All abilities
270 abilities of 53 heroes: type, main values and one sentence on what each does
Melee saber swings at up to 4 m, 60 damage each. |
– | 60 | – | – | ||
|---|---|---|---|---|---|---|
Automatic gun, 30 rounds of 12 damage, can headshot, loses damage beyond 20 m. |
– | – | 12 | – | – | |
Barrier in front of you while held: 650 health, 5 s cooldown once destroyed. |
– | 5 s (Destroyed) | – | – | – | |
Needs Power Barrier up: 10 m dash, 70 damage, knocks enemies away. |
– | 6 s | 70 | – | – | |
Automatic fire for up to 4 s: 15 damage per round, can headshot, 5 s cooldown. |
– | 5 s | 15 | – | 4 s (max) | |
Level dash on fuel, steered by you: +70% speed, 15 damage, 1 s cooldown. |
– | 1 s | 15 | – | – | |
A destroyed mech lets you out automatically. |
not collected yet | not collected yet | not collected yet | not collected yet | not collected yet | |
125-damage slash out to 20 m, you get overhealth, enemies hit take +50% damage. |
– | – | 125 | – | 3 s (overhealth decay delay) · 5 s (Dmg amp duration) | |
Rebuilds your mech in a 0.95 s transformation. |
– | – | – | – | 0.95 s (transformation) | |
Twin hitscan shotguns with endless ammo, 22 damage per volley, falling off past 10 m. |
– | 2–0.6 (per projectile) · 22–6.6 (per volley) | – | – | ||
Automatic projectile pistol: 20 rounds, 14 damage each, headshots possible. |
– | 14 | – | – | ||
Mech flies where you look, up to 2 s at +118% speed, 25 damage on hit. |
4 s | 25 | – | 0.4 s (min) · 2 s (max) | ||
Frontal field that erases incoming projectiles within 10.3 m for up to 3 s. |
1 s | – | – | 0.5 s (min) · 3 s (max) · 0.75 s (energy regen delay) | ||
Fires 18 small rockets that explode for 5.5 splash damage each, 7 s cooldown. |
7 s | 2 (direct hit bonus) · 5.5–1.375 (splash, enemy) · 5.5–1.375 (splash, self) | – | – | ||
Ultimate: bail out, the mech explodes after 3 s for up to 1000 damage. |
1700 points | – | 1000–100 | – | 3 s | |
Ultimate: a new mech lands, 250 damage to enemies within 1.5 m, and you board it. |
280 points | – | 250 | – | – | |
Automatic: when the mech is lost, you continue outside it with 150 health. |
– | – | – | – | – | |
25 m beam for 60 damage, then a 60-damage hitscan shot that can headshot. |
– | 60 (over time) · 60 (hitscan shot) | – | 0.8 s (hitscan shot charge) | ||
Places a barrier of separate 225-health pieces up to 35 m away, lasting 8 s. |
– | 14 s | – | – | 8 s | |
8.5 m blast: 40 damage and knockback, wall impact adds 40 and a 0.5 s stun. |
7 s | 40 (base) · 40 (wall impact) | – | 0.5 s (Immobilization) · 0.5 s (stun) | ||
Crystal projectile you set off with a second press, blasting 100 to 50 damage. |
8 s | 50 (over time) · 100–50 (explosion) | – | 1 s (damage over time) | ||
Ultimate: a 500-health cage traps enemies for 5 s, then implodes for up to 300. |
2200 points | – | 75 (piercing hit) · 300–100 (barrier health-based implosion) | – | 5 s | |
Shotgun-style projectiles, 4 shots of 55 damage, refilling on its own every 0.4 s. |
– | 5–1.5 (per shot) · 55–16.5 (per volley) | – | – | ||
Charged lunge punch, 25 to 75 damage, knocks an enemy away with extra damage against walls. |
4 s | 25–75 (base, impact damage) · 10–40 (base, wall slam) · 38–113 (empowered, impact damage) | – | 0.5 s (max. travel time) · 0.5 s (stun, punch impact) · 0.15 s (stun, wall slam) | ||
Jump that ends in a ground impact, 60 damage to enemies within 15 m. |
6.5 s | 60 | – | – | ||
Guard up to 2.5 s cutting frontal damage by 75%, big blocked hits empower Rocket Punch. |
– | 7 s | – | – | 0.34 s (min) · 2.5 s (max) | |
Ultimate: leap high, aim the landing, crash for 300 at the center, slowing enemies 50%. |
1975 points | – | 300 (inner sphere) · 100–50 (outer sphere) | 90/s (while targeting) | 4 s (targeting, max) · 3 s (slow) | |
Shotgun of spikes: 75 damage per volley, 8 shots, falls off after 15 m. |
– | 7.5–2.25 (per shot) · 75–22.5 (per volley) | – | – | ||
2.5 s guard: ammo refills, homing spikes hit enemies in 7 m, frontal damage drops 60%. |
– | 70/s | – | 0.3 s (min) · 2.5 s (max) | ||
A 70-damage slash with knockback follows if you press again after the forward leap. |
5.5 s | 70 (slash) | – | – | ||
Nearby enemies: 50 damage and a push from a 400-health spike wall, up to 6 s. |
12 s | 50 | – | 10 s (projectile) · 0.5 s (wall, min) · 6 s (wall, max) | ||
Ultimate: spikes rain on an area up to 30 m away, 90 damage, 2.8 s rooted. |
2150 points | – | 90 over 0.3 s | – | 2.8 s (trap) | |
Pulls Hazard over low obstacles and lets him hold on to ledges. |
– | – | – | up to 0.2 s | ||
Hitscan shotgun: 80 damage per blast up close, 8 shells, weaker beyond 15 m. |
– | 8–2.4 (per shot) · 80–24 (per volley) | – | – | ||
