All heroes have abilities that are unique to them. Unlike weapons, abilities do not consume ammunition, but their use is limited by cooldowns and charge. Most abilities are disabled when a hero is hacked.
Overview[ | ]
Abilities are split into three types:
- Normal abilities: These abilities usually have cooldowns, limiting their usage. All heroes have at least 2, keyed to Left [L] Shift and E, although some heroes have more.
- Ultimate abilities: These powerful abilities require to be charged in order to use, by healing or dealing damage.
- Passive abilities: These abilities are innate to the hero and apply automatically. Some passive abilities cannot be hacked.
Any damage from abilities is considered "ability damage," which is relevant for some abilities, such as Doomfist's The Best Defense... passive.
Effect types[ | ]
Area of Effect[ | ]
Area of effect abilities apply their effects to all heroes in their area. Area of effect abilities require an unobstructed line of sight to the targets, meaning that they can be blocked by terrain, terrain-like objects, such as Mei's Ice Wall, and in most cases also by barriers. Most area abilities are spherical, but they can also come in other shapes. Other effects may also generate an area of effect when colliding with a hero or terrain.
Projectile[ | ]
- Main article: Projectile
Projectile abilities fire a Projectile or Arcing projectile that apply their effect to the target they collide with. Projectiles have a size and travel time.
Hitscan[ | ]
- Main article: Hitscan
Hitscan abilities can be described as projectiles without travel time. They apply their effects to the first target in their path.
Targeted[ | ]
Targeted abilities apply their effects directly to the selected target. To apply the effect, there must be an unobstructed line of sight to the target, similarly to area of effect. Enemy barriers usually block line of sight for targeted abilities.
Movement[ | ]
- Main article: Movement abilities
Movement abilities grant the hero using them a burst of movement in the forms of dashes, leaps and teleports. Abilities that only grant movement speed generally do not count as movement abilities. Movement abilities are disabled and interrupted if the hero becomes stunned, knocked down, hacked, rooted or hindered, with some exceptions.
Other concepts[ | ]
Channeled[ | ]
- Main article: Channeled
Channeled abilities are generally longer lasting effects that prevent the hero from using their weapons or other abilities while they are active. They can also be interrupted at any time by applying a stunned, knocked down or hacked status effect to the hero that is using them. Pharah's Barrage and Roadhog's Take a Breather, for example, are channeled abilities.
Some channeled abilities do, however, allow the hero to use certain abilities during them. For example, Moira can use Fade during Coalescence and Sigma can use his primary fire after the targets are lifted by Gravitic Flux. Additionally, some other mechanics may override the ability to interrupt channeled abilities, such as Terra Surge also making Orisa immune to stuns and knockdowns for its duration.
Transformation[ | ]
Transformation abilities modify or change the user's HP, weapon, abilities, and/or provide other benefits (e.g. seeing through walls via Infra-Sight). The difference between transformation abilities and channeled abilities is that transformation abilities do not restrict the use of weapons (potentially a different weapon) and/or abilities and that they generally cannot be interrupted other than by eliminating the hero. For example, Winston's Primal Rage, Genji's Dragonblade and Ramattra's Nemesis Form are transformation abilities.
Cast time[ | ]
Most abilities have a cast time. Cast time has two parts: startup and recovery. Startup refers to the time it takes for the ability to activate after the button is pressed. In general, the abilities can be interrupted during this time, but once the startup has finished, they can no longer be interrupted, unless the ability is channeled. Recovery on the other had refers to the time before the player can use their weapon, quick melee or other abilities after the ability has finished applying its effects.
Confirmation input[ | ]
Abilities that deploy a stationary object usually first enter a targeting interface, previewing location, allow changing the orientation and require a confirmation (default:primary fire) before they are activated by the user. The targeting can be interrupted or manually cancelled, while the actual activation of the ability cannot. The ability is not activated and will not go on cooldown or consume ultimate charge until the cast is confirmed, meaning if the targeting is interrupted or cancelled, it can be used again immediately. Symmetra's Photon Barrier and Mei's Ice Wall, for example, employ this targeting scheme.
