Character Skills

"content": "## Overview

In Overwatch 2, every hero possesses a unique set of abilities that define their playstyle. There are no skill trees or leveling systems; instead, abilities are fixed per hero. However, role passives apply to all heroes in a given role. This guide covers every hero’s full kit: primary fire, alternate fire (if any), ability 1, ability 2, ultimate, and any inherent passives. For each ability, we detail effects, cooldowns, usage tips, combos, synergies, and recommended contexts. We also include role-specific passives and general strategies.

Role Passives



Tank Passive


  • Knockback Resistance: Tanks reduce the duration and strength of knockback effects by 30%.

  • Ultimate Charge Reduction: Tanks take 30% less ultimate charge when damaged by enemies.

  • Health Pool: All Tanks have a large health pool (generally 500–700 HP), often split between health and armor/shields.


  • Damage Passive


  • Speed Boost on Elimination: Gain 25% movement speed for 2 seconds after securing an elimination.

  • Reload While Sprinting: Some Damage heroes can reload while using movement abilities (e.g., Genji, Tracer).


  • Support Passive


  • Self-Heal: Supports passively regenerate 15 HP per second after not taking damage for 1.5 seconds. This is paused while actively healing others.

  • Ultimate Charge from Healing: Supports earn ultimate charge equal to a percentage of the healing they deal.


  • Tanks



    D.Va


  • Primary Fire (Fusion Cannons): Automatic cannons that fire constantly, dealing 0.5–2 damage per bullet (falloff range 10–20m). No spread when moving slowly; spread increases with movement. Use to pressure shields and close-range enemies.

  • Secondary Fire (Micro Missiles): Fires a burst of 8–18 missiles (salvo) that deal 7 damage each (direct hit) or 3.5 splash. Cooldown: 8s. Synergy: Use while boosting into targets for burst damage.

  • Ability 1 (Boosters): Fly in any direction for up to 2 seconds, dealing 10 damage and knockback on contact. Cooldown: 4s (after boost ends). Use to engage, disengage, or boop enemies off ledges.

  • Ability 2 (Defense Matrix): Hold to create a frontal barrier that absorbs enemy projectiles and abilities for up to 2s. Cooldown: 1.5s recharge (after depletion). Use to eat ultimates (e.g., Graviton Surge, Blizzard) or protect teammates.

  • Ultimate (Self-Destruct): Eject from mech; after 3s, mech explodes dealing 1000 damage (inner circle) to 250 damage (outer) in a 20m radius. Use when enemies are grouped or on objective. Counterplay: Hide behind cover.

  • Passive (Eject!): When mech is destroyed, D.Va exits in a small pilot with 150 HP, pistol (5 rounds, 70 damage each). Survive to call a new mech (charge by damage/healing).

  • Combo: Boost + Missiles + Defense Matrix to safely dive. Synergy: Works well with Ana Nano Boost (makes mech more durable).


  • Reinhardt


  • Primary Fire (Rocket Hammer): Wide swing dealing 85 damage per hit. No ammo. Use in melee range; can hit multiple enemies.

  • Secondary Fire (Fire Strike): Throws a piercing projectile dealing 100 damage. Cooldown: 6s. Use to poke, finish kills, or build ultimate.

  • Ability 1 (Barrier Field): Deploy a large transparent shield with 1600 HP that moves with you. Cannot attack while holding. Use to protect team from incoming damage. Tip: Lower shield to regen HP faster (100 HP/s after 1s inactive).

  • Ability 2 (Charge): Rush forward, pinning the first enemy hit against a wall for 300 damage. Cooldown: 10s. Use to pick off isolated enemies or displace. Warning: Can be canceled reactively.

  • Ultimate (Earthshatter): Slam the ground, stunning all enemies in a 20m cone for 2.5s and dealing 50 damage. Use after dropping shield or when enemies are grouped. Combo: Fire Strike → Earthshatter → charge for guaranteed kill.

  • Passive (Armor): Takes 30% reduced damage from shotguns and beams. Also reduces incoming damage from multiple hits by 5.

  • Synergy: Merky Zarya can grant bubble during Charge to make Reinhardt unstoppable.


  • Zarya


  • Primary Fire (Particle Cannon Beam): Continuous beam dealing 95–190 DPS (scales with weapon charge). Range 15m. Use to melt enemies when high charge.

  • Secondary Fire (Particle Cannon Bomb): Lob a grenade that deals 45 direct + 25 splash. Can bounce off walls. Use for poke or to hit behind shields.

  • Ability 1 (Particle Barrier): Shield self for 2s, absorbing damage to increase weapon charge (max 100%). Cooldown: 10s. Use when engaging or taking damage.

  • Ability 2 (Projected Barrier): Shield an ally for 2s, also increasing your charge. Cooldown: 8s. Use on teammates who are taking heavy fire (e.g., diving Winston, stunned ally).

  • Ultimate (Graviton Surge): Fire a gravity orb that pulls enemies into a tight sphere for 4s, dealing 15 damage. Use to combo with damage ultimates (e.g., Hanzo Dragonstrike, Pharah Barrage, Reinhardt Earthshatter). Counterplay: D.Va can eat it, Genji can reflect, some abilities escape.