Shout for 4 s: you get 200 overhealth, allies within 15 m 75, everyone 30% faster. |
10 s | – | – | 4 s | ||
4.5 m melee strike: 105 damage plus a 40 wound, each enemy hit shortens its cooldown. |
9 s | 105 (impact) · 40 over 3 s (wound) | 100 over 3 s | 3 s (wound) · 0.144 s (hitbox active) | ||
Ultimate: 25 m rush, wounds enemies for 90 over 4.5 s and blocks their healing. |
2700 points | – | 90 over 4.5 s | 225 over 4.5 s | 4.5 s (DoT) · 0.7 s (dash) | |
Every point of wound damage you inflict heals you. |
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Unstoppable 28 m charge ending in a stomp that launches enemies, up to 150 damage. |
6 s | 30 (collision) · 75 (stomp, outer radius) · 150 (stomp, inner radius) | – | 0.32 s (charge, min) · 2 s (charge, max) · 0.6 s (stomp) | ||
3 s: you take 40% less damage, allies around you heal off damage they deal. |
12 s | – | – | 3 s | ||
Critical hits give Mauga overhealth for 2 s. |
– | – | – | – | 2 s | |
Ultimate: 1200-health barrier ring, 7.2 m, locks you and enemies in for 8 s. |
2700 points | – | – | – | 8 s | |
Automatic projectile gun limited by heat instead of ammo, 14 damage per shot, headshots possible. |
– | 14 | – | – | ||
Thrown spear: 70 damage, short stun and knockback, plus 40 if the enemy slams a wall. |
7 s | 70 (direct impact) · 40 (wall collision) | – | 0.45 s (impact stun) · 0.4 s (wall stun) | ||
For 4 s: 100 overhealth, 45% less damage taken, and you cannot be stopped. |
– | 15.5 s | – | – | 4 s | |
Spinning spear up to 1.75 s: eats projectiles, stops melee, shoves enemies, speeds you forward. |
8 s | 20 (first hit) · 5.3 (subsequent hits) | – | 0.5 s (min) · 1.75 s (max) · 2 s (movement speed) | ||
Ultimate: pulls enemies close, roots Orisa with Fortify active, then releases 72 to 500 damage. |
2150 points | – | 18.8/s (periodic damage) · 72–500 (release) | – | 0.75–4 s (charge time) | |
Rapid projectile gun, 25 shots per second of 5 damage, 100 ammo, headshots possible. |
– | 5 | – | – | ||
Places a 1000-health barrier up to 35 m away for 4 s. |
– | 12 s | – | – | 4 s | |
Punches that send a piercing wave out to 10 m, 65 damage each. |
– | 65 | – | – | ||
Lobbed orb: 4 m field for 3 s, enemies slowed 40% and dragged down. |
11 s | 30 (explosion damage) | – | 3 s | ||
Ultimate: Nemesis Form plus a 13 m swarm dealing 35 per second, kept alive by damage. |
2300 points | – | 35/s | – | 3–20 s | |
Hammer swings hitting for 100 at up to 4 m. |
– | 100 | – | 0.208 s (hitbox active) | ||
Long forward rush that grabs an enemy, 300 damage if pinned to a wall. |
7 s | 300 (pinned to wall) · 50 (collision w/out pin) | – | 3 s (charge, max) · 0.3 s (charge, min) · 0.65 s (stun on wall hit) | ||
Flaming projectile, 125 damage, 2 charges, 6 s cooldown. |
6 s | 125 | – | – | ||
1500-health shield held up in front of Reinhardt. |
– | – | – | – | – | |
Ultimate: shockwave up to 25 m ahead, 50 damage and a 3 s knockdown. |
1960 points | – | 50 (base) · 200 (critical) | – | 3 s (knockdown) | |
6-shell shotgun, 175 per blast, or a slug bursting into pellets after 9 m. |
– | 7–2.1 (per pellet) · 175–52.5 (per shot)Secondary fire 50 (pre-detonation) · 7–2.1 (post-detonation, per pellet) · 175–52.5 (post-detonation, per shot) | – | – | ||
Hook thrown up to 20 m that yanks the enemy hit to you, 25 damage. |
7 s | 25 | – | 0.3 s (initial) | ||
Up to 3 s of self-healing at 150 per second with 40% less damage taken. |
– | 1.25 s | – | 150/s | 0.4 s (min) · 3 s (max) · 1.3 s (energy regen delay) | |
Ultimate: 7.5 s of nonstop scrap fire that pushes enemies away, 768 damage per second. |
2700 points | – | 7–2.1 | – | 7.5 s | |
Paired orbs implode at up to 21 m for 40 splash, plus 20 on direct hits. |
– | 20 (direct hit bonus) · 40–12 (splash, enemy) | – | – | ||
For 2 s, catches incoming projectiles ahead and turns them into overhealth. |
12 s | – | – | 2 s | ||
Thrown rock: 80 on direct hit plus splash, knocking the target down for 1.1 s. |
10 s | 80 (direct) · 40–12 (splash, enemy) · 20–6 (splash, self) | – | 1.1 s (knockdown) | ||
650-health barrier that drifts forward while held, halts on release, and returns on command. |
– | – | – | – | ||
Ultimate: 8 m zone within 35 m, enemies float 2.5 s, then get slammed down. |
2300 points | – | 50 (lift) | – | 5 s (targeting) · 1 s (activation delay) · 2.5 s (lift) | |
8 m electric cone at 70 per second, or a charged 60-damage bolt reaching 40 m. |
– | 70/sSecondary fire 15.93 (min charge) · 60 (max charge) | – | – | ||
Forward leap that lands for up to 60 damage nearby, 5 s cooldown. |
5 s | 1 (collision) · 60–1 (landing) | – | – | ||
