View table: Abilities

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Table structure:

  • ability_name - String
  • ability_image - String
  • official_description - Text
  • ability_type - String
  • health - String
  • shot_type - Text
  • damage - String
  • damage_falloff_range - String
  • spread - String
  • pspeed - String
  • heal - String
  • damage_reduction - String
  • mspeed - Text
  • range_distance - Text
  • radius - String
  • pellets - String
  • fire_rate - String
  • ammo - String
  • ammo_drain - String
  • reload_time - String
  • cast_time - String
  • cooldown - String
  • duration - String
  • headshot - String
  • ult_req - String
  • ult_grain - String
  • ability_video - String
  • ability_details - Text

This table has 197 rows altogether.

Page ability name ability image official description ability type health shot type damage damage falloff range spread pspeed heal damage reduction mspeed range distance radius pellets fire rate ammo ammo drain reload time cast time cooldown duration headshot ult req ult grain ability video ability details
Ana Biotic Grenade Ability-ana3.png Ana tosses a biotic bomb that deals damage to enemies and heals allies in a small area of effect. Affected allies briefly receive increased healing from all sources, while enemies caught in the blast cannot be healed for a few moments. Ability [[File:Abilities-sigma4.png|30px|link=Arcing projectile|Arcing projectile ]] <span style="cursor:help; border-bottom:1px dotted" title="Has travel time. Also is affected by gravity.">Arcing projectile</span> 60 30 meters per second 100 4 meters 10 seconds 4 seconds * Passes through full HP allies. * Affected allies receive 50% additional healing, including from [[Health Pack]]s, while affected enemies cannot be healed at all. * The regeneration of [[Hit points#Shields|shields]] is treated as a form of healing, meaning allies regenerate their shields 50% faster and enemies cannot regenerate their shields until the effect expires.
Ana Biotic Rifle Ability-ana1.png Ana’s rifle shoots darts that can restore health to her allies or deal ongoing damage to her enemies. She can use the rifle’s scope to zoom in on targets and make highly accurate shots. Weapon [[File:Ability-dva7.png|30px|link=Projectile|Projectile ]] <span style="cursor:help; border-bottom:1px dotted" title="Has travel time.">Projectile</span> (unscoped)<br/>[[File:Icon-ability.tacticalvisor.png|30px|link=Hitscan|Hitscan ]] <span style="cursor:help; border-bottom:1px dotted" title="Hits are registered without delay.">Hitscan</span> (scoped) 70 over 0.6 seconds Pinpoint 125 meters per second (unscoped) 70 over 0.6 seconds <span style="cursor:help; border-bottom:1px dotted" title="1.925 meters per second">-65%</span> [[Movement speed|penalty]] (scoped) 1 shot every 0.8 seconds<br>1.25 shots per second 12 1.5 seconds 0.5 seconds scoping in 0.6 second effect * Shots pass through full health allies and do not affect them. * Scoped shots leave a tracer behind. * Applies a damage/heal-over-time effect that can be cleansed. [[Health Pack]]s cleanse the damage-over-time. * Projectile size is treated as 0.3 meters for allies, making it easier to heal. It is smaller for enemies.
Ana Nano Boost Ability-ana4.png After Ana hits one of her allies with a combat boost, they deal more damage, take less damage from enemies’ attacks. Ultimate Ability [[File:Ability target ui.png|25px|link=Targeted ability|Targeted ]] <span style="cursor:help; border-bottom:1px dotted" title="Applies to selected target. Cannot miss.">Targeted</span> (allies) +50% [[Damage amplification|damage buff]] 250 health 50% 40 meters 0.15 seconds 8 seconds 2100 points * Damage reduction is capped at 50%. If [[Bastion]] (who takes 20% less damage while transformed) gets Nano Boosted, the damage reduction is still 50%. * In FFA Deathmatch, Ana can use Nano Boost on herself.
Ana Sleep Dart Ability-ana2.png Ana fires a dart from her sidearm, rendering an enemy unconscious (though any damage will rouse them). Ability [[File:Ability-dva7.png|30px|link=Projectile|Projectile ]] <span style="cursor:help; border-bottom:1px dotted" title="Has travel time.">Projectile</span> 5 Pinpoint 60 meters per second 0.3 seconds 12 seconds 1.5 - 5 seconds * If a sleeping target takes damage, the target will wake up prematurely in 0.5 seconds.
Ana/zh-hans 生物手雷 Ability-ana3.png 安娜投掷的生物手雷能够在一定范围内治疗队友和对敌人造成伤害。受到手雷影响的队友在一段时间内所受到的治疗量增加,而受到手雷影响的敌人在一段时间内无法接受治疗。 技能 投掷爆炸物 <span style="cursor:help; border-bottom:1px dotted" title="目标立即受到伤害">60</span> <span style="cursor:help; border-bottom:1px dotted" title="目标受到持续性治疗,但是持续时间很短">100</span> 4米 10 seconds 5 seconds * 队友受到的治疗量额外提高100%,同时敌人受到的治疗量<span style="cursor:help; border-bottom:1px dotted" title="但是受到该效果的敌人任然能够成为治疗的目标">减少100%</span>。
Ana/zh-hans 生物步枪 Ability-ana1.png 安娜的步枪能够射出治疗队友和对敌人造成持续伤害的子弹。而她步枪上的瞄准镜能够让她进行更加精确的射击。 武器 抛射物 (盲射)<br>带标记直射 (精瞄) <span style="cursor:help; border-bottom:1px dotted" title="持续时间结束">80</span> (盲射)<br /><span style="cursor:help; border-bottom:1px dotted" title="持续时间结束">79</span> (精瞄) <span style="cursor:help; border-bottom:1px dotted" title="持续时间结束">75</span> <span style="cursor:help; border-bottom:1px dotted" title="粗略估计">每秒1.1发</span> 6 1.5秒 <span style="cursor:help; border-bottom:1px dotted" title="粗略估计">0.9 second</span> * 生物步枪能够对敌方[[Torbjörn/zh-hans|托比昂]]的炮台造成伤害,但不能治疗友方托比昂的炮台。
Ana/zh-hans 纳米激素 Ability-ana4.png 安娜在给一名队友注射战斗激素后,造成的伤害更高,而受到敌人的伤害更少。 终极技能 直线型瞄准 <span style="cursor:help; border-bottom:1px dotted" title="持续时间内队友造成的伤害提高">+50%</span> 50% 8 seconds
Ana/zh-hans 麻醉镖 Ability-ana2.png 安娜用她的手枪发射飞镖,而飞镖能够让敌人失去意识(但任何的伤害都能唤醒敌人)。 技能 抛射物 5 12 seconds 5.5 seconds * 麻醉镖对[[Torbjörn/zh-hans|托比昂]]的炮台没有作用。
Ashe B.O.B. Ability-ashe4.png Ashe summons her trusted omnic sidekick, B.O.B., who charges forward and knocks enemies into the air, then lays down suppressing fire with his arm cannons. Ultimate Ability 1200 [[File:Icon-ability.tacticalvisor.png|30px|link=Hitscan|Hitscan ]] <span style="cursor:help; border-bottom:1px dotted" title="Hits are registered without delay.">Hitscan</span> (arm cannon) Charge: 120<br>Arm cannon: 112 per second, 14 per bullet, <span style="cursor:help; border-bottom:1px dotted" title="78 bullets">1092 overall</span> 15 meters per second 70 meters (charge)<br>40 meters (arm cannons) 8 bullets per second 10 seconds (after collision) 2240 points * Ashe passively generates 1% Ult Charge every 4.48 seconds. * B.O.B. appears slightly to the right of Ashe and lands 5 meters in front of her, then charges in the direction Ashe is looking at. Once B.O.B. bumps into an enemy or a wall, or travels 65 meters, B.O.B. halts and begins shooting nearby enemies like a turret. ** If B.O.B. bumps into an enemy (or enemies), B.O.B. inflicts 120 damage to them and flings them into the air. ** If a charging B.O.B. collides with [[File:Ability-reinhardt3.png|middle|link=Reinhardt#Charge|22px]]&#32;[[Reinhardt#Charge|Charge]], [[File:Rocket_punch.png|middle|link=Doomfist#Rocket Punch|22px]]&#32;[[Doomfist#Rocket Punch|Rocket Punch]], [[File:Shield Bash.png|middle|link=Brigitte#Shield Bash|22px]]&#32;[[Brigitte#Shield Bash|Shield Bash]], or another charging [[File:<strong class="error"><span class="scribunto-error" id="mw-scribunto-error-5">Lua error in Module:Show at line 31: attempt to index field '?' (a nil value).</span></strong>|middle|link=<strong class="error"><span class="scribunto-error" id="mw-scribunto-error-4">Lua error in Module:Show at line 31: attempt to index field '?' (a nil value).</span></strong>#B.O.B.|22px]]&#32;[[<strong class="error"><span class="scribunto-error" id="mw-scribunto-error-4">Lua error in Module:Show at line 31: attempt to index field '?' (a nil value).</span></strong>#B.O.B.|B.O.B.]], both participants get [[Crowd Control#Knock Down|knocked down]] for 2 seconds. ** B.O.B. automatically uses [[Symmetra]]'s [[File:Ability-symmetra4.png|middle|link=Symmetra#Teleporter|22px]]&#32;[[Symmetra#Teleporter|Teleporter]] if it's in his path. * B.O.B. can be healed, buffed (e.g. [[File:Ability-ana4.png|middle|link=Ana#Nano Boost|22px]]&#32;[[Ana#Nano Boost|Nano Boost]]), and debuffed (e.g. [[File:Ability Sombra Hack.png|middle|link=Sombra#Hack|22px]]&#32;[[Sombra#Hack|Hack]]). ** If B.O.B. is hacked, B.O.B. becomes inactive for 5 seconds. * B.O.B. is treated as an additional player when contesting/capturing objectives, and for [[Wrecking Ball]]'s [[File:Adaptive_shield.png|middle|link=Wrecking Ball#Adaptive Shield|22px]]&#32;[[Wrecking Ball#Adaptive Shield|Adaptive Shield]]. * Damaging or healing B.O.B. does not give [[Ultimate ability|ultimate charge]], but damage boosting as [[Mercy]] does. * Ashe can still gain ultimate charge while B.O.B. is active (but not by the damage dealt by B.O.B.).