List of normal hero abilities[ | ]
Tank[ | ]
Hero | Ability | Description | Shot type | Cooldown | Health | Damage | Headshot | Heal | Dmg. reduction | Move Speed | Proj. Speed | Range | Area of Effect | Cast time | Duration | Details |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
D.Va |
Defense Matrix | Block projectiles in an area in front of you. | 1 second 6 seconds to full charge |
10 meters | None | 0.5 seconds (min) 3 seconds (max) |
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Boosters | Fly in the direction you are facing. | Melee Movement |
3.5 seconds | 15 | ✕ | +118.2% buff (self) 17.2 m/s (knockback) |
Up to 24 meters | None | 0.4 seconds (min) 2 seconds (max) |
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Micro Missiles | Launch a volley of explosive rockets. | Projectile Area of effect |
7 seconds | 7 (direct hit) 1 - 4 (splash, enemy) 1 - 4 (splash, self) |
✕ | 50 m/s | 1.5 meter splash radius | 0.256 + 0 seconds |
11 missiles per second | |||||||
Doomfist |
Seismic Slam | Leap forward and smash the ground. | Area of effect Movement |
6 seconds | 50 per target | 30 m/s | 18 meter cone at a 90° angle 1.45 meters vertical range from surface |
None |
Passive: generates temporary overhealth when he deals ability damage. | |||||||
Power Block | Protect yourself from frontal attacks. Blocking heavy damage empowers Rocket Punch. | 7 seconds | 80% | -35% penalty | None | 0.34 seconds (min) 2.5 seconds (max) |
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Rocket Punch | Hold to charge then release to launch forward and knock an enemy back. Damage increases if the enemy hits a wall. | Melee Movement |
4 seconds | 25-75 (impact damage), 10-40 (wall slam) | 44 m/s (self) 66 m/s (self, empowered) 15 - 35 m/s (knockback) |
6.3 - 19.7 meters (self) 9.3 - 29.4 meters (self, empowered) 5.5 - 13.2 meters (knockback) |
0.2 seconds (min) 1 seconds (full charge) 1.6 second (max) 0.4 seconds (fire recovery) |
0.5 seconds (max. travel time) 0.4 seconds (stun, punch impact) 0.15 seconds (stun, wall slam) |
Passive: generates temporary overhealth when he deals ability damage. | |||||||
Junker Queen |
Jagged Blade | Active: Throw the blade. Re-activate to pull it back with any impaled enemy. Passive: Wound enemies hit by Quick Melee or Throw, dealing damage over time. |
Melee Arcing projectile |
6 seconds | 65 (thrown hit) 30 over 3 seconds (wound, thrown hit) 15 over 3 seconds (wound, return hit & melee) |
✕ | 40 m/s | 60 meters | 0.13 + 0.24 seconds | 3 seconds |
Passive: Quick Melee wounds enemies, dealing damage over time | |||||
Commanding Shout | Grants temporary health and movement speed to yourself and allies. | Area of effect | 14 seconds | 150 overhealth (self) 50 overhealth(ally) |
+30% buff | 15 meter radius | None | 5 seconds (self) 3 seconds (ally) |
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Carnage | Wound all enemies in front of you, dealing damage over time and reducing the cooldown for each enemy hit. | Melee | 8 seconds | 90 (impact) 40 over 3 seconds (wound) |
5 Meters | 1 + 0.26 seconds | 3 seconds (wound) 0.144 seconds (hitbox active) |
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Mauga |
Overrun | Charge forward to stomp an launch enemies. You are unstoppable while charging. | Area of effect Movement |
6 seconds | 25 (collision) 45 (stomp, outer radius) 90 (stomp, inner radius) |
50% | +250% buff 13.2 m/s (knockback, collision) 8.6 m/s (knockback, stomp) 6.9 m/s (knockdown) |
4.4 meters (charge, min) 28 meters (charge, max) 6.5 meters (leap) |
7.2 meters radius (leap, outer) 2.5 meters radius (leap, inner) |
0.21 + 0.50 seconds | 0.32 seconds (charge, min) 2 seconds (charge, max) 0.6 seconds (leap) ~0.5 seconds (knockdown) |