Dome barrier of 5 m radius and 650 health, lasting 7 s. |
– | 10 s | – | – | 7 s | |
Ultimate: 10 s of huge health, 30% speed, with only leaps and 50-damage swipes. |
2525 points | – | 50 (melee) | – | 10 s (transformation) | |
Four-barrel hitscan guns, 80 rounds, 125 damage per second, weaker past 15 m. |
– | – | – | – | ||
Latch on up to 22.2 m and swing, ramming enemies at speed for damage and knockback. |
– | 60 (fireball collision) | – | 8 s (max grapple time after fireball) | ||
Switch to ball form with a higher top speed. |
0.4 s | – | – | – | ||
Drop straight down: 100 to 20 damage within 8 m and enemies tossed into the air. |
8 s | 100–20 | – | 0.8 s (windup delay) · 0.75 s (enemy air lock) | ||
7 s overhealth, more per enemy within 13 m, and allies can get up to 75. |
15 s | – | – | 7 s (self) · 4 s (allies) | ||
Ultimate: scatters mines that sit for 16 s and explode near enemies for 165 each. |
1850 points | – | 165 | – | 16 s (on ground) · 1.25 s (arming time) | |
15 m beam for 95 to 175 per second by energy, or lobbed energy grenades. |
– | 95/s (at 0%) · 175/s (100% Energy)Secondary fire 55–11 (enemy, 0% Energy) · 110–22 (enemy, 100% Energy) · 27.5–5.5 (self, 0% Energy) | – | – | ||
225-health bubble on yourself for 2.25 s, 2 charges. |
– | 12 s | – | – | 2.25 s | |
225-health bubble on an ally within 30 m for 2.25 s, 2 charges. |
9 s | – | – | 2.25 s | ||
Ultimate: lobbed gravity field that drags enemies within 7 m together for 4 s. |
2500 points | – | 5 (impact) · 5/s (over time) | – | 4 s | |
Damage her bubbles absorb powers up Particle Cannon. |
not collected yet | not collected yet | not collected yet | not collected yet | not collected yet | |
Fans fire volleys of two burning projectiles, 22 damage each, headshots possible, 20 ammo. |
– | 22 (per shot) · 44 (per volley) | – | – | ||
Close-range pellet blast reaching 10 m: 36 damage, or 72 against enemies already burning. |
– | 6 (per pellet) · 36 (base) · 72 (burning) | – | – | ||
Melee hits enemies within 8 m for 50, you take no damage and heal per hit. |
8 s | 50 | 50 (initial target) · 25 (subsequent targets) | – | ||
Forward dash with 2 charges at +110% speed, 30 damage to enemies you collide with. |
8 s | 30 | – | 1.3 s | ||
Ultimate: 40 m lunge ending in a 165 to 90 damage blast that ignites enemies. |
2000 points | – | 165–90 | – | 3 s (targetting) | |
Ultimate: after death you rise again in a fire burst dealing 55 to 30 damage. |
2000 points | – | 55–30 (area of effect) | – | 2.5 s · 2.3 s (explosion) · 0.7 s (explosion animation) | |
10 burn damage per second for 3 s from fire attacks, 20 with Fan the Flames. |
– | – | 10/s (base) · 20/s (fan the flames) | – | 3 s | |
Hitscan rifle, 12 rounds: 35 damage from the hip, 75 when scoped but fired more slowly. |
– | 35–10.5Scoped 75–22.5 | – | – | ||
Shotgun blast that pushes enemies away and launches you in the opposite direction, 10 s cooldown. |
10 s | – | – | – | ||
Thrown charge: explodes 2 s after landing or when shot, then burns 100 over 5 s. |
12 s | 50–20 (explosion, enemy) · 100 over 5 s (burn, enemy) · 25–10 (explosion, self) | – | 2 s (explosion delay on ground) · 5 s (burn) | ||
Ultimate: B.O.B., 1000 health, rushes in for 120 damage, tosses enemies up, then shoots his cannons. |
2450 points | – | 120 (charge) · 17 (arm cannons) | – | 1.5 s (immobilize base) · 0.5 s (immobilize flying) · 4 s (charging) | |
Slow tank form with an unlimited hitscan cannon doing 360 damage per second. |
12 s | 12–3.6 | – | – | ||
Mobile form with a precise hitscan gun: 25 rounds, 23 damage each, headshots possible. |
– | 23–7.5 | – | – | ||
Bouncing grenade, 100 splash damage: walls send it back, enemies or the floor set it off. |
8 s | 15 (direct hit bonus) · 100–50 (splash, enemy) · 50–25 (splash, self) | – | 0.37 s (explosion delay) | ||
Changes between the Recon and Assault configurations, 12 s cooldown, 6 s duration. |
– | 12 s | – | – | 6 s | |
Ultimate: Bastion stands still and fires 3 shells, 550 damage at impact center. |
2050 points | – | 550 (center) · 250–50 (area of effect) | – | 8 s (max targeting) · 1.25 s (impact delay) · 0.18 s (min between shots) | |
Hitscan revolver, 6 rounds of 70 damage, alt fire empties the rest quickly. |
– | 70–21 | – | – | ||
6.22 m roll: reloads and halves damage taken on the way, 5 s cooldown. |
5 s | – | – | 0.4 s | ||
Ultimate: lock onto enemies within 200 m, damage charges for up to 7 s, then fire. |
1800 points | – | 150/s (during warning) · 300/s (remaining duration) | – | 2 s (warning time) · 7 s (max) | |
Three projectiles per trigger pull in a triangular spread, 17 damage each, headshots possible. |