Ashe Coach Gun Ability-ashe3.png Ashe blasts enemies in front of her, knocking them away and propelling herself backward for added mobility. Ability [[File:Ability-reaper1.png|30px|link=Shotgun|Shotgun ]] <span style="cursor:help; border-bottom:1px dotted" title="Shoots many pellets at once.">Shotgun</span> (hitscan) 6 per pellet<br>90 per shot 9.4 meters (self-knock back) 15 10 seconds * The bullets do not need to hit anything in order to apply the knock back to Ashe.
Ashe Dynamite Ability-ashe2.png Ashe throws an explosive that detonates after a short delay or immediately when shot. The explosion from Dynamite also lights enemies on fire, dealing damage over time. Ability [[File:Abilities-sigma4.png|30px|link=Arcing projectile|Arcing projectile ]] <span style="cursor:help; border-bottom:1px dotted" title="Has travel time. Also is affected by gravity.">Arcing projectile</span> Explosion: 20 - 50<br>Burn: 100<br>Self: <span style="cursor:help; border-bottom:1px dotted" title="60 - 75">50%</span> 25 meters per second 5 meter radius <span style="cursor:help; border-bottom:1px dotted" title="After landing on the ground.">2 seconds</span> 12 seconds 5 seconds (burn) * Damages self, but the damage is halved. * Can be shot at with [[File:Ability-ashe1.png|middle|link=Ashe#The Viper|22px]]&#32;[[Ashe#The Viper|The Viper]] or [[File:<strong class="error"><span class="scribunto-error" id="mw-scribunto-error-1">Lua error in Module:Show at line 31: attempt to index field '?' (a nil value).</span></strong>|middle|link=<strong class="error"><span class="scribunto-error" id="mw-scribunto-error-0">Lua error in Module:Show at line 31: attempt to index field '?' (a nil value).</span></strong>#Coach Gun|22px]]&#32;[[<strong class="error"><span class="scribunto-error" id="mw-scribunto-error-0">Lua error in Module:Show at line 31: attempt to index field '?' (a nil value).</span></strong>#Coach Gun|Coach Gun]] to detonate immediately. * The burn also affects [[barrier]]s and turrets, and is removed immediately upon taking a [[Health Pack]]. * After Ashe throws the dynamite, there is a 0.55 recovery period before she can use [[File:Ability-ashe1.png|middle|link=Ashe#The Viper|22px]]&#32;[[Ashe#The Viper|The Viper]] or [[File:<strong class="error"><span class="scribunto-error" id="mw-scribunto-error-3">Lua error in Module:Show at line 31: attempt to index field '?' (a nil value).</span></strong>|middle|link=<strong class="error"><span class="scribunto-error" id="mw-scribunto-error-2">Lua error in Module:Show at line 31: attempt to index field '?' (a nil value).</span></strong>#Coach Gun|22px]]&#32;[[<strong class="error"><span class="scribunto-error" id="mw-scribunto-error-2">Lua error in Module:Show at line 31: attempt to index field '?' (a nil value).</span></strong>#Coach Gun|Coach Gun]].
Ashe The Viper Ability-ashe1.png Ashe can use her aim-down sights for a more damaging, precise shot. Weapon (ADS) [[File:Icon-ability.tacticalvisor.png|30px|link=Hitscan|Hitscan ]] <span style="cursor:help; border-bottom:1px dotted" title="Hits are registered without delay.">Hitscan</span> 37.5 - 75 30 to 50 meters Pinpoint <span style="cursor:help; border-bottom:1px dotted" title="4.125 m/s">-25%</span> [[movement speed|penalty]] 0.65 second recovery<br>(~1.54 shots per second) 12 0.5 seconds (initial animation) <br/>+0.25 seconds per bullet <br/>3.5 seconds (Full reload animation) * Ashe can jump while aiming down sights.
Ashe The Viper Ability-ashe1.png Ashe's semi-automatic rifle fires quick shots. Weapon (Hip Fire) [[File:Icon-ability.tacticalvisor.png|30px|link=Hitscan|Hitscan ]] <span style="cursor:help; border-bottom:1px dotted" title="Hits are registered without delay.">Hitscan</span> 20 - 40 20 to 40 meters Max: 1.85 degrees 0.25 second recovery<br>(4 shots per second) 12 0.5 seconds (initial animation) <br/>+0.25 seconds per bullet <br/>3.5 seconds (Full reload animation) * Ashe reloads The Viper one bullet at a time in rapid succession, instead of all at once. ** The more bullets used in the magazine, the longer it takes to fully reload. ** If the reload is cancelled before completion, some ammo is still replenished based on how many bullets loaded into the gun, instead of none at all. * Unlike most [[weapon]]s, The Viper is semi-automatic instead of fully automatic. * Spread increases after firing 3 shots and reaches its maximum upon the 6th shot.
Baptiste Amplification Matrix Baptiste-ability4.png Baptiste creates a matrix that doubles the damage and healing effects of friendly projectiles that pass through it. Ultimate Ability +100% [[Damage amplification|damage amplified]] +100% healing amplified 35 meters 9x5 meter rectangle, with 1 meter beneath the ground 10 seconds 2310 points * Before being deployed, the orientation can be changed by pressing the ultimate key again. * [[Damage amplification|Amplifies]] hitscan and projectile attacks alike, coming from any direction. This includes [[abilities]] such as [[Mei#Blizzard|Blizzard]], [[Dynamite]], and [[Biotic Orb]]. (Note that it does not change the total damage/healing for Biotic Orb, just the rate of damage/healing.) * Does not amplify the damage of melee-based projectiles such as [[Chain Hook]] or [[Whip Shot]]. * Amplification Matrix does not actually double damage. When combined with other amplification abilities, they are added together. For example, Amplification Matrix (+100%) and [[Mercy]]'s Damage Boost (+30%) will result in +130% damage (230% damage overall). * Can be destroyed by [[EMP]].
Baptiste Biotic Launcher Baptiste-ability1.png Baptiste’s three-round-burst Biotic Launcher rewards accuracy and recoil control with significant damage output. Weapon (Primary Fire) [[File:Icon-ability.tacticalvisor.png|30px|link=Hitscan|Hitscan ]] <span style="cursor:help; border-bottom:1px dotted" title="Hits are registered without delay.">Hitscan</span> Three-round-burst<br>12 - 24 per round 25 to 45 meters <span style="cursor:help; border-bottom:1px dotted" title="3 rounds in 0.2 s + 0.38 s recovery">1 burst per 0.58 seconds</span> 45 1.5 seconds * Baptiste's crosshair moves up as he fires. * Reloading Biotic Launcher replenishes the ammo for both the primary and alternate fires.
Baptiste Biotic Launcher Baptiste-alt-fire.png Biotic Launcher also doubles as a healing device, lobbing projectiles that heal allies near the point of impact. Weapon (Secondary Fire) [[File:Abilities-sigma4.png|30px|link=Arcing projectile|Arcing projectile ]] <span style="cursor:help; border-bottom:1px dotted" title="Has travel time. Also is affected by gravity.">Arcing projectile</span> 60 meters per second 60 3 meter radius 1 shot per 0.9 seconds 10 1.5 seconds<br>0.95 seconds while continuously firing * Does not heal self. * Goes through full-health allies. * Baptiste can alternate between the two modes of fire.
Baptiste Exo Boots Baptiste-ability5.png By first crouching, Baptiste can jump higher. Passive Ability 9.1 meters (full charge) * Takes 0.7 second for the boots to fully charge. * If crouch is released, the boots will remain charged for 1 second. However, if Crouch is pressed again during this time, it will reset.
Baptiste Immortality Field Baptiste-ability3.png Baptiste uses a device to create a field that prevents allies from dying. The generator can be destroyed. Ability 150 [[File:Abilities-sigma4.png|30px|link=Arcing projectile|Arcing projectile ]] <span style="cursor:help; border-bottom:1px dotted" title="Has travel time. Also is affected by gravity.">Arcing projectile</span><br>[[File:Ability-parah3.png|30px|link=Area of effect|Area of effect ]] <span style="cursor:help; border-bottom:1px dotted" title="Affects heroes within an area.">Area of effect</span> (field) 60 meters per second Any deficit from 20% HP 6.5 meter radius <span style="cursor:help; border-bottom:1px dotted" title="Time for the ability to go on cooldown">0.8 second cast animation</span> 25 seconds 5 seconds (generator)<br>5.5 seconds (field) * Prevents the [[HP]] of Baptiste and his allies from going below 20%. It even prevents environmental death, but healing the HP lost this way will not give [[Ultimate ability|ultimate charge]]. * Heroes with HP below 20% will instantly be healed to 20% when entering the field. [[Biotic Grenade]] can amplify or block this; if the healing is blocked, Immortality Field will still prevent all incoming damage. * The generator can be thrown and bounced off walls. The arc is identical to that of Biotic Launcher's alternate fire, except Immortality Field collides with the skybox. * Unaffected by [[Defense Matrix]], [[Deflect]], and [[Kinetic Grasp]]. * The field requires line of sight, but both the thrown generator and the field ignore [[barrier]]s. * Once deployed, the generator can be [[hack]]ed and disabled for the rest of its duration. (Technically the hack lasts 10 seconds, but the generator does not last that long.) * If the generator expires, the field will linger for 0.5 seconds. If the generator is destroyed, the field will still linger, but not as long. * Although the ability has a casting animation, the generator is spawned the instant the button is pressed and therefore cannot be cancelled mid-cast by a stun or hack.