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Cardiac Overdrive | Nearby allies take reduced damage and heal by dealing damage. | Area of effect | 12 seconds | 60% of damage dealt | 30% | 10.5 meter radius | None | 5 seconds |
Healing from Cardiac Overdrive does not generate ultimate charge. | |||||||
Orisa |
Energy Javelin | Launch your javelin at an enemy to stun and knock them back. More effective if the enemy hits a wall. | Arcing projectile | 6 seconds | 60 (direct impact), 40 (wall collision) | ✕ | 70 m/s | 0.3 + 0.4 seconds seconds | 0.2 seconds (impact stun) 0.3 seconds (wall stun) |
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Fortify | Gain temporary health, reducing all damage taken and becoming unstoppable. While active, heat generated by your weapon is reduced. | 16.5 seconds | 100 overhealth | 45% | None | 4.5 seconds | ||||||||||
Javelin Spin | Spin your javelin to destroy projectiles and block melee attacks, while also pushing enemies and increasing forward speed. | Area of effect | 7 seconds | 20 (first hit) 5 (subsequent hits) |
+50% buff (while active) 20% after spin |
3.5 meters | 0 + 0.1 seconds | 0.5 seconds (min) 1.75 seconds (max) 2 seconds (movement speed) |
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Ramattra |
Void Barrier | Create a barrier at the targeted location. | 13 seconds | 1000 | 35 meters | 0.03 + 0.5 seconds | 4 seconds | |||||||||
Nemesis Form | Transform into Nemesis Form, changing your attacks and gaining bonus armor. | 7 seconds | +225 armor | +20% buff | 0 + 0.5 seconds | 8 seconds |
Primary fire switches from Void Accelerator to Pummel | |||||||||
Block | Significantly reduces damage taken from the front and reduces movement speed. | 75% | -50% penalty | 0 + 0.3 seconds | 0.2 seconds (min) | |||||||||||
Ravenous Vortex | Fire a sphere of energy that creates a slowing vortex on the ground, damaging enemies within and pulling them downward. | Projectile Area of effect |
12 seconds | 15 damage per second | ✕ | -40% penalty | 30 m/s | 4 meter radius ~8 meter height |
0.5 + 0.4 seconds | 3 seconds | ||||||
Reinhardt |
Barrier Field | Hold to deploy a frontal energy barrier. | 5 seconds if destroyed | 1400 barrier health | -30% penalty | Height: 4.250 meters Width: 6.800 meters. |
0.1 + 0.29 seconds | |||||||||
Charge | Charge forward and smash an enemy against a wall. | Melee Movement |
7 seconds | 275 (pinned to wall) 50 (collision w/out pin) |
+200% buff (charge) 31.2 m/s (knockback, indirect hit) 11 m/s (knockback, canceled pin) |
50.2 meters | 0.6 + 0.5 seconds (wall impact) 0.6 + 0.1 seconds (canceled) |
3 seconds (charge, max) 0.3 seconds (charge, min) 0.65 seconds (stun on wall hit) |
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Fire Strike | Launch a fiery projectile. | Projectile | 6 seconds 2 charges |
100 | ✕ | 25 m/s | 0.5 + 0.6 seconds | |||||||||
Roadhog |
Take a Breather | Heal yourself and reduce damage taken. | 1.5 seconds | 180 per second | 50% | 0.21 + 0.54 seconds | 0.55 seconds (min) 2.5 seconds (max) |
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Chain Hook | Drag a targeted enemy to you. | Projectile | 6 seconds | 5 | ✕ | -50% movement speed penalty 40 m/s (pulled enemy) |
62 m/s | 20 meters | 0.1 + 0.2 seconds | 0.5 seconds (min) | ||||||
Pig Pen | Launch a trap that slows and damages nearby enemies. | Arcing projectile Area of effect |
12 seconds | 100 | 60 (initial) 30/s (periodic) |
-40% (slow, enemies) | 2.5 meter radius (trigger) 4 meter radius (slow area) |
0.11 + 0.58 seconds | 1 second (arming delay) 3 seconds (slow) |
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Sigma |