– | 17 (per pellet) · 51 (per shot) | – | – | ||
Burst of bombs that cling to targets and explode 1 s later for 25 damage each. |
6 s | 5 (direct hit) · 25 (explosion, enemy) · 12.5 (explosion, self) | – | 1 s (explosion delay) | ||
Fast forward surge, then free flight in any direction for up to 3 s. |
6 s | – | – | 0.2 s (min) · 3 s (max) | ||
2 s beam within 16 m: targets below half health take 175 per second, others 75. |
8 s | 75/s · 175/s (target <50% hp) | – | 0.24 s (min) · 2 s (max) | ||
Ultimate: copy the hero in your sights within 40 m for 15 s, who cannot switch. |
1850 points | – | – | – | 15 s (transformation) · 1.3 s (invulnerability, casting) · 1 s (invulnerability, ending) | |
Keep jump held in the air to float down, moving 50% faster horizontally. |
– | – | – | – | ||
Hitscan three-shot bursts, 22 per shot, 36 ammo, scoped the falloff starts at 35 m. |
– | 22–6.67 (per shot) · 66–20 (per round)Scoped 22–6.67 (per shot) · 66–20 (per round) | – | – | ||
Bouncing grenade with 2 charges, exploding 0.6 s after its bounce for 110 to 55 damage. |
10 s | 110–55 (area of effect) | – | 0.6 s (explosion delay) | ||
Ultimate for 8.8 s: light explosive rounds of 45 plus heavy 175-damage shots every 2.5 s. |
2750 points | 2.5 s (heavy round) | 45 (light round direct hit) · 30–9 (light round area of effect) · 175 (heavy round direct hit) | – | 8.8 s | |
Out-of-combat regeneration begins after 4 s and opens with a 30-health burst. |
– | – | – | 30 | 4 s (out-of-combat delay) | |
Ultimate: bola that ties up the enemy hit, pulls in others within 5 m, then explodes. |
1750 points | – | 25 (direct hit) · 75 (over time) · 100–60 (explosion, enemy) | – | 1.4 s | |
Dash with 2 charges toward where you are moving, which also readies Take Aim again. |
4.5 s | – | – | – | ||
Slow down to fire a fast bolt: 35 on hit, then a 75 to 30 blast. |
– | 35 (direct hit) · 75–30 (explosion, enemy) · 40–13.3 (explosion, self) | – | 1 s (slowdown) · 0.8 s (explosion delay) | ||
A wind burst throws Freja high into the air, 10 s cooldown. |
10 s | – | – | – | ||
Three stars per throw, 27 damage each, either in a tight line or a wide spread. |
– | 27 (per shuriken) · 81 (per shot)Secondary fire 27 (per shuriken) · 81 (per shot) | – | – | ||
Sends enemy projectiles back where you aim and stops melee hits, 8 s cooldown. |
– | 8 s | – | – | 0.192 s recovery | |
15 m dash slicing enemies on the way for 50, reset instantly by eliminations. |
8 s | 50 | – | 0.4 s | ||
Ultimate: 6 s with a sword that hits for 110 at 5 m, moving 30% faster. |
2125 points | – | 110 | – | 6 s | |
Genji can scale walls for up to 1 s and jump again in midair. |
– | – | – | up to 1 s | ||
Drawn bow: arrows deal 25 to 125 and fly faster the longer you charge, headshots possible. |
– | 125 (max charge) · 25 (min charge) | – | – | ||
Up to 5 bouncing arrows of 75 each, shot without drawing, within 5 s. |
8 s | 75 | – | up to 5 s | ||
Arrow that exposes enemies within 9 m of where it lands for 6 s. |
12 s | – | – | 6 s | ||
Second jump in the air covering 7.85 m, 4 s cooldown. |
4 s | – | – | – | ||
Ultimate: an arrow frees slow dragons, enemies in their path take 200 to 400 per second. |
1700 points | – | 125 (initial arrow) · 200/s (outer) · 400/s (inner) | – | 0.5 s (initial arrow) | |
Hanzo can run up walls for up to 1 s. |
– | – | – | up to 1 s | ||
Launcher with 5 bouncing grenades: 45 on a direct hit plus up to 80 splash. |
– | 45 (direct hit) · 80–10 (splash, enemy) | – | – | ||
Thrown mine you detonate yourself: 120 to 55 damage and knockback, 2 charges. |
7 s | 120–55 | – | – | ||
Thrown trap with 100 health: an enemy stepping in takes 100 and is rooted 2.5 s. |
10 s | 100 | – | 2.5 s (root) | ||
Ultimate: steer a 100-health tire for 10 s max, exploding for up to 600. |
2100 points | – | 600–60 | – | 10 s (max) | |
Your own blasts never hurt you, and dying scatters bombs that deal 50 each. |
– | 50 | – | – | ||
12 m frost spray, 110 damage per second and 30% slow, plus long-range icicles. |
– | 5.5 | – | 1.3 s (slow) | ||
Freeze yourself: no damage taken, 62.5 healing per second, 12 s cooldown. |
– | 12 s | – | 62.5/s | 0.24 s recovery | |
Raises an ice wall up to 25 m away that stands for 5 s. |
– | 12 s | – | – | up to 5 s · 0.5 s recovery | |
Ultimate: thrown drone makes a 10 m storm for 4.25 s, slowing enemies and freezing them. |
1925 points | – | 20/s | – | 4.25 s | |
Rockets with 6 per load: 40 on direct hit plus up to 80 splash. |
– | 40 (direct hit) · 80–24.6 (splash, enemy) · 20–6.15 (splash, self) | – | – | ||
Quick level burst of flight lasting 0.85 s, 9 s cooldown. |
9 s | – | – | 0.85 s | ||
