fortify halves it to 50, then armor takes away another 3; the damage is 47. If she would take 10 damage, Fortify halves it to 5, then because 5 is less than 6, armor halves it again; the damage is 2.5.

Against beams and damage-over-time effects, armor works differently: armor reduces the damage of beams by 20% and does nothing against damage-over-time.

Beam-type damage (20% reduction)
Damage-over-time effects (no reduction)

Shields[edit | edit source]

Some heroes, barriers, and Symmetra's Teleporter have a special type of HP called shields. On heroes and Symmetra's Teleporter, shields automatically regenerate at a rate of 30 shields per second after avoiding damage for 3 seconds. Similarly, shields on Reinhardt's Barrier Field and Brigitte's Barrier Shield also regenerate at various rates after being inactive for 2 seconds. Since other barriers are constantly active once deployed, their shields do not regenerate. Despite this, all shields share a common feature that they are the only type of HP that EMP can damage and destroy.

The regeneration of shields is treated as a form of healing, meaning Biotic Grenade can amplify or block it.

Non-Recoverable HP[edit | edit source]

As the name suggests, non-recoverable HP cannot be healed or recalled. Non-recoverable HP are generated by hero abilities, and are often only temporary. There are currently two types: armor and shields. Non-recoverable armor is orange and non-recoverable shields are indigo. Non-recoverable HP goes on top of recoverable HP.

Temporary armor[edit | edit source]

Non-recoverable armor, commonly called temporary armor by the community, reduces damage like regular armor.

Abilities that provide temporary armor[edit | edit source]

Brigitte:

  • Repair Pack: Provides a target up to 75 temporary armor when the healing is surplus. Lasts 5 seconds
  • Rally: Provides self and nearby allies up to 100 temporary armor at a rate of 15 armor per 0.5 seconds. Lasts 30 seconds

Torbjörn:

  • Overload: Provides self 100 temporary armor. Lasts 5 seconds

Temporary personal shields[edit | edit source]

Non-recoverable shields, commonly called temporary personal shields,[1][2][3][4] or temporary shields,[5] are susceptible to EMP like regular shields. They do not regenerate.

Abilities that create temporary personal shields[edit | edit source]

Doomfist:

  • The Best Defense...: Creates up to 150 temporary personal shields to self, 35 for each target hit with a normal ability and 75 for each target hit with Meteor Strike. Decays 3 points per second after 1 second

Lúcio:

  • Sound Barrier: Creates 750 temporary personal shields to self and all allies within range. Decays 125 points per second

Wrecking Ball:

  • Adaptive Shield: Creates 100 temporary personal shields to self, plus 100 additional shields per enemy within range. Lasts 7 seconds without decay. Does not give ultimate charge if damaged

Priority Order[edit | edit source]

HealthBarGuide.png

When being healed, the priority order is health, then armor, and then shields.

When taking damage, the order is shields, then armor, and then health. However, non-recoverable HP is damaged before recoverable HP; therefore, the complete order is non-recoverable HP (shields, then armor), then recoverable HP (shields, then armor, then health). The only exception to this is EMP: since it only damages shields, it bypasses any non-recoverable armor.

If there are shields above armor, and an instance of damage destroys the shields and damages the armor, armor will reduce that damage based on how much damage the armor would take. For example, Wrecking Ball has 99 temporary shields from Adaptive Shield and he gets hit by Fire Strike (100 damage). The armor would take 1 damage, a number less than 6, so it reduces the damage by 0.5 instead of 3. Wrecking Ball takes 99.5 damage from the Fire Strike.

List of hero HP[edit | edit source]

Hero Role Health Armor Shields Non-recoverable armor Non-recoverable shields Total / Max
Icon-D.Va.png
D.Va
New Tank Icon.png
Tank
400 [Mech] 200 [Mech] 600
150 [Pilot] 150
Icon-Orisa.png
Orisa
New Tank Icon.png
Tank
200 200 400
Icon-Reinhardt.png
Reinhardt
New Tank Icon.png
Tank
300 200 500
Icon-Roadhog.png
Roadhog
New Tank Icon.png
Tank
600 600
Icon-Winston.png
Winston
New Tank Icon.png
Tank
400 100 500
900 [Primal Rage] 1000
Icon-Wrecking Ball.png
Wrecking Ball
New Tank Icon.png
Tank
500 100

100–800 [Adaptive Shield]

600 / 1400
Icon-Zarya.png
Zarya
New Tank Icon.png
Tank
200 200 400
Icon-ashe.png
Ashe
New Damage Icon.png
Damage
200 200
Icon-Bastion.png
Bastion
New Damage Icon.png
Damage
200 100 300
Icon-Doomfist.png
Doomfist
New Damage Icon.png
Damage
250

150 [The Best Defense...]