Baptiste Regenerative Burst Baptiste-ability2.png Baptiste activates an intense regenerative burst that heals himself and nearby allies over time. Ability [[File:Ability-parah3.png|30px|link=Area of effect|Area of effect ]] <span style="cursor:help; border-bottom:1px dotted" title="Affects heroes within an area.">Area of effect</span> 15 per second (allies), 75 overall<br>30 per second (self), 150 overall 10 meter radius 0.3 seconds 13 seconds 5 seconds * The heal-over-time effect is applied once upon activation. Allies can go out of range and continue to get healed. * Although it has a 0.3 second casting time and animation before the cooldown starts, the effect is applied the instant the button is pressed.
Bastion Configuration: Recon Ability-bastion1.png In Recon mode, Bastion is fully mobile, outfitted with a submachine gun that fires steady bursts of bullets at medium range. Combat Mode [[File:Icon-ability.tacticalvisor.png|30px|link=Hitscan|Hitscan ]] <span style="cursor:help; border-bottom:1px dotted" title="Hits are registered without delay.">Hitscan</span> 10 - 20 25 to 45 meters Max: 1.25 degrees 8 rounds per second 35 1.5 seconds FvKaYo9rQp8
Bastion Configuration: Sentry Ability-bastion2.png In Sentry mode, Bastion is a stationary powerhouse equipped with a gatling gun capable of unleashing a hail of bullets. The gun's aim can be "walked" across multiple targets, dealing devastating damage at short to medium range. Combat Mode [[File:Icon-ability.tacticalvisor.png|30px|link=Hitscan|Hitscan ]] <span style="cursor:help; border-bottom:1px dotted" title="Hits are registered without delay.">Hitscan</span> 7.5 - 15 30 to 50 meters 1.8 - 2.7 degrees 0 30 rounds per second 300 2.1 seconds BQdEXOvBTBY * Makes Bastion immune to knock-back effects and Orisa's [[File:Ability Orisa Halt!.png|middle|link=Orisa#Halt!|22px]]&#32;[[Orisa#Halt!|Halt!]]. * Bastion has a glowing blue box on its back that can be hit for [[headshot]] damage. * Bastion's spread decreases continuously while firing, up to 33% after firing 40 rounds (in 1.33 seconds). * Bastion comes out of Configuration: Sentry if it is [[File:Ability Sombra Hack.png|middle|link=Sombra#Hack|22px]]&#32;[[Sombra#Hack|Hack]]ed, [[File:Ability-ana2.png|middle|link=Ana#Sleep Dart|22px]]&#32;[[Ana#Sleep Dart|slept]], [[File:Ability-reinhardt3.png|middle|link=Reinhardt#Charge|22px]]&#32;[[Reinhardt#Charge|pinned]], [[File:Ability-Roadhog3.png|middle|link=Roadhog#Chain Hook|22px]]&#32;[[Roadhog#Chain Hook|hooked]], or [[Crowd Control#Knock Down|knocked down]].
Bastion Configuration: Tank Achievement_Charge!.png In Tank mode, Bastion extends wheeled treads and a powerful long-range cannon. The cannon’s explosive shells demolish targets in a wide blast radius, but Bastion can only remain in this mode for a limited time. Ultimate Ability [[File:Ability-dva7.png|30px|link=Projectile|Projectile ]] <span style="cursor:help; border-bottom:1px dotted" title="Has travel time.">Projectile</span> Direct hit: 205<br>Splash: 42 - 140<br>Self: 10.5 - 35 (becomes 8.4 - 28 due to [[#Ironclad|Ironclad]]) 60 meters per second 4 meter radius 1 shot per second 1.5 seconds 8 seconds 2310 points 2A__l88rUqg * Bastion cannot receive headshots as both its head and its blue box are covered. * Regardless of which configuration Bastion was in when entering Configuration: Tank, Bastion goes into Configuration: Recon upon exiting. * Ammunition of Configuration: Recon is immediately restored upon activation.
Bastion Ironclad Icon-ability.0f6m2.png Reduces damage taken while transformed. Passive Ability 20% * Applies to configurations Sentry and Tank upon their complete transformation. * Damage reduction is applied before [[armor]].
Bastion Reconfigure Ability-bastion3.png Bastion transforms between its two primary combat modes to adapt to battlefield conditions. Ability 1 second (into Sentry) <br /> 0.5 seconds (into Recon) None QgnbznPSVHU * Can be done in the air. * After 1.5 seconds on one configuration, the other configuration is automatically reloaded.
Bastion Self-Repair Ability-bastion4.png Bastion restores its health; it cannot fire weapons while the repair process is in effect. Ability 90 per second 0.5 second delay 1 second Up to 3.33 seconds SNz5kwetELo * Bastion cannot activate Self-Repair when the resource meter is below 20%. * There is a 0.25 second recovery time between repairs. * Does not consume resources if Bastion is at full health. * Takes 7 seconds to fully recharge.
Brigitte Barrier Shield Barrier Shield.png Brigitte deploys a frontal energy [[barrier]] to absorb a limited amount of damage. Ability 250 Regenerates 85 barrier health per second, after being down for 2 seconds <span style="cursor:help; border-bottom:1px dotted" title="3.85 meters per second">-30%</span> [[movement speed|penalty]] 5 seconds if destroyed * The shield is in the shape of a vertical rectangle curving in at the bottom sides. * Barrier Shield's orientation can be changed by moving the mouse.
Brigitte Inspire Inspire PNG.png When Brigitte strikes an enemy with her flail, all allies within range are healed over time. Passive Ability [[File:Ability-parah3.png|30px|link=Area of effect|Area of effect ]] <span style="cursor:help; border-bottom:1px dotted" title="Affects heroes within an area.">Area of effect</span> 15 per second 20 meter radius 1 second 6 seconds * Triggered by [[File:Rocket Flail.png|middle|link=Brigitte#Rocket Flail|22px]]&#32;[[Brigitte#Rocket Flail|Rocket Flail]] or [[File:Whip Shot.png|middle|link=Brigitte#Whip Shot|22px]]&#32;[[Brigitte#Whip Shot|Whip Shot]], not [[File:Shield Bash.png|middle|link=Brigitte#Shield Bash|22px]]&#32;[[Brigitte#Shield Bash|Shield Bash]]. * If triggered, there is a 1 second cooldown before it can be triggered again. * Does not stack with itself. Instead, the duration resets. * Does not heal allies behind enemy barriers or surfaces that block line of sight. * Applies a heal-over-time effect to allies, meaning they do not have to continuously stay in range.
Brigitte Rally Rally.png Brigitte moves faster and provides all nearby allies with armor that lasts until it’s removed by damage. Ultimate Ability [[File:Ability-parah3.png|30px|link=Area of effect|Area of effect ]] <span style="cursor:help; border-bottom:1px dotted" title="Affects heroes within an area.">Area of effect</span> 15 armor per 0.5 seconds, up to 100 armor on self and allies <span style="cursor:help; border-bottom:1px dotted" title="7.15 meters per second">+30%</span> [[movement speed|buff]] 8.5 meter radius 10 seconds<br>Armor lasts 30 seconds 2800 points * Upon activation, there is a 0.7 second recovery period where Brigitte cannot attack or use her abilities other than Barrier Shield.
Brigitte Repair Pack Repair Pack.png Brigitte throws a Repair Pack that can heal an ally. <s>Any healing over that ally’s maximum health provides them with armor instead. This armor does get removed after some time if not destroyed.</s> Ability 45 meters per second 110 over 2 seconds 30 meters 3 6 seconds per charge<br>3 charges 2 seconds * If multiple Repair Packs are thrown at the same target, the healing duration is simply increased by 2 seconds. * Upon activation, there is a 0.25 second recovery period where Brigitte cannot attack or use her abilities other than Rally.
Brigitte Rocket Flail Rocket Flail.png Brigitte's melee weapon has an extended range, enabling her to strike multiple enemies with a single swing. Weapon [[File:Quick_melee.png|25px|link=Melee|Melee ]] <span style="cursor:help; border-bottom:1px dotted" title="Physical attack. Limited range. Usually ignores barriers.">Melee</span> 35 6 meters 1 swing per 0.6 seconds 0.2 seconds (initial swing) * At 5-6 meters away, Brigitte's flail has a horizontal range of 3 meters on the side she swings toward and 2 meters on the opposite side.
Brigitte Shield Bash Shield Bash.png Once her Barrier Shield is deployed, Brigitte can dash forward to stun an enemy. Ability 5 +500% [[movement speed|buff]], which becomes <span style="cursor:help; border-bottom:1px dotted" title="31.35 m/s">+470%</span> due to Barrier Shield's penalty 6.85 meters 60° front cone angle radius 7 seconds 0.75 second stun * Shield Bash not only stuns the target struck by it, it also inflicts a small amount of knockback. * Shield Bash cannot stun through [[barrier]]s. * If Shield Bash collides with [[Charge]], [[Rocket Punch]], a charging [[Ashe#B.O.B.|B.O.B.]], or another Shield Bash, both participants get [[Crowd Control#Knock Down|knocked down]] for 2 seconds. * Shield Bash ignores [[Genji]]'s Deflect.
Brigitte Whip Shot Whip Shot.png Brigitte throws her flail a long distance, dealing damage and knocking an enemy away from her. Ability 70 80 meters per second <span style="cursor:help; border-bottom:1px dotted" title="2.75 m/s">-50%</span> [[movement speed|penalty]] 20 meters 0.2 seconds startup 4 seconds * Whip Shot creates a strong knockback around 5 - 10 meters on the target. * At full length, it takes 0.3 seconds for the whip to retract.