Shoots Pharah 8.4 m straight up and tops up fuel, 14 s cooldown. |
14 s | – | – | 0.85 s (launch) | ||
Shot that knocks enemies within 8 m away, 30 damage only on a direct hit. |
8 s | 30 (direct hit only) | – | – | ||
Ultimate: 2.5 s stream of 30 small rockets per second, each up to 25 splash. |
2200 points | – | 10 (direct hit) · 25–7.5 (splash, enemy) · 12.5–3.75 (splash, self) | – | 2.5 s | |
Fuel lets Pharah float, refilling only on the ground, with slow falling when empty. |
– | – | – | up to 2 s (continuous flight) · 0.3 s (energy regen delay) | ||
Twin hitscan shotguns, 8 shells, 230 damage per second up close, falling off past 10 m. |
– | – | – | – | ||
Reappear at a chosen spot up to 35 m away after 0.53 s. |
10 s | – | – | 0.53 s (teleport) · 0.98 s (invulnerability) | ||
Up to 3 s as a shade: 40% faster, untouchable, no shooting. |
8 s | – | – | 0.4 s (min) · 3 s (max) | ||
Ultimate: for 3 s, every enemy within 8 m takes 185 per second. |
2050 points | – | 185/s per target | – | 3 s | |
Reaper heals himself through the damage he deals. |
not collected yet | not collected yet | not collected yet | not collected yet | not collected yet | |
Hitscan pistols, 18 rounds of 35 damage, headshots possible, weaker past 20 m. |
– | 35–10.5 | – | – | ||
Cross-shaped hitscan burst worth up to 140, holding the button narrows it, 5 s cooldown. |
5 s | 10–3 (per shot) · 140–42 (total) | – | 0.3 s (volley) | ||
Bike ride up to 4 s, +263.4% speed, then hop off and hurl it for 130. |
15 s | 30 (impact while riding) · 130 (ground launch damage) · 30 (air launch impact damage) | – | 4 s (max) · 1.5 s (air launch targeting) · 1.5 s (reload time) | ||
75 overhealth for 1.2 s on top of an 8 m dash. |
6 s | – | – | 1.2 s (overhealth) · 0.6 s (decay delay) | ||
Ultimate: three 12 m dashes within 6 s, each a gun burst for 180 to 90. |
2400 | – | 180–90 | – | 6 s (max) · 0.4 s (burst) | |
Automatic rifle, 80 rounds of 17 damage, spiral spread that tightens as you keep firing. |
– | 8.5 (per pellet) · 17 (per volley) | – | 0.75 s (time to reach min spread) | ||
35-damage shot that tags an enemy so Helix Rifle bullets home in for 3 s. |
10 s | 35 | – | 3 s (tracking) | ||
Thrown bomb that lands in a shockwave, 100 near the center and 60 farther out. |
7 s | 100 (inner shockwave) · 60 (outer shockwave) | – | – | ||
Sends out a 125-health drone up to 16 m, press again to pull yourself to it. |
11 s | – | – | 9 s | ||
Ultimate: a drone flies ahead dropping bombs, each blast 180 to 72 damage. |
2350 points | – | 180–72 (area of effect) | – | 1 s (explosion delay) | |
Fast projectile fire, 9 damage per hit, builds energy for a piercing charged shot. |
– | 9 | – | 9 s (energy decay delay) | ||
1 s slide along the floor, which you can break into a jump of 11.7 m. |
7 s | – | – | 1 s | ||
Shot that opens a 4 m field for 3.5 s, 90 damage per second inside. |
15 s | 90/s | – | 3.5 s | ||
Ultimate: for 8 s Railgun fills its energy on its own. |
2300 points | – | – | – | 8 s | |
Hitscan rifle, 30 rounds of 19 damage, headshots possible, weaker past 30 m. |
– | 19–5.7 | – | – | ||
Running forward at +50% speed for as long as you like. |
– | – | – | ∞ | ||
Healing zone of 5 m for 5 s, 40 per second to you and allies. |
15 s | – | 40/s | 5 s | ||
Rocket volley: up to 80 splash plus 40 on a direct hit, 6 s cooldown. |
6 s | 40 (direct hit bonus) · 80–40 (splash, enemy) · 40–20 (splash, self) | – | – | ||
Ultimate: for 6 s every shot locks onto visible targets within 45 m. |
2750 points | – | – | – | 6 s | |
Rapid hitscan pistol, 60 rounds of 8 damage, headshots possible, weaker past 15 m. |
– | 8–2.4 | – | – | ||
Hold on an enemy within 15 m: abilities off for 1 s, visible for 8 s. |
– | – | – | 8 s (reveal, heroes) · 1.0 s (ability disable, heroes) · 45 s (health packs) | ||
Thrown beacon you warp to, followed by 5 s of invisibility. |
6 s | – | – | 0.25 s (teleport delay) · 0.4 s (invulnerability) · 5 s (invisibility) | ||
Projectile for 35 plus 75 over 4 s, delivered in 2 s on hacked targets. |
6 s | 35 (impact, normal) · 70 (impact, hacked) · 75 (DoT) | – | 4 s (normal) · 2 s (hacked) | ||
Ultimate: 15 m pulse hacks enemies for 3 s, takes part of their health, breaks barriers. |
1850 points | – | – | – | 8 s (reveal, heroes) · 3 s (ability disable, heroes) · 45 s (health packs) | |
12 m beam whose damage climbs as it holds on, or charged orbs up to 100. |
– | Secondary fire 5–100 (direct hit, min - max charge) · 2.5–50 (aoe at falloff start, min - max charge) · 2.5–12.5 (aoe at max radius, min - max charge) | – | 2 s (decay delay) · 1.7 s (decay per level)Secondary fire 1 s (to max charge) | ||