Experimental Barrier | Hold to propel a floating barrier; release to stop. Press again to recall the barrier to you. | 2 seconds (recalled) 5 seconds (destroyed) |
700 | 16.5 meters per second | ∞ | 4.5 meters height 5 meters width at the poles 6.5 meters width at the middle |
0.03 + 0 seconds | Until recalled or destroyed | |||||||
Kinetic Grasp | Absorb projectiles in front of you and convert them into extra health. | Area of effect | 12 seconds | 60% of damage absorbed, max. +400 overhealth | 3 meters | 0.05 + 0.5 seconds | 2 seconds | |||||||||
Accretion | Gather a mass of debris and throw it at an enemy to knock them down. | Arcing projectile Area of effect |
10 seconds | 40 (direct) 40 – 12 (splash, enemy) 20 – 6 (splash, self) |
-75% (self, penalty) 10.9 m/s (enemy, direct knockback) 4.3 m/s (enemy, splash knockback) 3.6 m/s (self, splash knockback) |
37 m/s | 2.5 meter explosion radius | 0.64 + 0 seconds | 1.2 seconds knockdown | |||||||
Winston |
Barrier Projector | Deploy a protective energy dome. | 12 seconds | 650 | 5 meter radius | None | 8 seconds | |||||||||
Jump Pack | Leap forward into the air. Landing on an enemy damages them. | Area of effect Movement |
5 seconds | 50 – 1 | 30 m/s (self) 10.1 m/s (knockback, landing) 7.2 (knockback, mid-air) |
5 meters radius (max) 1.3 meter radius (falloff start) |
None | |||||||||
Wrecking Ball |
Grappling Claw | Launch a grappling claw to rapidly swing around the area. Enables high speed collisions to damage and knockback enemies. | Melee Movement |
5 seconds | 50 (high speed) | +100% buff (while using) 18 m/s (fireball after end) 22 meters per second (booped target) |
23 meters (eventually retracts to 6 meters) | 6 seconds (max. grapple time) 1.5 seconds (fireball) |
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Roll | Transform into a ball and increase maximum movement speed. | Movement | 0.4 seconds | 10 meters per second | 0.4 s. (transform into default form) | |||||||||||
Adaptive Shield | Create temporary personal extra health. Amount increases with more enemies nearby. | Area of effect | 15 seconds | 100 overhealth + 100 additional health per enemy within radius | 10 meter radius | 7 seconds | ||||||||||
Piledriver | Slam into the ground below to damage and launch enemies upward. | Area of effect Movement |
8 seconds | 100 – 20 | 5 meters per second (charging) 98 meters per second (downwards) |
8 meter radius | 1 second | slam deals damage then: 0.5 seconds (enemy air lock) 0.3 seconds (recovery for change form) 0.2 seconds (recovery for ult) |
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Zarya |
Particle Barrier | Create a damage barrier around you. | Self | 10 seconds | 200 | 1.5 meter radius | 2 seconds | |||||||||
Projected Barrier | Create a damage barrier around an ally. | Targeted (allies) | 8 seconds | 200 | 30 meters | 1.5 meter radius | 2 seconds |
Damage[ | ]
Hero | Ability | Description | Shot type | Cooldown | Health | Damage | Headshot | Heal | Dmg. reduction | Move Speed | Proj. Speed | Range | Area of Effect | Cast time | Duration | Details |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ashe |
Dynamite | Throw an explosive that detonates after a short delay or immediately when shot. | Arcing projectile Area of effect |
12 seconds | Explosion: 20 - 50 Burn: 100 Self: 50% |
25 meters per second | 5 meter radius | 0.16 seconds for throw + 0.4 s. recovery 2 seconds for explode after landing |
5 seconds (burn) | |||||||
Coach Gun | Blast enemies in front of you and knock yourself backwards. | Shotgun (hitscan) | 10 seconds | 6 per pellet 90 per shot |
✕ | 18 meters per second (max. vertical) 16 meters per second (max. horizontal) |
9.4 meters (self-knockback) | 0.16 seconds for cast + 0.4 s. recovery |
15 pellets | |||||||
Bastion |