D.Va Boosters Ability-dva2.png D.Va’s mech launches into the air, her momentum carrying her forward. She can turn and change directions or barrel through her enemies, knocking them back. Ability (Mech) [[File:Quick_melee.png|25px|link=Melee|Melee ]] <span style="cursor:help; border-bottom:1px dotted" title="Physical attack. Limited range. Usually ignores barriers.">Melee</span> 10 <span style="cursor:help; border-bottom:1px dotted" title="11.99 meters per second">+118%</span> [[movement speed|buff]] Up to 23.98 meters 4 seconds Up to 2 seconds tAyN2C_r1mI * Cancelled upon using [[Melee|quick melee]]. * <span style="cursor:help; border-bottom:1px dotted" title="Although reticles with the 'show accuracy' option enabled suggest a spread increase when using the Boosters, it is a purely cosmetic change">Does not affect [[File:Ability-dva1.png|middle|link=D.Va#Fusion Cannons|22px]]&#32;[[D.Va#Fusion Cannons|Fusion Cannons]] or [[File:Ability-dva7.png|middle|link=D.Va#Micro Missiles|22px]]&#32;[[D.Va#Micro Missiles|Micro Missiles]]' accuracy.</span>
D.Va Call Mech Ability-dva6.png If her armored battle suit is destroyed, D.Va can call down a fresh mech and return to the fray. Ultimate Ability (Pilot) 400 health<br>200 armor 50 2 seconds 319.2 points ADjl9-8uCoQ * Becomes completely charged after [[File:Ability-dva4.png|middle|link=D.Va#Self-Destruct|22px]]&#32;[[D.Va#Self-Destruct|Self-Destruct]] detonates, or if D.Va is [[File:Ability-mercy5.png|middle|link=Mercy#Resurrect|22px]]&#32;[[Mercy#Resurrect|Resurrected]]. * Automatically reloads the [[File:Ability-dva5.png|middle|link=D.Va#Light Gun|22px]]&#32;[[D.Va#Light Gun|Light Gun]].
D.Va Defense Matrix Ability-dva3.png D.Va can activate this forward-facing targeting array to shoot incoming [[Projectile|projectiles]] out of the air. Ability (Mech) 10 meters 1 second Up to 2 seconds<br>(when fully charged) ZRBKIsTlTJw * D.Va cannot use [[File:Ability-dva1.png|middle|link=D.Va#Fusion Cannons|22px]]&#32;[[D.Va#Fusion Cannons|Fusion Cannons]] while the ability is active. * Uses a resource meter that, after a 0.75 second delay, recharges at a rate of 16% per second. * Takes 7 seconds to fully recharge.
D.Va Eject! Passive-D.Va.png Eject out of your mech when it's destroyed. Passive Ability 150 health 1.5 seconds * D.Va can use [[File:Ability-dva4.png|middle|link=D.Va#Self-Destruct|22px]]&#32;[[D.Va#Self-Destruct|Self-Destruct]] while ejecting. * D.Va is invulnerable while ejecting.
D.Va Fusion Cannons Ability-dva1.png D.Va's mech is equipped with twin short-range rotating cannons. They lay down continuous, high-damage fire without needing to reload, but slow D.Va’s movement while they’re active. Weapon (Mech) [[File:Ability-reaper1.png|30px|link=Shotgun|Shotgun ]] <span style="cursor:help; border-bottom:1px dotted" title="Shoots many pellets at once.">Shotgun</span> (hitscan) 0.6–2 10 to 20 meters Constant: 4.15 degrees <span style="cursor:help; border-bottom:1px dotted" title="3.3 meters per second">-40%</span> [[movement speed|penalty]], except when using Boosters 11 per shot 0.15 second recovery<br>~6.67 shots per second jF4HHqnNgAY
D.Va Light Gun Ability-dva5.png While outside of her mech, D.Va can continue the fight with a mid-range automatic blaster. Weapon (Pilot) [[File:Ability-dva7.png|30px|link=Projectile|Projectile ]] <span style="cursor:help; border-bottom:1px dotted" title="Has travel time.">Projectile</span> 14 50 meters per second 7 rounds per second 20 1.45 seconds 4pAUI5g_W08
D.Va Micro Missiles Ability-dva7.png D.Va launches a volley of explosive rockets. Ability (Mech) [[File:Ability-dva7.png|30px|link=Projectile|Projectile ]] <span style="cursor:help; border-bottom:1px dotted" title="Has travel time.">Projectile</span> Direct hit: 7 per missile<br>Splash: 1 - 4 per missile<br>Self: 1 - 4 per missile 40 meters per second 1.5 meter radius 11 missiles per second 18 0.25 seconds 8 seconds * Deals up to 126 total damage. * Can be used alongside [[File:Ability-dva1.png|middle|link=D.Va#Fusion Cannons|22px]]&#32;[[D.Va#Fusion Cannons|Fusion Cannons]]. * Cannot be manually cancelled.
D.Va Self-Destruct Ability-dva4.png D.Va ejects from her mech and sets its reactor to explode, dealing massive damage to nearby opponents. Ultimate Ability (Mech) [[File:Ability-parah3.png|30px|link=Area of effect|Area of effect ]] <span style="cursor:help; border-bottom:1px dotted" title="Affects heroes within an area.">Area of effect</span> 100-1000 20 meter radius 3 seconds fuse 1540 points lkeeAn7uitE * The detonating mech retains the momentum from [[File:Ability-dva2.png|middle|link=D.Va#Boosters|22px]]&#32;[[D.Va#Boosters|Boosters]].
D.Va/de Booster Ability-dva2.png D.Vas Mech hebt ab und wird durch den Schwung nach vorne getragen. Sie kann sich drehen und die Richtung ändern oder durch ihre Gegner preschen und sie dabei zurückstoßen. Fähigkeit 25 12.5 Meter pro Sekunde Bis zu 25 Beter 5 Sekunden Bis zu 2 Sekunden tAyN2C_r1mI
D.Va/de Defensivmatrix Ability-dva3.png D.Va kann diese vorwärtsgerichtete Zielmatrix für kurze Zeit aufrechterhalten, um damit heranfliegende Geschosse abzuwehren. Fähigkeit 15 Meter 1 Sekunde<br/>8 Sekunden für Voll Bis zu 2 Sekunden<br/>(Bei voll geladen) ZRBKIsTlTJw *D.Va kann nicht angreifen, wenn die Defensivmatrix aktiv ist. **Jedoch kann sie ihre Micro Missiles feuern. *Cooldown startet 1 Sekunde nachdem die Defensifmatrik deaktiviert wurde.
D.Va/de Fusionskanonen Ability-dva1.png D.Vas Mech ist mit zwei rotierenden Kanonen mit kurzer Reichweite ausgerüstet. Sie feuern durchgehend und erzielen dabei hohen Schaden, ohne nachgeladen werden zu müssen. D.Vas Bewegungsgeschwindigkeit ist reduziert, während die Kanonen aktiviert sind. Waffe Schnellfeuer Schrotflinte 0.6–2 10 bis 20 Meter 2.75 Meter die Sekunde 11 pro Schuss <span style="cursor:help; border-bottom:1px dotted" title="400 Schuss pro Minute">6.67</span> Schuss pro Sekunde jF4HHqnNgAY
D.Va/de Lightgun Ability-dva5.png Außerhalb ihres Mechs kann D.Va mit einer automatischen Pistole mit mittlerer Reichweite weiterkämpfen. Waffe Linear Projektil 14 50 Meters pro Sekunde 7 Schuss pro Sekunde 20 1.5 Sekunden 4pAUI5g_W08 *
D.Va/de Mech Anfordern Ability-dva6.png Wird ihr gepanzerter Kampfanzug zerstört, kann D.Va einen neuen Mech anfordern und sich wieder ins Kampfgeschehen stürzen. Ultimate Ability 400 Leben<br/>200 Rüstung 50 2 Sekunden 300 Punkte ADjl9-8uCoQ *D.Va generiert Passiv 1% Ult Charge alle 2,75 Sekunden. *Man kann einen Mech direkt nach der Explosion von der Selbstzerstörung anfordern.
D.Va/de Mikroraketen Ability-dva7.png Fähigkeit Linear splash Projektil Direkter Treffer: 9 pro Raketen<br/>Splash max.: 6 pro Raketen<br/>Splash min.: 2 pro Raketen<br/>Selbst: 6 pro Raketen 40 Meter pro Sekunde 1.5 Meter Radius 11 Raketen pro Sekunde 18 8 Sekunden *Maximaler schaden beträgt 162. *Können während jeder anderen Abilität verwendet werden. *Diese Abilität kann nicht gestoppt werden, es sei den der Mech wird zerstört oder betäubt.
D.Va/de Selbstzerstörung Ability-dva4.png D.Va steigt aus ihrem Mech aus und stellt seinen Reaktor auf Selbstzerstörung ein, wodurch er explodiert und Gegnern in der Nähe massiven Schaden zufügt. Ultimative Fähigkeit Explosion 1000 20 Meter 3 Sekunden 1375 Punkte lkeeAn7uitE *D.Va selbst bekommt keinen schaden durch der Explosion. *Beim Zünden während die Booster aktiv sind, fliegt der Mech ein stück weiter und fällt dann.
Doomfist Hand Cannon Hand_cannon.png Doomfist fires a short-range burst from the knuckles of his fist. Its ammunition is automatically regenerated over a short time. Weapon [[File:Ability-reaper1.png|30px|link=Shotgun|Shotgun ]] <span style="cursor:help; border-bottom:1px dotted" title="Shoots many pellets at once.">Shotgun</span> (projectile) 1.8 - 6 per pellet<br>19.8 - 66 per shot 15 meters to 30 meters Constant: 2.15 degrees 80 meters per second 11 per shot 1 shot per 0.333 seconds 4 0.65 seconds (per shot) * Unlike most [[weapon]]s, Hand Cannon cannot be forced to reload by using the "Reload" key.