3 charges of 40-health turrets that slow and zap enemies in 10 m, 30 per second. |
10 s | 30/s | – | until destroyed | ||
Pair of linked 100-health pads, placed up to 25 m out, lasting 10 s. |
– | 12 s | – | – | 10 s | |
Ultimate: very large barrier with 4000 health that stands for 12 s. |
2025 points | – | – | – | 12 s | |
Rivets in an arc for 70 each, or a close-range spray, 18 rivets per load. |
– | 70 | – | – | ||
Hammer that hits enemies for 70 or restores 50 health to the turret. |
– | 70 | 50 (to Torbjörn's turret) | 0.192 s (hitbox active) | ||
Thrown 225-health turret that builds itself and shoots enemies for 12 per hit. |
12 s | 12 | – | until destroyed | ||
6 s of 100 overhealth, 30% faster movement, and faster attacks and reloads. |
– | 10 s | – | – | 6 s | |
Ultimate: lob slag that leaves 10 s pools of 190 damage per second, stronger against armor. |
2350 points | – | 25 (impact) · 190/s (pools, base) · +100 (pools, bonus against armor) | – | 5.5 s (max transformation) · 10 s (pools) | |
Twin hitscan pistols, 40 rounds, 230 damage per second up close, weaker past 10 m. |
– | 5.75–1.725 (per bullet) · 11.5–3.45 (per shot) | – | – | ||
Instant 7.5 m hop where you are heading, 3 charges. |
3 s | – | – | – | ||
Returns Tracer to her position and health from 3 s ago. |
12 s | – | – | 3 s (rewound time) · 0.9 s (invulnerablity) | ||
Ultimate: sticky bomb that goes off after 1 s for up to 350 damage. |
1375 points | – | 5 (stick) · 350–70 (explosion, enemy) · 175–35 (explosion, self) | – | 1 s (explosion delay) | |
Greatsword swings for 45 at 4.3 m, a combo finishing with a 120-damage overhead strike. |
– | 45 (swing) · 120 (overhead strike) | – | 0.75 s (combo input delay) | ||
Sword guard: 75% less damage from the front, melee turned aside, drains energy. |
– | 0.5 s | – | – | 0.34 s (min duration) · 0.75 s (energy regen delay) | |
11.4 m lunge ending in a spinning cut of 70 to 35 around you. |
10 s | 70–35 | – | 0.6 s | ||
Sword thrown up to 15 m for 50 damage, then Vendetta flies after it. |
7 s | 50 | – | 0.6 s (throw) | ||
From Warding Stance, spend energy on a broad 70-damage projectile. |
– | 70 | – | – | ||
Ultimate: charge up to 4 s, then a strike ahead that ignores most defenses. |
2050 points | – | – | – | 1 s (charge time per stage) · 4 s (max) | |
Charges burst within 16 m: 40 splash, 35 more on direct hits, 8 ammo. |
– | 35 (direct hit bonus) · 40–12 (explosion) | – | – | ||
Drilling lunge, above or below ground, that pushes enemies and deals 30, recharging faster underground. |
8 s | 30 (first hit) · 60 over 0.4 s (subsequent hits) · 5 (during Burrow) | – | 0.45 s (unburrowed) · 0.9 s (burrowed) | ||
Up to 4 s underground, untouchable and 40% faster, surfacing with up to 110 damage. |
8 s | 110–75 (max charge) · 55–37.5 (min charge) | – | 4 s (burrowed) · 0.2 s (emerging, min charge) · 0.65 s (emerging, max charge) | ||
Ultimate: 4 shockwaves within 7 s, each 130 damage out to 25 m. |
1950 points | – | 130 | – | 7 s | |
Automatic hitscan rifle for 14 per bullet, or a scope charging shots up to 120. |
– | 14–4.2Scoped 12–6 (at 0% power) · 120–60 (at 100% power) | – | – | ||
Hook fired up to 20 m that reels Widowmaker to where it grabs. |
10 s | – | – | – | ||
Thrown mine, armed after 1.4 s, poisons enemies for 25 per second over 5 s. |
15 s | 25/s | – | 1.4 s (arming time) · 5 s (poison) | ||
Ultimate: for 15 s the whole team sees where enemies are. |
1400 points | – | – | – | 15 s | |
Rifle shots restore 75 health to allies or deal 75 damage to enemies, hitscan while scoped. |
– | 75 over 0.59 sScoped 75 over 0.59 s | 75 over 0.59 sScoped 75 over 0.59 s | – | ||
Projectile dart: up to 5 s of sleep for the enemy hit, 3.5 s on tanks. |
14 s | 5 | – | 0.5 s (sleep min) · 5 s (sleep max, non-tanks) · 3.5 s (sleep max, tanks) | ||
Lobbed burst: allies get 90 health and +50% healing, enemies take 90 and cannot be healed. |
12 s | 90 | 90 | 3 s | ||
Ultimate: an ally gets 250 healing, hits 50% harder and takes half damage for 8 s. |
2300 points | – | – | 250 | 8 s | |
Hitscan bursts of three 25-damage shots, plus lobbed grenades healing 60 across 3 m. |
– | 25–7.2 (per shot) · 75–21.6 (per round) | Secondary fire 30 (direct hit) · 60 (splash, ally) | – | ||
Area heal, 12 m: 50 at once, 100 under half health, plus 50 over 4 s. |
12 s | – | 50 (instant, >50% max HP) · 100 (instant, <50% max HP) · 50 over 4 s (HoT) | 4 s | ||
Thrown 150-health generator keeps allies within 6 m alive for 5 s unless destroyed. |
20 s | – | – | 5 s (generator) · 5.5 s (field) | ||
Ultimate: 10 s matrix that gives allied projectiles +100% damage and +100% healing. |
2550 points | – | – | – | 10 s | |