Reconfigure | Switch between weapon configurations. | 12 seconds | 1 second (into Assault) 0.5 seconds (into Recon) |
6 seconds | |||||||||||
A-36 Tactical Grenade | Fire a bomb that bounces off walls and explodes when it hits enemies or the ground. | Arcing projectile Area of effect |
8 seconds | 15 (direct hit) 100 – 50 (splash, enemy) 50 – 25 (splash, self) |
17.5 m/s (knockback, self) 10.5 m/s (knockback, enemy) |
40 m/s | 4 meters (explosion) | 0 + 0.5 seconds | 0.35 seconds (explosion delay) | |||||||
Cassidy |
Combat Roll | Roll in the direction you're moving to take reduced damage and reload. | Movement | 6 seconds | 75% | 15 m/s | 6.22 meters | None | 0.4 seconds | |||||||
Magnetic Grenade | Throw a homing grenade that sticks to enemies, slowing them and preventing them from using movement abilities. | Arcing projectile Area of effect |
12 seconds | 10 (stick) 70 - 18 (explosion) 35 - 9 (explosion, self) |
-25% slow | 25 m/s (thrown) 10 m/s (homing) |
1.3 meters (lock-on) 3 meters (explosion) |
0 + 0.4 seconds | 0.75 seconds (homing limit) 1.5 seconds (max travel time) 1.25 seconds (stick duration) |
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Echo |
Sticky Bombs | Fire a volley of sticky bombs that detonate after a delay. | Projectile Area of effect |
6 seconds | 5 (direct hit) 25 (explosion, enemy) 12.5 (explosion, self) |
✕ | 50 meters per second | 2 meter explosion radius | 0.05 + 0.3 seconds | 1 second (explosion delay) | ||||||
Flight | Fly forward quickly and then free-fly briefly. | Movement | 6 seconds | 8 meters per second | 0.2 seconds min. duration 3 seconds max. duration |
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Focusing Beam | Channel a beam for a few seconds. Deals very high damage to targets under half health. | Beam (hitscan) | 8 seconds | 50 per second 175 per second (target <50% hp) |
✕ | 16 meters | 0.16 seconds + 0.24 s. recovery after end | 0.24 seconds min. duration 2 seconds max. duration |
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Genji |
Swift Strike | Rapidly dash forward and inflict damage on enemies. Eliminations reset the cooldown. | Melee Movement |
8 seconds | 50 | ✕ | 50 meters per second | 0.3 seconds | ||||||||
Deflect | Deflect incoming projectiles towards the direction you are aiming and block melee attacks. | 8 seconds | 1 meter radius (front only) |
0.27 seconds min. duration 2 seconds max. duration 0.192 seconds recovery |
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Hanzo |
Sonic Arrow | Reveals enemies for a short time upon impact. | Arcing projectile | 12 seconds | 9 meter vision radius | 6 seconds | ||||||||||
Storm Arrows | Arcing projectile | 8 seconds | 75 | ✓ | 110 meters per second | 0.24 seconds | Up to 5 seconds |
5 ammo, each arrow bounces once. | ||||||||
Lunge | Double Jump. | Movement | 4 seconds | 15 meters per second (horizontal) | 7.85 meters | |||||||||||
Junkrat |
Concussion Mine | Throw a knockback mine with LSHIFT then detonate it with . | Arcing projectile Area of effect |
7 seconds per charge | 25 | 120 – 55 | ✕ | 15 meters per second (booped enemy) | 25 meters per second | 3 meters radius | 0.128 second for throw + 0.112 s. recovery for detonation | Until detonated or replaced |
2 charges | |||
Steel Trap | Place an immobilizing trap. | Arcing projectile | 10 seconds | 100 | 100 | ✕ | 17 meters per second | 1 meter radius | instantly + 0.33 s recovery .75 second arming time |
Until triggered or replaced (trap) 2.5 seconds (root) |
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Mei |
Cryo-Freeze | Become invulnerable and heal yourself. | 12 seconds | ~50 per second Up to 200 overall |
0.44 seconds min. duration 5 seconds max. duration 0.24 seconds recovery |