Doomfist Meteor Strike Ability Doomfist Meteor Strike.png Doomfist leaps into the sky, then crashes to the ground, dealing significant damage. Ultimate Ability [[File:Ability-parah3.png|30px|link=Area of effect|Area of effect ]] <span style="cursor:help; border-bottom:1px dotted" title="Affects heroes within an area.">Area of effect</span> Inner ring: 300<br>Outer ring: 20-200 2-8 meters <span style="cursor:help; border-bottom:1px dotted" title="300% base normal speed">16.5 meters per second</span> Inner ring: 2 meters<br>Outer ring: 6 meters<br>Overall radius: 8 meters 1 second 4 seconds 1680 points * This ability works even when used inside an interior area and will land in that area unless Doomfist moves outside. * Holding right click enables a birds-eye view of the impact zone, which can also be used to climb up platforms. * The impact zone is only visible to the enemy team once Doomfist is coming down. * Doomfist is completely invincible during this ultimate. * Meteor Strike has two rings that do different damage. If an enemy is touching both rings, the inner ring takes precedence.
Doomfist Rising Uppercut Rising_uppercut.png Doomfist uppercuts enemies in front of him into the air. Ability [[File:Quick_melee.png|25px|link=Melee|Melee ]] <span style="cursor:help; border-bottom:1px dotted" title="Physical attack. Limited range. Usually ignores barriers.">Melee</span> 50 10 meters per second 5 meters 6 seconds 0.6 seconds (air lock) * Enemies knocked into the air lose air control for 0.6 seconds. * Doomfist is briefly suspended in the air after the uppercut, slowing his fall speed. * There is a 0.35 second recovery period where Doomfist cannot shoot or use any of his abilities.
Doomfist Rocket Punch Rocket_punch.png After charging up, Doomfist lunges forward and knocks an enemy back, dealing additional damage if they impact a wall. Ability [[File:Quick_melee.png|25px|link=Melee|Melee ]] <span style="cursor:help; border-bottom:1px dotted" title="Physical attack. Limited range. Usually ignores barriers.">Melee</span> 50 - 100 (punch) <br> 50 - 150 (wall impact) <span style="cursor:help; border-bottom:1px dotted" title="2.75m/s">-50%</span> [[movement speed|penalty]] (charging)<br>45 meters per second (punch) ~6.4 to 20 meters (depending on charge) 1.4 seconds to fully charge<br>2 second max. charge time 4 seconds 0.5 second stun * Damage, distance traveled, and knock back all scale with the charge time. * It takes ~0.933 seconds of charging in order to kill a 200 [[HP]] target, assuming wall impact. This translates to about 2.67 bars of charge in the HUD. * Rocket Punch stops if it hits an enemy. * If Rocket Punch collides with [[Charge]], [[Shield Bash]], a charging [[Ashe#B.O.B.|B.O.B.]], or another Rocket Punch, both participants get [[Crowd Control#Knock Down|knocked down]] for 2 seconds. * While charging, Rocket Punch can be cancelled by pressing the Primary Fire button. * After being released, Rocket Punch can still be cancelled with the Jump key. This pushes Doomfist further than what he would have gone without cancelling.
Doomfist Seismic Slam Ability Doomfist Seismic Slam.png Doomfist leaps forward and smashes into the ground, knocking nearby enemies toward him. Ability [[File:Ability-parah3.png|30px|link=Area of effect|Area of effect ]] <span style="cursor:help; border-bottom:1px dotted" title="Affects heroes within an area.">Area of effect</span> 49 - 125 25 meters per second (diagonal) 15 meters (travel distance) 8 meters 6 seconds * Damage scales with the time spent in air during the slam, up to a maximum of 125. * While airborne, a blue indicator will show where the ability will land. The orientation of the slam can be changed in the air. * On flat ground, Seismic Slam horizontally propels Doomfist 8.22 meters and deals 49 damage. Adding a jump can increase this damage to 62.
Doomfist The Best Defense... The_best_defense.png Doomfist generates temporary personal shields when he deals ability damage. Passive Ability +30 [[Hit_points#Temporary personal shields|temporary shields]] per enemy hit with any of the three normal abilities<br>+75 shields per enemy hit with the ultimate ability<br>Maximum of 150 * This ability has a statistic card named "Shields created." * After 1 second, the shields start decaying at 3 shields per second.
Echo Duplicate DUPLICATE.png Echo duplicates a targeted enemy hero and gains use of their abilities. Ultimate Ability Targeted 40 meters 0.35 second activation + 1 second recovery 15 seconds 1960 points * Echo's [[HP]] instantly becomes the full base HP of her target. * Echo copies the target's currently equipped skin. * Echo's target cannot switch heroes for the duration of the ability. * While duplicating, Echo charges her [[ultimate ability]] 6.5 times faster. * When the duration ends, or if Echo's HP is reduced to 1, Echo reverts back to normal and her HP returns to full. * Reverting back to Echo interrupts whatever ability she was using. ** Most deployed abilities disappear after 4 seconds. Sombra's [[Translocator]], Mei's [[Ice Wall]], Sigma's [[Experimental Barrier]], Symmetra's [[Photon Barrier]], and Zarya's [[Projected Barrier]] disappear immediately. Junkrat's [[Concussion Mine]] and [[RIP-Tire]] detonate immediately. ** Damage-over-time and heal-over-time effects continue as normal. When Duplicate ends, most buffs applied by the duplicated hero are removed; this includes temporary HP given to teammates, except [[Repair Pack]]'s armor (most likely because it is tied to a HoT effect). After 3 seconds pass, debuffs and [[Biotic Grenade]]'s healing buff are removed. * Echo cannot target another Echo (even if that Echo is duplicating another hero), or non-playable characters like [[Ashe#B.O.B.|B.O.B.]] or [[Training Bots]]. * If Echo targets a [[D.Va]] pilot, Echo will still duplicate the mech. * Echo cannot target behind enemy [[barrier]]s. * Echo can still use her own equipped voicelines and sprays while transformed, but not her or her target's emotes. * Echo will use the user's key bindings, options and crosshair for the targeted hero while transformed. * Echo can duplicate an ally in [[Overwatch Archives]] game modes. ** In [[Overwatch Uprising]], Echo can also duplicate a [[Null Sector]] [[OR14]] or a [[Bastion Siege Automaton B73]], becoming a standard [[Orisa]] or [[Bastion]] respectively.
Echo Flight FLIGHT.png Echo surges forward quickly, then can fly freely. Ability 8 meters per second 6 seconds 3 seconds * Can be manually cancelled by pressing <span class=keybind>LSHIFT</span> again. * Holding jump causes Echo to rise, while holding crouch causes her to descend.
Echo Focusing Beam FOCUSING BEAM.png Echo channels a beam for a few seconds, dealing very high damage to targets with less than half health. Ability [[File:Ability_Moira_Coalescence.png|30px|link=Beam|Beam ]] <span style="cursor:help; border-bottom:1px dotted" title="Applies as long as connection is maintained. Ignores Deflect, Defense Matrix and Kinetic Grasp.">Beam</span> 50 per second<br>200 per second (on low targets) 16 meters 8 seconds 2 seconds * Deals 4 times more damage if she is targeting something (including turrets or [[barrier]]s) whose [[HP]] is 50% or lower. * Can be manually cancelled by pressing the ability key again.
Echo Glide GLIDE.png Echo can glide while falling. Passive Ability Horizontal: <span style="cursor:help; border-bottom:1px dotted" title="8.25 m/s">+50%</span> [[Movement speed|buff]]<br>Vertical: 4 m/s (down) * Used by holding the Jump button.
Echo Sticky Bombs STICKY BOMBS.png Echo fires a volley of sticky bombs that detonate after a delay. Ability [[File:Ability-dva7.png|30px|link=Projectile|Projectile ]] <span style="cursor:help; border-bottom:1px dotted" title="Has travel time.">Projectile</span> 6 bombs<br>Impact: 5<br>Explosion: 25<br>Self: 12.5 50 meters per second 2 meter explosion radius 1 bomb per 0.065 seconds 1 second (after stick) 6 seconds
Echo Tri-Shot TRI SHOT.png Echo fires 3 shots at once, in a triangle pattern. Weapon [[File:Ability-dva7.png|30px|link=Projectile|Projectile ]] <span style="cursor:help; border-bottom:1px dotted" title="Has travel time.">Projectile</span> 17 per pellet<br>51 per shot 75 meters per second 3 0.33 second recovery<br>(3 shots per second) 12 1.5 seconds
Genji Cyber-Agility Ability-genji5.png Climb on walls and double jump. Passive Ability <span style="cursor:help; border-bottom:1px dotted" title="130% base movement speed">7.8 meters per second</span> (vertical) * Double jumping doesn't reset on wall climbing.
Genji Deflect Ability-genji2.png With lightning-quick swipes of his wakizashi, Genji reflects an oncoming projectile and sends it rebounding towards his opponent. Ability 1 meter radius<br>(front only) 8 seconds 2 seconds luBg5d0a_BM * Can be cancelled manually. * Any projectile deflected is treated as Genji's, and damage falloff is reset. * Blocks [[melee]] attacks, [[File:Ability-Roadhog3.png|middle|link=Roadhog#Chain Hook|22px]]&#32;[[Roadhog#Chain Hook|Chain Hook]], and [[File:Whip Shot.png|middle|link=Brigitte#Whip Shot|22px]]&#32;[[Brigitte#Whip Shot|Whip Shot]]. * While Dragonblade is active, Genji will Deflect with his katana instead. * Certain projectiles are unaffected by Deflect. A list can be found [[Projectile|here]].