Charge a jump by crouching first, reaching 9.1 m at full charge. |
– | – | – | – | ||
Melee flail swings for 45 damage, reaching 6 m. |
– | 45 | – | 0.240 s (hitbox active) | ||
Ally heal from 25 m: 25 at once, 100 more over 2 s, 3 charges. |
5 s | – | 25 (instantly) · 100 over 2 s (over time) | 2 s | ||
Flail lashes out to 20 m, dealing 70 damage and pushing the enemy back. |
4 s | 70 | – | up to 0.43 s (travel time) | ||
Shield held up in front: 300 health, raised to 750 while Rally is active. |
– | – | – | – | – | |
Needs Barrier Shield up: 8.5 m lunge, 70 damage, pushes an enemy back. |
5 s | 70 | – | 0.3 s | ||
Ultimate, 10 s: armor, stronger shield and 15% speed, plus overhealth for allies in 8 m. |
2700 points | – | – | – | 10 s (Rally) · 30 s (overhealth) · 0.75 s (Shield Bash stun) | |
Landing damage on enemies starts a 4 s heal for allies within 20 m. |
– | – | 12 (instant) · 11.25/s | 4 s | ||
Self-charging hitscan rifle up to 75 damage, and a 20 m beam healing 115 per second. |
– | 75–22.5 (max charge) · 25–7.5 (min charge) | Secondary fire 115/s | 0.65 s (charge time) · 0.25 s (recovery)Secondary fire 0.6 s (energy regen delay) | ||
Ultimate: fly and fire a sun orb that slows enemies, who burst after enough damage. |
2975 points | – | 5 (direct hit) · 50 (splash) | – | 5.2 s (flight) · 0.8 s (explosion delay) | |
Allies within 15 m receive heals of 40 from a thrown pylon with 75 health. |
– | – | 40 over 0.45 s (allies) · 20 over 0.45 s (self) | until destroyed · 1.3 s (build time) | ||
Propels you the way you move, pushing enemies within 8 m away and dealing 25. |
8 s | 25 | – | – | ||
Paw-shaped pellet volleys, 24 damage to enemies or 24 healing to allies, 24 ammo. |
– | 24 (per volley) · 8 (center pellet) · 4 (per paw pellet) | 24 (per volley) | – | ||
Fuel-driven flight boost up to +230.1% speed, refueling more slowly while you carry someone. |
– | – | – | 0.75 s (regen delay) | ||
Tether an ally within 4 m to carry them, 30% faster, healing 25 per second. |
– | 2 s | – | 25/s (ally) | – | |
4 s of healing pulses, 30 per ally, speeding up, and a 30-damage shove on start. |
12 s | 30 | 30 (per pulse, allies) · 18 (per pulse, self) | 4 s (total) · 0.95 s (healing pulse rate) | ||
Ultimate: dive up to 25 m, stun enemies within 6 m, leash the closest. |
2400 points | – | 25 | 30/s (self) | 1.5 s (stun) · 4 s (max ultimate duration) | |
Hitscan bursts: 90 damage to enemies or 72 healing to allies, weaker past 25 m. |
– | 7.5–2.25 (per round) · 90–27 (per burst) | 6–1.8 (per round) · 72–21.6 (per burst) | – | ||
Lock on within 40 m, then homing torpedoes: 85 damage, or 85 plus 50 healing. |
– | 85 | 85 (direct) · 50 (over time) | 2.5 s (HoT) · 0.35–1 s (lock-on) · 0.38–4 s (targeting) | ||
Ultimate: 8 s ray moving ahead, allies inside heal 85 per second and deal 30% more. |
2900 points | – | – | 85/s | 8 s | |
6 s ring within 17 m: allies crossing it get +50% speed for 3 s. |
14 s | – | – | 6 s (ring) · 3 s (speed boost) | ||
Level glide for 4 s that starts at +247% speed, 6 s cooldown. |
6 s | – | – | 4 s | ||
Gives a second jump in midair, and holding jump lets you float in place. |
– | – | – | – | ||
Homing paper charms heal the ally you aim at for 24 per burst, 10 ammo. |
– | – | 12 (per talisman) · 24 (per burst) | – | ||
Throwing knives: 60 damage each, headshots possible, 15 per load. |
– | 60 | – | – | ||
Instantly reach an ally within 30 m, invulnerable for 0.25 s, 7 s cooldown. |
7 s | – | – | 0.25 s (invulnerability) | ||
Thrown: allies within 4 m heal 80, lose most harmful effects and are invulnerable 0.5 s. |
14 s | – | 80 | 0.5 s (invulnerability) | ||
Ultimate: 32.2 m lane for 8 s giving allies 30% speed, faster attacks and cooldowns. |
2725 points | – | – | – | 8 s (area) · 1 s (lingering buff) | |
Charged heal for the ally you aim at within 30 m, 10 to 90 health. |
– | – | 90 over 0.3 s (max charge) · 10 over 0.3 s (min charge) | – | ||
Fast stream of thorns, two at a time, 6 damage each, 100 ammo, headshots possible. |
– | 6 (per thorn) · 12 (per shot) | – | – | ||
Thrown 300-health pad that rises once someone steps on it and lowers again when empty. |
12 s | – | – | ∞ (unused) · 12 s (raised total) | ||
Short 6.15 m dash where you are moving that restores 55 health. |
5 s | – | 55 | 0.3 s | ||
Yanks an ally within 30 m to you, protected in transit, and heals them 75. |
18 s | – | 75 (ally) | – | ||
Ultimate: 1200-health tree for 15 s, 150 instant healing, then pulses for allies in 12 m. |
2400 points | – | – | 150 (instant) | 15 s (tree) · 6 s (overhealth) | |
Volleys of sound projectiles, 22 damage each, 88 per volley, headshots possible. |