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Ice Wall | Create a wall in front of you. | 12 seconds | 250 per pillar 5 pillars |
25 meters | 3x8 meters area | Up to 5 seconds 0.5 seconds recovery |
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Pharah |
Jump Jet | Fly rapidly upwards. Grants some fuel. | Movement | 14 seconds | 23.3 m/s | 0.5 seconds | ||||||||||
Concussive Blast | Launch an explosive blast to knock back enemies. | Projectile Area of effect |
7 seconds | 30 (direct hit) 30 (splash, enemy) |
✕ | 60 m/s | 6 meter radius | 0.16 seconds for throw + 0.5 seconds recovery for shoot | ||||||||
Reaper |
Wraith Form | Move faster and become invulnerable, but you cannot shoot. | Movement | 8 seconds | +50% buff | 24.75 meters | 0.4 seconds min. duration 3 seconds max. duration 0.4 seconds recovery |
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Shadow Step | Teleport to a targeted location. | Movement | 10 seconds | 35 meters | 0.992 s. + 1.008 s. invulnerability + 0.096 s. recovery | 2 seconds | ||||||||||
Sojourn |
Railgun Alt Fire | High impact shot that consumes stored energy. | Hitscan | None | 130 – 30 | ✓ (1.5x) | ~0.65 seconds recovery [verify] | |||||||||
Power Slide | Ground slide that can cancel into a high jump. | Movement | 7 seconds | 14.30 meters per second (horizontal) ? meters per second (vertical) |
~16 meters | |||||||||||
Disruptor Shot | Launch an energy burst that deals damage to enemies within it. | Projectile Area of effect |
15 seconds | 60 per second Total: 210 |
✕ | 30 meters per second | 30 meters | 4 meters | 4 seconds | |||||||
Soldier: 76 |
Helix Rockets | Launch a volley of explosive rockets. | Projectile Area of effect |
6 seconds | 40 (direct hit) 80 – 40 (splash, enemy) 40 – 20 (splash, self) |
✕ | +4 meters per second (enemy after direct hit) | 50 meters per second | 3 meter radius | 0.5 seconds recovery for primary | ||||||
Sprint | Run faster while moving forward. | Movement | +50% | ∞ | ||||||||||||
Biotic Field | Deploy a field that heals you and your allies. | Area of effect | 18 seconds | 40 per second | 4.5 meter radius | 0.54 seconds (cannot be canceled by enemy) | 5 seconds | |||||||||
Sombra |
Hack | Hold to hack. Hacked enemies cannot use abilities and can be seen through walls. Hacked health packs spawn faster and can't be used by enemies. Taking damage interrupts the hack attempt. | Targeted | 6 seconds (heroes) 3 seconds (non-heroes) |
15 meters | 0.65 + 0.4 seconds | 8 seconds (reveal, heroes) 1.5 seconds (ability disable, heroes) 45 seconds (health packs) 10 seconds (disable, objects) |
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Stealth | When out of combat, become invisible and move faster. | Movement | 3.5 seconds | +45% buff | 4 meter radius (detection) | 0.25 (fade out) 0.375 seconds (fade in) |
∞ | |||||||||
Translocator | Throw a beacon and teleport to it. Stealth cooldown is reduced after teleporting. | Arcing projectile Movement |
5 seconds | 72 m/s | 0 + 0.4 seconds | 0.25 seconds (teleport delay) 0.4 seconds (invulnerability) |
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Symmetra |
Sentry Turret | Deploy a small turret that damages and slows enemies. | Projectile (before deployment) Beam (turret beam) |
10 seconds per charge | 30 | 25 per second | ✕ | −15% (slow) | 20 meters per second | 10 meters (turret beam) | 0.22 seconds for throw + 0.28 s. recovery for shoot ~1 second (deployment) |
Until destroyed or replaced | ||||
Teleporter | Create two temporary teleporters that enable instance travel between them. | 12 seconds | 50 health 150 shields |
Regenerates 30 shields per second, after avoiding damage for 3 seconds | 30 meters | 1.5 meter (interact range) | 1 seconds (deployment) | 10 seconds | ||||||||