Genji Dragonblade Ability-genji4.png Genji brandishes his katana for a brief period of time. Until he sheathes his katana, Genji can deliver killing strikes to any targets within his reach. Ultimate Ability [[File:Quick_melee.png|25px|link=Melee|Melee ]] <span style="cursor:help; border-bottom:1px dotted" title="Physical attack. Limited range. Usually ignores barriers.">Melee</span> 120 <span style="cursor:help; border-bottom:1px dotted" title="7.8 m/s">+30%</span> [[movement speed|buff]] 5 meters 1 swing per 0.9 seconds 1 second (unsheathing)<br>~0.2 seconds (initial swing)<br>1 second (sheathing) 6 seconds 1680 points ADrxw94XHLg * Genji cannot use his [[File:Ability-genji1.png|middle|link=Genji#Shuriken|22px]]&#32;[[Genji#Shuriken|Shuriken]] while Dragonblade is active. * Activating Dragonblade resets the cooldown of [[File:Ability-genji3.png|middle|link=Genji#Swift Strike|22px]]&#32;[[Genji#Swift Strike|Swift Strike]]. * Genji can swing his sword 7 times at most. * Ammunition is restored after completion.
Genji Shuriken Ability-genji1.png Alternatively, he can throw three shuriken in a wider spread. Weapon (Secondary Fire) [[File:Ability-dva7.png|30px|link=Projectile|Projectile ]] <span style="cursor:help; border-bottom:1px dotted" title="Has travel time.">Projectile</span> 28 9 60 meters per second 0.75 second recovery 30 3 1.5 second * Shuriken's alternate fire is also called "Fan of Blades." * Even if there are fewer than three shuriken in his magazine, three shurikens will be fired.
Genji Shuriken Ability-genji1.png Genji looses three deadly throwing stars in quick succession. Weapon (Primary Fire) [[File:Ability-dva7.png|30px|link=Projectile|Projectile ]] <span style="cursor:help; border-bottom:1px dotted" title="Has travel time.">Projectile</span> 28 Pinpoint 60 meters per second <span style="cursor:help; border-bottom:1px dotted" title="3 shurikens in 0.2 seconds + 0.75 second recovery">3 shurikens per 0.95 seconds</span> 30 1.5 second RVtaERpoRag
Genji Swift Strike Ability-genji3.png Genji darts forward, slashing with his wakizashi and passing through foes in his path. If Genji eliminates a target, he can instantly use this ability again. Ability 50 50 meters per second 15 meters 8 seconds 0.3 seconds ndyaZfj58qA * The cooldown will reset no matter what ability is used for the kill. * Swift Strike does not deal damage to traps such as Junkrat's [[File:Ability-Junkrat3.png|middle|link=Junkrat#Steel Trap|22px]]&#32;[[Junkrat#Steel Trap|Steel Trap]] or Widowmaker's [[File:Ability-widowmaker3.png|middle|link=Widowmaker#Venom Mine|22px]]&#32;[[Widowmaker#Venom Mine|Venom Mine]].
Hanzo Dragonstrike Ability-hanzo4.png Hanzo summons a Spirit Dragon which travels through the air in a line. It passes through walls in its way, devouring any enemies it encounters. Ultimate Ability [[File:Ability-dva7.png|30px|link=Projectile|Projectile ]] <span style="cursor:help; border-bottom:1px dotted" title="Has travel time.">Projectile</span> (initial shot)<br>[[File:Ability-parah3.png|30px|link=Area of effect|Area of effect ]] <span style="cursor:help; border-bottom:1px dotted" title="Affects heroes within an area.">Area of effect</span> (dragons) Arrow: 125<br>Dragons: 150 damage per second, per dragon<br>Up to 993.6 damage against a stationary target 20 meters per second Infinite travel distance 4 meter radius 1.5 seconds charging 0.9 seconds (charging) <br> 0.6 seconds (arrow before becoming dragons) Arrow: ✓<br>Dragons: ✕ 1680 points vr_UtalFcJU * Hanzo passively generates 1% Ult Charge every 3.36 seconds. * Does not affect enemy [[objects]]. * If shot directly and the target is still, the damage will last for 3.33 seconds. * The hitbox is actually ''both'' dragons, meaning the ultimate deals less damage at the edges, and combined at the center.[https://www.reddit.com/r/Competitiveoverwatch/comments/8mapt7/testing_actual_dps_and_tickrate_of_hanzos/] * Does not drain nor interrupt Storm Arrows.
Hanzo Lunge Ability-hanzo01.png Hanzo can double jump, allowing him to change direction mid-jump. Ability 15 meters per second (horizontal) <span style="cursor:help; border-bottom:1px dotted" title="On level ground with no additional movement">7.85 meters</span> 5 seconds
Hanzo Sonic Arrow Ability-hanzo2.png Hanzo launches an arrow that contains a sonar tracking device. Any enemy within its detection radius is visibly marked, making them easier for Hanzo and his allies to hunt down. Ability [[File:Abilities-sigma4.png|30px|link=Arcing projectile|Arcing projectile ]] <span style="cursor:help; border-bottom:1px dotted" title="Has travel time. Also is affected by gravity.">Arcing projectile</span> 9 meter radius 12 seconds 6 seconds -VHqpBpyTvQ * Pressing the ability key turns the next arrow from [[Storm Bow]] or [[Storm Arrows]] into a Sonic Arrow. (This does not change the speed or damage.) Pressing the key again before firing changes it back. * If the arrow becomes stuck on a moving target (e.g. an enemy hero), the effect follows.
Hanzo Storm Arrows Ability-hanzo03.png Hanzo’s next several arrows fire instantly, but at reduced damage. Ability [[File:Abilities-sigma4.png|30px|link=Arcing projectile|Arcing projectile ]] <span style="cursor:help; border-bottom:1px dotted" title="Has travel time. Also is affected by gravity.">Arcing projectile</span> 70 Pinpoint 110 meters per second 1 shot per 0.25 seconds 5 10 seconds Up to 5 seconds * Storm Arrows travel at the same speed as fully charged Storm Bow arrows. * Can be manually cancelled by pressing the ability key again.
Hanzo Storm Bow Ability-hanzo1.png Hanzo nocks and fires an arrow at his target. Weapon [[File:Abilities-sigma4.png|30px|link=Arcing projectile|Arcing projectile ]] <span style="cursor:help; border-bottom:1px dotted" title="Has travel time. Also is affected by gravity.">Arcing projectile</span> 27.2 - 125 ''(depending on charge)'' Pinpoint 25 - 110 m/s <span style="cursor:help; border-bottom:1px dotted" title="3.85 m/s">-30%</span> [[movement speed|penalty]] Up to 0.75 seconds to charge<br>0.5 second recovery 5F1tbC_coRc * Hanzo can undraw by pressing the reload key.
Hanzo Wall Climb Ability-hanzo5.png Jump at walls to climb up them. Passive Ability <span style="cursor:help; border-bottom:1px dotted" title="130% base movement speed">7.15 meters per second</span> (vertical) Up to 4 meter vertical climb
Junkrat Concussion Mine Ability-Junkrat2.png After placing one of his homemade Concussion Mines, Junkrat can trigger it to damage enemies and send them flying... or propel himself through the air. Ability 25 [[File:Abilities-sigma4.png|30px|link=Arcing projectile|Arcing projectile ]] <span style="cursor:help; border-bottom:1px dotted" title="Has travel time. Also is affected by gravity.">Arcing projectile</span> 30-120 25 meters per second 3 meters radius 2 charges 0.1 seconds (detonation) 8 seconds per charge Until detonated 0wcahJdwI9w * If Junkrat throws another mine while one is already deployed the first mine will instantly and silently disappear. * The mine does not deal self-damage, but still applies the knockback, making it usable as a mobility tool. * Junkrat and enemies caught in the blast are knocked up 45° vertically, regardless of their position relative to the mine. * Horizontal knockback is away from the center of the mine.
Junkrat Frag Launcher Ability-Junkrat1.png Junkrat's Frag Launcher lobs grenades a significant distance. They bounce to reach their destination, and blow up when they strike an enemy. Weapon [[File:Abilities-sigma4.png|30px|link=Arcing projectile|Arcing projectile ]] <span style="cursor:help; border-bottom:1px dotted" title="Has travel time. Also is affected by gravity.">Arcing projectile</span> Direct hit: 120<br>Splash: 10-80 Pinpoint 25 meters per second 0.2 meters (projectile size)<br>2 meters (splash radius) <span style="cursor:help; border-bottom:1px dotted" title="3 shots per 2 seconds">1 shot per 0.667 seconds</span> 5 1.5 seconds SdGx4KK-Nrk * The grenades explode after two bounces or when they hit an enemy unit.
Junkrat RIP-Tire Ability-Junkrat5.png Junkrat revs up a motorized tire bomb and sends it rolling across the battlefield, climbing over walls and obstacles. He can remotely detonate the RIP-Tire to deal serious damage to enemies caught in the blast, or just wait for it to explode on its own. Ultimate Ability 100 [[File:Ability-parah3.png|30px|link=Area of effect|Area of effect ]] <span style="cursor:help; border-bottom:1px dotted" title="Affects heroes within an area.">Area of effect</span> 50 - 600 Junkrat: Immobilized<br>Tire: 12 meters per second 10 meter radius 1 second Up to 10 seconds 1925 points -RkhEO40DG8 * After the initial cast and gaining control of RIP-Tire, the ability will continue regardless of any [[crowd control]] or if Junkrat dies. * Ammunition is restored after completion. * It takes 0.9 seconds to regain control of Junkrat.
Junkrat Steel Trap Ability-Junkrat3.png Junkrat tosses out a giant, metal-toothed trap. Should an enemy wander too close to the trap, it clamps on, injuring and immobilizing them. Ability 100 [[File:Abilities-sigma4.png|30px|link=Arcing projectile|Arcing projectile ]] <span style="cursor:help; border-bottom:1px dotted" title="Has travel time. Also is affected by gravity.">Arcing projectile</span> 80 10 meters per second 1 meter radius 10 seconds 1 second stun<br>3 seconds root DewTVB5AAEU * Similarly to his [[File:Ability-Junkrat2.png|middle|link=Junkrat#Concussion Mine|22px]]&#32;[[Junkrat#Concussion Mine|Concussion Mine]], deploying a second Steel Trap will remove the first. * Junkrat can see the trap's location through walls. * The player receives an audio cue when an enemy triggers the trap.