250 / 400
Icon-Genji.png
Genji
New Damage Icon.png
Damage
200 200
Icon-Hanzo.png
Hanzo
New Damage Icon.png
Damage
200 200
Icon-Junkrat.png
Junkrat
New Damage Icon.png
Damage
200 200
Icon-McCree.png
McCree
New Damage Icon.png
Damage
200 200
Icon-Mei.png
Mei
New Damage Icon.png
Damage
250 250
Icon-Pharah.png
Pharah
New Damage Icon.png
Damage
200 200
Icon-Reaper.png
Reaper
New Damage Icon.png
Damage
250 250
Icon-Soldier 76.png
Soldier: 76
New Damage Icon.png
Damage
200 200
Icon-Sombra.png
Sombra
New Damage Icon.png
Damage
200 200
Icon-Symmetra.png
Symmetra
New Damage Icon.png
Damage
100 100 200
Icon-Torbjörn.png
Torbjörn
New Damage Icon.png
Damage
200 50 100 [Overload] 250 / 350
Icon-Tracer.png
Tracer
New Damage Icon.png
Damage
150 150
Icon-Widowmaker.png
Widowmaker
New Damage Icon.png
Damage
200 200
Icon-Ana.png
Ana
New Support Icon.png
Support
200 200
Icon-Baptiste.png
Baptiste
New Support Icon.png
Support
200 200
Icon-Brigitte.png
Brigitte
New Support Icon.png
Support
200 50 100 [Rally] 250 / 350
Icon-Lúcio.png
Lúcio
New Support Icon.png
Support
200 750 [Sound Barrier] 200 / 950
Icon-Mercy.png
Mercy
New Support Icon.png
Support
200 200
Icon-Moira.png
Moira
New Support Icon.png
Support
200 200
Icon-Zenyatta.png
Zenyatta
New Support Icon.png
Support
50 150 200

List of non-hero HP[edit | edit source]

Hero Ability Health Armor Shields Total Recoverable?
Icon-Ashe.png
Ashe
Ability-ashe4.png
B.O.B.
1200 1200 ✓ - Healing

✓ - Non-recoverable HP

Icon-Baptiste.png
Baptiste
Baptiste-ability3.png
Immortality Field
250 250
Icon-Brigitte.png
Brigitte
Barrier Shield.png
Barrier Shield
500 500 ✓ - Regenerates
Icon-Junkrat.png
Junkrat
Ability-Junkrat2.png
Concussion Mine
25 25
Ability-Junkrat3.png
Steel Trap
100 100
Ability-Junkrat5.png
RIP-Tire
100 100
Icon-Mei.png
Mei
Ability-mei3.png
Ice Wall
400 400
Icon-Orisa.png
Orisa
Ability Orisa Protective Barrier.png
Protective Barrier
900 900
Ability Orisa Supercharger.png
Supercharger
200 200
Icon-Reinhardt.png
Reinhardt
Ability-reinhardt2.png
Barrier Field
2000 2000 ✓ - Regenerates
Icon-Sombra.png
Sombra
Ability Sombra Translocator.png
Translocator
5 5
Icon-Symmetra.png
Symmetra
Ability-symmetra2.png
Sentry Turret
30 30
Ability-symmetra4.png
Teleporter
50 250 300 ✓ - Regenerates
Photon Barrier.png
Photon Barrier
5000 5000
Icon-Torbjörn.png
Torbjörn
Ability-torbjorn3.png
Deploy Turret
250 250 ✓ - Forge Hammer
Icon-Widowmaker.png
Widowmaker
Ability-widowmaker3.png
Venom Mine
1 1
Icon-Winston.png
Winston
Ability-winston3.png
Barrier Projector
600 600
Icon-Wrecking Ball.png
Wrecking Ball
Minefield.png
Minefield
50 50
Icon-Zarya.png
Zarya
Ability-zarya2.png
Particle Barrier
200 200
Ability-zarya3.png
Projected Barrier
200 200

Trivia[edit | edit source]

  • The bleed effect originally occurred when a hero's HP became 75 or lower. Since this was highly inefficient for Tanks, it was replaced with a more relativistic system.
  • Armor originally subtracted 5 damage and began halving at 10.
  • Armor originally treated the tick rate of beams and damage-over-time effects as "instances" of damage. This resulted in some beam-damage and DoT being halved by armor. However, not all beams/DoT effects have the same tick rate, so how armor interacts with them were unpredictable.
  • The priority order for damage was originally shields (non-recoverable, then recoverable), then armor (non-recoverable, then recoverable), and then health. This meant that the armor provided by Rally would go underneath the shields of heroes such as Zenyatta.
    • The Patch Notes for Patch 1.33.0.1, which issued this change, mentions "non-recoverable health" when listing the new priority order.[6] Currently, such a concept does not exist in the game.
  • Symmetra originally had an ability called Photon Shield which allowed her to create 25 recoverable shields for her teammates. When Symmetra got her first rework, Photon Shield was removed and Shield Generator was added, which gave all surrounding teammates 75 recoverable shields. This too was removed upon Symmetra's second rework. Photon Shield and Shield Generator were the only ways heroes could have recoverable HP that were not found on their base HP.
  • B.O.B. is treated as an additional teammate, so he is affected by abilities that grant non-recoverable HP to allies, such as Sound Barrier and Rally. B.O.B. is the only non-hero that can have additional HP.
  • The term "shields" is often informally used to refer to barriers.
    • Since barriers have shields for their HP, anything that exclusively damages shields also damages barriers. Currently, the only ability that does that is EMP; however, in the beta, Pharah's Concussive Blast used to be able to do 900 damage to shields and barriers.

References[edit | edit source]

  1. Doomfist - Heroes - Overwatch
  2. Wrecking Ball - Heroes - Overwatch
  3. In-game description of Doomfist's The Best Defense...
  4. In-game description of Wrecking Ball's Adaptive Shield
  5. In-game description of Lúcio's Sound Barrier
  6. Overwatch Patch Notes – FEBRUARY 19, 2019