Torbjörn |
Deploy Turret | Deploy a self-building turret. | Arcing projectile (deploying turret) Hitscan (turret fire) |
5 seconds 12 seconds (in combat) |
225 | 11 | ✕ | 17 meters per second | 15 meters (deploying turret) 40 meters (attack range) |
0.51 second recovery 3 seconds (deploy time) |
Until destroyed or replaced | |||||
Overload | Gain additional extra health as well as improved attack, movement, and reload speed. | 10 seconds | +100 overhealth | +30% buff | 0.68 seconds animation | 5 seconds | ||||||||||
Tracer |
Blink | Teleport in the direction you are moving. | Movement | 3 seconds per charge 9 seconds for all three charges |
7.5 meters | 0.1 seconds recovery for reuse |
3 charges | |||||||||
Recall | Travel back in time to your previous location and health. | Movement | 12 seconds | Health returned to the highest value in the past 3 seconds | 0.91 seconds rewinding Rewinds 3 seconds back |
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Widowmaker |
Grappling Hook | Launch a hook that pulls you towards a ledge. | Projectile Movement |
12 seconds | 20 meters per second (pulling speed) | 20 meters | ||||||||||
Venom Mine | Launch a poison trap. | Arcing projectile | 15 seconds | 1 | 15 per second 75 total |
✕ | 20 meters per second | 3 meter interact radius | 0.19 s. for throw + 0.78 s. recovery | Until replaced or destroyed (mine) 5 seconds (poison) |
Support[ | ]
Hero | Ability | Description | Shot type | Cooldown | Health | Damage | Headshot | Heal | Dmg. reduction | Move Speed | Proj. Speed | Range | Area of Effect | Cast time | Duration | Details |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ana |
Sleep Dart | Ana fires a dart from her sidearm, rendering an enemy unconscious (though any damage will rouse them). | Projectile | 14 seconds | 5 | ✕ | 60 meters per second | 0.3 seconds + 0.67 s. recovery | 1.5 - 5 seconds (3.5 seconds in tanks) | |||||||
Biotic Grenade | Throws a grenade that heals and increases healing on allies, while damaging and preventing healing on enemies. | Arcing projectile Area of effect |
12 seconds | 60 | ✕ | 60 | 30 meters per second | 4 meters | 3 seconds 0.69 seconds recovery |
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Baptiste |
Regenerative Burst | Activate to heal yourself and nearby allies instantly, with additional healing over time. Instant heal is doubled for targets less than half health. | Area of effect | 15 seconds | 40 (instant, >50% max HP) 80 (instant, <50% max HP) 40 over 4 seconds (HoT) |
10 meter radius | ~0.160 seconds animation + 0.160 s. before heal | 5 seconds | ||||||||
Immortality Field | Toss a device that prevents allies from dying. The device can be destroyed. | Arcing projectile Area of effect (field) |
25 seconds | 125 | Any deficit from 25% HP | 60 m/s | 6.5 meter radius | 0.8 second cast animation | 5 seconds (generator) 5.5 seconds (field) |
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Brigitte |
Repair Pack | Heals an ally for a short duration. | Targeted (allies) | 6 seconds per charge 3 charges |
25 + 100 over 2 seconds | 45 meters per second | 25 meters | 2 seconds | ||||||||
Whip Shot | Launch your flail forward to knock an enemy away from you. | Projectile | 4 seconds | 70 | ✕ | 25 meters per second (booped target) | 80 meters per second | 20 meters | 0.2 seconds startup | |||||||
Barrier Shield | Hold to deploy a frontal energy barrier. | 5 seconds if destroyed | Default: 250 During Rally: 700 |
Regenerates 85 barrier health per second, after being down for 2 seconds | -30% penalty | instantly | ||||||||||
Shield Bash | Available when Barrier Shield is deployed. Dash forward to knock back an enemy. | Melee Movement |