Junkrat Total Mayhem Ability-Junkrat4.png Junkrat's deranged sense of humor persists past his death. If killed, he drops several live grenades. Passive Ability [[File:Ability-dva7.png|30px|link=Projectile|Projectile ]] <span style="cursor:help; border-bottom:1px dotted" title="Has travel time.">Projectile</span>s 50 per grenade 6 grenades 0.7 seconds (detonation) tIF8sSY3pM0 * Also causes Junkrat to not take damage from his own explosions.
Lúcio Amp It Up Ability-Lucio3.png Lúcio increases the volume on his speakers, boosting the effects of his songs. Ability [[File:Ability-parah3.png|30px|link=Area of effect|Area of effect ]] <span style="cursor:help; border-bottom:1px dotted" title="Affects heroes within an area.">Area of effect</span> Allies: 52 per second<br>Self: 40 per second +60% [[movement speed|buff]] 12 meter radius 12 seconds 3 seconds qvDQEK27HT0
Lúcio Crossfade Ability-Lucio2.png Lúcio continuously energizes himself — and nearby teammates — with music. He can switch between two songs: one amplifies movement speed, while the other regenerates health. Ability [[File:Ability-parah3.png|30px|link=Area of effect|Area of effect ]] <span style="cursor:help; border-bottom:1px dotted" title="Affects heroes within an area.">Area of effect</span> Allies: 16 per second<br>Self: ~<span style="cursor:help; border-bottom:1px dotted" title="16 / 1.3">12.3</span> per second +25% [[movement speed|buff]] 12 meter radius 0.8 second animation duration GpHuVeiGZVk * Both songs require line of sight and does not affect allies behind enemy [[barrier]]s. * If a teammate leaves the area, the current song effect lingers for 1 second, unless the song is switched. * The switch can be done while reloading.
Lúcio Sonic Amplifier Ability-Lucio1.png Lúcio can hit his enemies with sonic projectiles. Weapon [[File:Ability-dva7.png|30px|link=Projectile|Projectile ]] <span style="cursor:help; border-bottom:1px dotted" title="Has travel time.">Projectile</span> 4-round-burst<br>20 per round Pinpoint 50 meters per second <span style="cursor:help; border-bottom:1px dotted" title="4 rounds in 0.375 s + 0.56 s recovery">1 burst per 0.935 seconds</span> 20 1.5 seconds -F1R6l8E6xw * If with less than 4 ammo, a button press will only fire as many rounds are remaining.
Lúcio Sound Barrier Ability-Lucio4.png Protective waves radiate out from Lúcio’s Sonic Amplifier, briefly providing him and nearby allies with personal shields. Ultimate Ability 750 [[Hit points#Temporary personal shields|temporary shields]] [[File:Ability-parah3.png|30px|link=Area of effect|Area of effect ]] <span style="cursor:help; border-bottom:1px dotted" title="Affects heroes within an area.">Area of effect</span> 30 meter radius 0.72 seconds from flat ground <span style="cursor:help; border-bottom:1px dotted" title="Shields last up to 6 seconds but Sound Barrier remains active for 7 seconds.">7 seconds</span> 2940 points XPDaGrytc3s * Gives Lúcio and all allies in his line of sight a huge burst of temporary shields that immediately decay at 125 shields per second. * When cast, Lúcio does a small leap before applying his ult, making it more effective to cast it from low to high ground (like a payload or ledge) or close to a low ceiling (like a small doorway) to decrease cast time. * After fully cast, has approximately 0.5 seconds of "grace period" where the ultimate can still be applied to allies that have not received personal shields if they come in range. * Does not affect allies behind enemy [[barrier]]s.
Lúcio Soundwave Ability-Lucio5.png Lúcio can knock his enemies back with a blast of sound. Ability [[File:Ability-parah3.png|30px|link=Area of effect|Area of effect ]] <span style="cursor:help; border-bottom:1px dotted" title="Affects heroes within an area.">Area of effect</span> 25 8 meters 4 seconds -F1R6l8E6xw * Can be used while reloading.
Lúcio Wall Ride Ability-passive.png Jump onto a wall to ride along it. Passive Ability +30% [[movement speed|buff]] +2.5 meters per second (wall leap) * To start a Wall Ride, jump at a nearby wall and hold the Jump key. Lúcio will Wall Ride as long as it is held. * If the option "Allow Backwards Wall Ride" is enabled, Lúcio will be able to start a Wall Ride midair without needing to look at the wall or needing to move prior to Wall Riding. * Lúcio receives a burst of speed when leaping off a wall while preserving some momentum.
McCree Combat Roll Ability-mccree2.png McCree dives in the direction he’s moving, effortlessly reloading his Peacekeeper in the process. Ability 18 meters per second ~7.2 meters 6 seconds 0.4 seconds 62JjTe-Cpw8 * Works only while McCree is on a surface. * McCree can roll off ledges. * Travels in the direction McCree is walking, not the direction he is facing (unless he is not moving).
McCree Deadeye Ability-mccree4.png Focus. Mark. Draw. McCree takes a few precious moments to aim; when he’s ready to fire, he shoots every enemy in his line of sight. The weaker his targets are, the faster he’ll line up a killshot. Ultimate [[File:Icon-ability.tacticalvisor.png|30px|link=Hitscan|Hitscan ]] <span style="cursor:help; border-bottom:1px dotted" title="Hits are registered without delay.">Hitscan</span> 0.2 to 1.0 seconds: 100 per second; 80 overall<br>1.0 to 1.5 seconds: 275 per second<br>After 1.5 seconds: 550 per second <span style="cursor:help; border-bottom:1px dotted" title="1.65 m/s">-70%</span> [[movement speed|penalty]] 200 meters 1 shot per 0.2 seconds 1 per target Up to 6.2 seconds 1680 points KrP8CJVSsd8 * Deadeye replenishes Peacekeeper's ammo. * Deadeye only targets enemy heroes, and cannot target objects such as barriers, turrets, mines, etc. * Deadeye begins locking 0.2 seconds after activation. Over the next 0.8 seconds, it accumulates damage slowly to all enemies in sight, up to 80 for each. After 1 second, Deadeye accumulates damage at a rate of 275 per second. After 1.5 seconds, it accumulates at 550 per second. * If the accumulated damage is above an enemy's health, a skull will appear. * The player's field-of-view (FOV) settings do not affect the breadth of Deadeye. At lower FOV settings, McCree may be able to kill an enemy that the player cannot see. * Despite the visuals in-game, the shots don't actually count as headshots — the ability will deal no damage when the "Headshots only" option is selected in a custom game. * Ammo remaining in the cylinder is not relevant as it will keep firing even if it runs out of ammo. * Deadeye can lock on to and kill more than 6 targets simultaneously.
McCree Flashbang Ability-mccree3.png McCree heaves a blinding grenade that explodes shortly after it leaves his hand. The blast staggers enemies in a small radius. Ability [[File:Abilities-sigma4.png|30px|link=Arcing projectile|Arcing projectile ]] <span style="cursor:help; border-bottom:1px dotted" title="Has travel time. Also is affected by gravity.">Arcing projectile</span> 25 30 meters per second 7 meters 3 meters radius 0.35 second <span style="cursor:help; border-bottom:1px dotted" title="Time before McCree can shoot.">recovery</span><br>0.65 seconds before cooldown starts 10 seconds 0.8 second stun ZDj8U7uTahs * Flashbang can affect enemies up to 10 m away.
McCree Peacekeeper Ability-mccree1.png McCree can fan the Peacekeeper’s hammer to swiftly unload the entire cylinder. Weapon (Secondary Fire) [[File:Icon-ability.tacticalvisor.png|30px|link=Hitscan|Hitscan ]] <span style="cursor:help; border-bottom:1px dotted" title="Hits are registered without delay.">Hitscan</span> 25 - 50 20 to 40 meters Constant: 6.50 degrees 1 shot per 0.13 seconds 6 up to 6 1.2 seconds ZgGehXoYchA * Peacekeeper's alternate fire is also called "Fan the Hammer."
McCree Peacekeeper Ability-mccree1.png McCree fires off a round from his trusty six-shooter. Weapon (Primary Fire) [[File:Icon-ability.tacticalvisor.png|30px|link=Hitscan|Hitscan ]] <span style="cursor:help; border-bottom:1px dotted" title="Hits are registered without delay.">Hitscan</span> 35 - 70 20 to 40 meters Pinpoint 0.5 second recovery<br>2 shots per second 6 1.2 seconds ZgGehXoYchA * Unlike most [[weapon]]s with damage falloff, Peacekeeper's damage scales non-linearly. The drop is very severe upon reaching 20 meters but stabilizes at 30 meters; then it drops severely again and stabilizes at 40 meters. A graph of this unusual function looks something like [https://puu.sh/DMusy/1c86768c3c.png this.]'"`UNIQ--ref-00000003-QINU`"'
Mei Blizzard Ability-mei4.png Mei deploys a weather-modification drone that emits gusts of wind and snow in a wide area. Enemies caught in the blizzard are slowed and take damage; those who linger too long are frozen solid. Ultimate Ability [[File:Abilities-sigma4.png|30px|link=Arcing projectile|Arcing projectile ]] <span style="cursor:help; border-bottom:1px dotted" title="Has travel time. Also is affected by gravity.">Arcing projectile</span> ''(initial cast)'' <br/> [[File:Ability-parah3.png|30px|link=Area of effect|Area of effect ]] <span style="cursor:help; border-bottom:1px dotted" title="Affects heroes within an area.">Area of effect</span> ''(blizzard)'' 20 per second<br>Up to 85 over the duration 20 meters per second -50% at first, then -20% per second (max. -70%) 10 meters radius 0.5 seconds (throw) 4.25 seconds 1610 points * The first tick results in a 50% progress towards the freeze (also inflicts a 50% slow effect), then it continues at a rate of 20% per second (also slows at a rate of 20% per second). (The slow effect is capped at 70%.) At 100% or higher freeze progress, the very next tick freezes the target; therefore, it takes about 2.5 seconds in order to freeze. * Using [[Endothermic Blaster]]'s primary fire greatly speeds up the freezing process. * Pierces [[barrier]]s, payloads, and [[Ice Wall]].
