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Weapons are a type of ability in Overwatch.
Every hero in the game has a primary fire weapon. In addition, some heroes can use an alternate fire, which typically has different features such as higher damage or range at a slower fire rate. Unlike other abilities, instead of a cooldown, weapons have a fire rate and most of them have a fixed magazine size that requires reloading.
Many abilities also use mechanics similar to weapons, such as having a travel time or a trajectory.

Melee

Melee weapons are ones that are effective only at short range, usually up to 5 meters. They don't require any ammo and have a fixed swing rate. Most melee weapons can also strike multiple targets with one swing.

Melee weapons used by heroes



In addition, each hero using a non-melee weapon can deliver a quick melee strike, that deals 30 damage at a 1 second cooldown.

Ranged

A vast majority of the weapons in the game are ranged, meaning that unlike melee, they can affect their targets at distance. Although the effect distance is potentially infinite, the effectiveness of a weapon can be limited by damage falloff, bullet spread, or projectile travel speed.

Hitscan

Hitscan weapons have no travel time on their shots, meaning that their effects take place immediately when the weapon is fired. With the exception of Widowmaker's and Ana's rifles, all hitscan weapons are subjects to damage falloff, meaning that they'll do less damage at longer distance. Some rapid-fire hitscan weapons also have bullet spread, further limiting their effectiveness at range.

Hitscan weapons used by heroes

Projectiles

Unlike hitscan weapon, projectile weapons have a travel time on their shots, making it slightly more difficult to score successful hits. To balance that, projectiles usually have larger hitboxes.
Due to projectile speed being the major factor determining the effectiveness of the weapon at range, most projectile weapons are not subjects to damage falloff. However, some projectiles travel on a trajectory rather than a straight line.

Linear projectile weapons used by heroes
Arcing projectile weapons used by heroes

Shotguns

Aside for being either hitscan or projectile, some weapons also involve shotgun mechanics. Instead of dealing all the damage with a single bullet, shotguns fire multiple pellets with a wide spread, each independently calculating the damage modifiers such as headshots or armor interaction. In addition, all shotguns are subjects to damage falloff at relatively short distance, and all projectile-based shotguns are arcing. To balance that, the total damage dealt by shotguns at effective range is typically very large. All traits combined, shotguns are designed to be deadly at short and ineffective at medium and long distance.

Hitscan shotguns used by heroes
Projectile shotguns used by heroes

Beams

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Frontal beams used by heroes
  • Mei: Endothermic Blaster primary fire: Shoots an icy blast into enemies and freezes them in 1.5 seconds, though it isn't ideal for long-shot enemies such as widowmaker and hanzo
  • Zarya: Particle Cannon primary fire: Shoots a pink beam and depending on sound and thickness, it affects the damage of the gun, the louder and thicker, the more powerful.
Lock-on beams used by heroes
  • Winston: Tesla Gun primary fire: Emits tesla from the cannon, short_-range and doesn't do much damage though this gun is for picking off healers.
  • Mercy: Caduceus Staff primary fire: This staff unleashes two beams, a healing beam and a damage boost beam, both lock on and could go through wall but only could last at that position for two seconds so it is ideal if you don't want to go out and die.
  • Symmetra: Photon Projector primary fire: Fires a harden light beam that the more it locks on, the more damage it does, though it is short range but can also transfer with enemy and enemy with the same amount of damage you used on your last enemy depending the time you find another, the longer you try to find an enemy, the weaker the gun gets.
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