5 seconds | 50 | +500% buff | 12 meters | 60° front cone angle radius | |||||||||
Illari |
Healing Pylon | Deploy a pylon that heals allies. | Arcing projectile (deploy) Projectile (heal) |
6 seconds (default) 12 seconds (under attack) |
50 health 50 shields |
30 over 0.45 seconds | 0.08 + 0.8 seconds | Until destroyed | ||||||||
Outburst | Launches you in the direction you are moving. Knocking back enemies. Hold jump to go higher. | Area of effect Movement |
7 seconds | 10 | 18.4 m/s (horizontal input, no charge) 16.7m/s (horizontal input, charged) 6 m/s (no input, no charge) 13.5 (no input, charged) 18.5 m/s (knockback) |
8.5 meters | 0.2 + 0.9 seconds | |||||||||
Kiriko |
Swift Step | Teleport directly to an ally. | Targeted (ally) Movement |
7 seconds | 35 meters | 0.25 second invulnerability | ||||||||||
Protection Suzu | Throw a protective charm to make allies become briefly invulnerable and cleansed of most negative effects. | Arcing projectile Area of effect |
15 seconds | 80 (no cleanse) 110 (cleanse) |
35 m/s | 5 meters | 0.65 seconds (invulnerability) | |||||||||
Lifeweaver |
Petal Platform | Throw a platform that springs upwards when stepped on. | Arcing projectile | 12 seconds | 400 | 40 m/s | 3 seconds | ∞ (unused) 10 seconds (after being triggered) |
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Rejuvenating Dash | Dash towards your traveling direction and lightly heal yourself. | Movement | 5 seconds | 50 (self) | 6.15 meters | |||||||||||
Life Grip | Pull an ally to your location, protecting them as they travel. | Targeted (ally) | 19 seconds | 50 (ally) | 30 meters | |||||||||||
Lúcio |
Soundwave | Create a short-range blast wave to knock enemies away from you. | Area of effect | 4 seconds | 35 | ✕ | 8 meters | 0.56 s. recovery for primary | ||||||||
Crossfade | Switches between two songs: Healing Boost heals nearby allies, and Speed Boost makes nearby allies move faster. | Area of effect | 0.38 seconds | Allies: 16 per second Self: 10 per second |
+25% buff | 12 meter radius | 0.192 seconds | |||||||||
Amp It Up | Increase the effectiveness of your current song. | Area of effect | 12 seconds | 52 per second | +60% buff | 12 meter radius | 0.69 second recovery | 3 seconds | ||||||||
Mercy |
Guardian Angel | Fly towards an ally. While in flight, Jump launches you forward, and and Crouch launches you upward. | Targeted (ally) Movement |
1.5 seconds | 17 m/s (regular & Jump extension) 20.4 m/s (Crouch extension) |
30 meters | ||||||||||
Resurrect | Mercy radiates restorative power, bringing nearby dead allies back into the fight with full health. | Restores full health to a fallen ally | 15 meters |
Does not generate ultimate charge. | ||||||||||||
Moira |
Biotic Orb | Launch a bouncing sphere that either heals nearby allies or damages nearby enemies. | Projectile | 8 seconds | 50 per second, up to 200 | ✕ | 65 per second, up to 300 | 20 meters per second 5.5 meters per second while tethered |
4 meters (damage orb) 5 meters (healing orb) |
instantly + 0.4 s. recovery | 7 seconds, or until depleted | |||||
Fade | Disappear, move faster, and become invulnerable, but you cannot shoot. | Movement | 6 seconds | +250% buff | 15 meters (max) | 0.752 seconds + 0.048 s. recovery | ||||||||||
Zenyatta |
Orb of Harmony | Launch this orb at an ally to heal them. | Targeted | 30 health per second | 90 meters per second | 40 meters | 5 seconds (if out of sight) |
One Orb of Harmony may be active at a time. | ||||||||
Orb of Discord | Launch this orb at an enemy to increase the damage they take. | Targeted | +25% damage received | 90 meters per second | 40 meters | 1.5 seconds (if out of sight) |
One Orb of Discord may be active at a time. |
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