Mei Cryo-Freeze Ability-mei2.png Mei instantly surrounds herself with a block of thick ice. She heals and ignores damage while encased, but cannot move or use abilities. Ability <span style="cursor:help; border-bottom:1px dotted" title="50 / 1.3">~38.46</span> per second<br>Up to 150 overall 12 seconds Up to 4.25 seconds * Restores 15 ammo per second (max. 60). * The cooldown starts only after the effect wears off. * The ability can be cancelled prematurely. * Mei becomes completely invincible and is cleansed of all status effects. * Blocks line-of-sight and collisions.
Mei Endothermic Blaster Ability-mei1.png Mei can also use her blaster to shoot icicle-like projectiles at medium range. Weapon (Secondary Fire) [[File:Ability-dva7.png|30px|link=Projectile|Projectile ]] <span style="cursor:help; border-bottom:1px dotted" title="Has travel time.">Projectile</span> 75 Pinpoint 115 meters per second 1 shot per 0.8 seconds 120 10 per shot 1.5 seconds 0.4 seconds * Endothermic Blaster's alternate fire is also called "Icicle."
Mei Endothermic Blaster Ability-mei1.png Mei’s blaster unleashes a concentrated, short-range stream of frost that damages, slows, and ultimately freezes enemies in place. Weapon (Primary Fire) [[File:Ability_Moira_Coalescence.png|30px|link=Beam|Beam ]] <span style="cursor:help; border-bottom:1px dotted" title="Applies as long as connection is maintained. Ignores Deflect, Defense Matrix and Kinetic Grasp.">Beam</span> (projectile-like) 55 per second <br>2.75 per round 20 meters per second -20% at first, then -2.85% per tick (max. -70%) 10 meters 120 20 rounds per second 1.5 seconds 1 second (slow effect)<br>1.3 seconds (frozen) * The first tick results in a 20% progress towards the freeze (also inflicts a 20% slow effect), then each subsequent tick increases this by 2.85% (also inflicts a 2.85% slow effect). (The slow effect is capped at 70%.) At 100% or higher freeze progress, the very next tick freezes the target; therefore, it takes a total of <span style="cursor:help; border-bottom:1px dotted" title="1 round of 20% + 29 rounds of 2.85% + 1 final freezing round">31 rounds</span> in order to freeze. ** Despite being changed to 20% in patch 1.44, Mei's weapon settings in custom games still say the minimum freeze is 30%. * The slow effect lasts for 1 second after the last tick of damage was dealt. * Pierces enemies.
Mei Ice Wall Ability-mei3.png Mei generates an enormous ice wall that obstructs lines of sight, stops movement, and blocks attacks. Ability 400 per pillar<br>5 pillars 35 meters 3x8 meters area 12 seconds Up to 5 seconds * Can be manually destroyed by pressing the ability key again, including while dead. * Before casting, the Ice Wall's placement from the player's line of sight can be toggled from perpendicular to parallel by pressing the hotkey. * The cooldown starts immediately, not when the ability ends/is cancelled.
Mercy Angelic Descent Ability-mercy4.png Propelled by her Valkyrie suit, Mercy slows the speed of her descent from great heights. Passive Ability Vertical: 2 m/s (down) Until cancelled E4AoSUEldFo * By holding the jump key, Mercy glides through the air.
Mercy Caduceus Blaster Ability-mercy2.png Mercy shoots a round from her sidearm. It's best reserved for emergency personal defense. Weapon 2 [[File:Ability-dva7.png|30px|link=Projectile|Projectile ]] <span style="cursor:help; border-bottom:1px dotted" title="Has travel time.">Projectile</span> 20 Pinpoint 50 meters per second 5 rounds per second 20 1.4 seconds * The blaster is automatically reloaded if not equipped for 1.4 seconds.
Mercy Caduceus Staff Ability-mercy1.png Mercy engages one of two beams that connect to an ally. By maintaining the beams, she can either restore that ally’s health or increase the amount of damage they deal. Weapon 1 [[File:Ability target ui.png|25px|link=Targeted ability|Targeted ]] <span style="cursor:help; border-bottom:1px dotted" title="Applies to selected target. Cannot miss.">Targeted</span> (lock-on) +30% [[Damage amplification|damage amplified]] 55 per second 15 meters jJ3o1B8FSqo * Primary fire creates a healing beam and secondary fire creates a [[Damage amplification|damage amplifying]] beam that lock on to a nearby ally. They ignore [[barrier]]s and will linger for 1.3 seconds if the target breaks line of sight or moves out of range. Mercy does not need to look at her target to maintain connection. * In order to amplify a projectile's damage, Mercy must be boosting the hero when the projectile was fired. After that, it will be boosted even if Mercy stops boosting when it lands. * Mercy gains [[Ultimate ability|ultimate charge]] equal to the damage that she amplifies, except from self-damage. * Mercy's damage boost does not stack with itself.
Mercy Guardian Angel Ability-mercy3.png Mercy flies towards a targeted ally, allowing her to reach them quickly and provide assistance in crucial moments. Ability [[File:Ability target ui.png|25px|link=Targeted ability|Targeted ]] <span style="cursor:help; border-bottom:1px dotted" title="Applies to selected target. Cannot miss.">Targeted</span> (ally) 17 meters per second 30 meters 1.5 seconds brizxqFv5T4 * Can be used on both living and dead allies. * Can be cancelled mid-flight by pressing the hotkey once more. * Pressing Jump during Guardian Angel will allow Mercy to propel herself forward, maintaining some momentum.
Mercy Regeneration Ability-passive.png Mercy automatically heals over time. Passive Ability 20 health per second after not taking damage for 1 second * Does not generate [[ultimate charge]].
Mercy Resurrect Ability-mercy5.png Mercy brings a dead ally back into the fight with full health. Ability [[File:Ability target ui.png|25px|link=Targeted ability|Targeted ]] <span style="cursor:help; border-bottom:1px dotted" title="Applies to selected target. Cannot miss.">Targeted</span> (fallen ally) Restores full health to a fallen ally <span style="cursor:help; border-bottom:1px dotted" title="1.375 m/s normally, 2.25 m/s during Valkyrie">-75%</span> [[movement speed|penalty]] 5 meters 1.75 seconds 30 seconds None * Line of sight does not need to be maintained. * Resurrect is interrupted if Mercy is more than 7 meters away from her target while channeling. * The resurrected players gain 2.25 seconds of invulnerability. * The fallen ally is highlighted on the player's screen.
Mercy Valkyrie Ability-mercy6.png Gain the ability to fly. Mercy’s abilities are enhanced. Ultimate Ability Chain-damage boost (30% per target) 100 m/s (Blaster) 20 HP/s (Mercy)<br>60 HP/s per target (Allies) 9 m/s (omni-directional flight)<br>25 m/s (Guardian Angel) 10 meters (chain healing)<br>+100% range (Guardian Angel, Caduceus Staff) ∞ (Blaster) 0.5 seconds 15 seconds 1820 points * Mercy passively generates 1% Ult Charge every 3.64 seconds. * [[File:Ability-passive.png|middle|link=Mercy#Regeneration|22px]]&#32;[[Mercy#Regeneration|Regeneration]] is no longer interrupted by damage. * [[File:Ability-mercy1.png|middle|link=Mercy#Caduceus Staff|22px]]&#32;[[Mercy#Caduceus Staff|Caduceus Staff]]'s beam branches out from the beam target to nearby allies within line of sight (of the beam target). * Mercy gains vision of enemy health bars if they have taken damage (even if Mercy did not deal the damage herself). * Holding Jump causes Mercy to rise while holding Crouch causes her to descend.
Moira Biotic Grasp Ability Moira Biotic Grasp_Alt fire.png Her right hand fires a long-range beam weapon that saps enemies’ health, healing Moira and replenishing her biotic energy. Weapon (Secondary Fire) [[File:Ability_Moira_Coalescence.png|30px|link=Beam|Beam ]] <span style="cursor:help; border-bottom:1px dotted" title="Applies as long as connection is maintained. Ignores Deflect, Defense Matrix and Kinetic Grasp.">Beam</span> (no target indicator, soft lock-on) 50 per second 20 per second (self) 20 meters * Like [[File:Ability target ui.png|25px|link=Targeted ability|Targeted ]] <span style="cursor:help; border-bottom:1px dotted" title="Applies to selected target. Cannot miss.">Targeted</span> line of sight to an enemies center of mass is required to initiate and maintain the attack. * Like [[File:Ability_Moira_Coalescence.png|30px|link=Beam|Beam ]] <span style="cursor:help; border-bottom:1px dotted" title="Applies as long as connection is maintained. Ignores Deflect, Defense Matrix and Kinetic Grasp.">Beam</span> Biotic Grasp is unaffected by [[File:Ability-genji2.png|middle|link=Genji#Deflect|22px]]&#32;[[Genji#Deflect|Deflect]], [[File:Ability-dva3.png|middle|link=D.Va#Defense Matrix|22px]]&#32;[[D.Va#Defense Matrix|Defense Matrix]], and [[File:Abilities-sigma3.png|middle|link=Sigma#Kinetic Grasp|22px]]&#32;[[Sigma#Kinetic Grasp|Kinetic Grasp]]. * Self-healing and damage are completely separate. Altering the damage does not affect the self heal. * Generates 21.875 biotic energy per second. When combined with the passive regeneration, this becomes 25.715 biotic energy per second (or 16% per second).

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