– | 22 (per round) · 88 (per volley) | – | – | ||
Aura within 12 m, toggled between healing 20 per second and 25% speed. |
– | – | 20/s (allies) · 12/s (self) | 0.4 s (swap delay) | ||
Boosts the active song for 3 s: healing to 56 per second or speed to 60%. |
12 s | – | 56/s | 3 s | ||
Close-range push out to 7 m that deals 45 and shoves enemies back. |
5 s | 45 | – | – | ||
Ultimate: allies within 30 m get 625 overhealth for 5 s. |
2900 points | – | – | – | 5 s | |
Lúcio skates along walls, moving 30% faster while doing so. |
0.5 s | – | – | – | ||
Tether beam to one ally within 15 m: 55 healing per second or +25% damage. |
– | – | 55/s | – | ||
Automatic pistol with 25 rounds of 20 damage, headshots possible. |
– | 20 | – | – | ||
Jump or crouch launches you while flying to an ally up to 30 m away. |
1.5 s | – | – | – | ||
Brings a fallen ally within 5.5 m back to life, 30 s cooldown. |
– | 30 s | – | – | – | |
Mercy descends at a greatly reduced speed. |
– | – | – | – | ||
Ultimate for 15 s: free flight, 65 healing per second per target, unlimited blaster ammo. |
2150 points | – | – | 65/s per target | 15 s | |
Ricocheting glaive: 30 on hit plus 30 over 0.5 s, 15 ammo, headshots possible. |
– | 30 (base) · 30 (total damage over time) | – | 0.5 s (damage over time) | ||
Hat that hops from ally to ally within 30 m, healing 90, then 70, then 50. |
6 s | – | 90 (1st bounce) · 70 (2nd bounce) · 50 (3rd bounce) | 0.25 s (heal over time duration) | ||
20 m chain: 50 damage, movement hindered 1.6 s, 1.2 s on tanks. |
12 s | 50 | – | 1.6 s (hinder, non-tanks) · 1.2 s (hinder, tanks) | ||
Forward leap leaving a paper doll for 5.5 s, press again to return to it. |
12 s | – | – | 5.5 s (paper doll) · 0.25 s (invulnerability) · 0.17 s (leap) | ||
Ultimate: 6 s zone, allies inside heal 100 then 40 per second, enemy projectiles stopped. |
3100 points | – | – | 100 (instant) · 40/s | 6 s · 0.3 s (linger) | |
12 m aura healing allies 5 to 20 per second, rising as you damage and heal. |
– | – | 14–3.5/s (self) · 20–5/s (allies) | 1.75 s (aura decay delay) | ||
Spray healing allies ahead 80 per second, or a 20 m beam draining 65 per second. |
– | Secondary fire 65/s | 80/s (impact) · 17/s (over time)Secondary fire 30/s (self) | 3 s (HoT) · 0.45 s (energy regen delay) | ||
Bouncing orb up to 7 s: either 75 healing or 60 damage per second nearby. |
8 s | 60/s | 75/s | 7 s (max) | ||
Vanish briefly, 250% faster and untouchable, with no attacking, 6 s cooldown. |
6 s | – | – | 0.752 s + 0.048 s. recovery | ||
Ultimate: 30 m beam for 8 s, 140 healing or 85 damage per second, +40% speed. |
2700 points | – | 85/s | 140/s (allies) · 55/s (self) | 8 s | |
Water orbs for 20 splash, steerable for up to 2.5 s for a bigger blast. |
– | 10 (direct hit bonus, uncharged) · 20 (splash, uncharged) · 40 (direct hit bonus, charged) | – | 0.3 s (charge time) · 2.5 s (max control time) | ||
Tags an ally within 20 m for 20 healing per second, plus 55 more while held. |
– | – | 20/s (passive) · 55/s (bonus manual healing) | 3 s (LoS timeout, passive) · 1 s (LoS timeout, manual) · 2 s (recharge delay) | ||
3.5 s on a water current: 40% faster and higher jumps, 8 s cooldown. |
8 s | – | – | 3.5 s | ||
Ultimate: water on an ally or you bursts after 3.5 s, knocks enemies down, heals 250. |
2800 points | – | 100 | 250 | 3.5 s (explosion delay) · 1.5 s (knockdown) | |
30 m wave: up to 80 damage plus knockback, allies +50% healing for 3 s. |
14 s | 80–40 | 80 | 3 s (healing amplification) | ||
Orbs of 50 damage, 25 per load, headshots possible, or charge several for a volley. |
– | 50 | – | – | ||
Marks an enemy within 40 m so they take 30% more damage. |
– | – | – | 1.5 s (if out of sight) | ||
Sticks to an ally within 40 m, healing 35 per second. |
– | – | 35/s | 3 s (if out of sight) | ||
Ultimate: 6 s untouchable and twice as fast, healing allies within 10 m 400 per second. |
2500 points | – | – | 400/s | 6 s | |
Zenyatta kicks with quick melee for 60 and sends enemies flying much farther. |
– | 60 | – | – |
Click a column head to sort; a value sorts by its first number. – means the hero values name no such number. A weapon with two forms shows the second one below.
Ultimate cost of D.Mon: not collected yet
Sources
- Names, pictures and icons
- Blizzard Entertainment, loaded from Blizzard's servers
- Ability values
- Overwatch fan wiki , CC BY-NC-SA 3.0 , as of 24 Sept 2026
- Type
- shot type and ultimate cost from the ability values; the data has no mark for weapons or passives
- Short descriptions
- Counterpick, in our own words from Blizzard's ability and perk texts and the values on this page