  • Passive (Energy): Damage output increases with charge up to 100%. Charge decays by 2 per second after 1s of no damage absorption.

  • Combo: Self-bubble → take damage → high charge → melt enemies. Synergy: Pair with aggressive tanks like Winston to project barrier onto them.


  • Winston


  • Primary Fire (Tesla Cannon): Short-range (8m) lightning beam dealing 60–75 DPS (can hit multiple targets simultaneously). Use against grouped or armored enemies.

  • Ability 1 (Jump Pack): Leap in the direction you’re facing, dealing 50 damage on landing. Cooldown: 6s. Use to engage backline or escape. Tip: Can be used while in air for double jump.

  • Ability 2 (Barrier Projector): Deploy a 600 HP dome shield (radius 5m) that lasts 5s. Use to block enemy fire while contesting objective or protecting healers. Tip: Place on point to block capture.

  • Ultimate (Primal Rage): Transform for 10s: health increases to 900, melee attack does 40 damage and knocks enemies back. Jump Pack cooldown reduced to 2s. Use to displace enemies off point or knock them into walls for environmental kills. Synergy: Ana Nano Boost makes Winston nearly unkillable.

  • Passive (Apex Predator): Can be healed while using Barrier? (No, but he has armor).


  • Orisa


  • Primary Fire (Augmented Fusion Driver): Automatic cannon that fires projectiles, 12 damage each, 10 rps. Use to spam shields and pressure enemies.

  • Secondary Fire (Energy Javelin): Throw a javelin that impales first enemy hit, dealing 80 damage and stunning for 0.3s. Cooldown: 8s. Use to interrupt ults (e.g., Death Blossom) or push enemies.

  • Ability 1 (Fortify): Become immune to crowd control, gain 125 overhealth, and reduce damage taken by 30% for 4s. Cooldown: 10s. Use when engaging or to survive burst damage.

  • Ability 2 (Javelin Spin): Spin a javelin in front of you, destroying enemy projectiles and dealing 30 damage to enemies hit; also knocks them back. Cooldown: 7s. Use to block abilities like Graviton Surge or to displace enemies.

  • Ultimate (Terra Surge): Anchor into ground, gaining 40% damage reduction and pulling enemies toward you. After 3s, release a shockwave dealing 250 damage in a cone. Use with shield and Fortify to survive. Combo: Use Javelin Spin before Terra Surge to protect yourself.

  • Passive (Armored): Reduces damage from shotguns by 10% and from beams by 20%.


  • Ramattra


  • Primary Fire (Void Accelerator): Fires a burst of 6 projectiles (each 5 damage) in a spread. Use to spam at mid-range.

  • Secondary Fire (Omnic Form - Void Accelerator alt): Hold to charge a single powerful shot that deals 100 damage (requires 2-second charge). Use to poke or finish.

  • Ability 1 (Void Barrier): Deploy a transparent wall (1000 HP) that can be placed anywhere in line of sight. Cooldown: 8s. Use to block sightlines or protect teammates.

  • Ability 2 (Ravenous Vortex): Fire a projectile that creates a slowing field (50% slow, 1s after exit) for 4s. Cooldown: 12s. Use to area denial or slow enemies for combos.

  • Ultimate (Annihilation): Transform into Nemesis Form for 8s: gain 200 armor, melee attacks deal 100 damage and regenerate armor (25 per hit). Also pulse damage aura (60 DPS) in 10m radius. Use in tight spaces or on point. Synergy: Use with Zarya Bubble.

  • Passive (Nemesis Form): While in Nemesis, Ramattra cannot use Void Barrier or Ravenous Vortex but gains armor.


  • Sigma


  • Primary Fire (Hyperspheres): Launch two explosive spheres that bounce and detonate on enemies, dealing 55 damage each direct. Use to spam around corners.

  • Secondary Fire (Accretion): Throw a rock that deals 100 damage and stuns for 0.6s on direct hit. Cooldown: 8s. Use to interrupt ults or peel.

  • Ability 1 (Kinetic Grasp): Absorb incoming projectiles into a personal shield (max 400 HP). Cooldown: 10s. Use to eat abilities like Pulse Bomb or to gain shield.

  • Ability 2 (Experimental Barrier): Deploy a mobile barrier (700 HP) that floats wherever you aim. Hold ability to recall it. Cooldown: 2s after recall. Use to protect team or block key sightlines.

  • Ultimate (Gravitic Flux): Lift all enemies in an AOE into the air, then slam them down dealing 50% max HP damage and 1s slow. Use to set up kills or land environmental eliminations. Counterplay: Can be escaped with certain abilities (e.g., Reaper Wraith).

  • Passive (Armor): Reduces damage from shotguns and beams.


  • Wrecking Ball (Hammond)


  • Primary Fire (Quad Cannons): Automatic pistols that fire 20 rounds, dealing 5 damage each. Use while in ball mode for mobility.

  • Secondary Fire (Grappling Claw): Fire a claw; while attached, press jump to swing. Can slam down on release. Cooldown: 5s after release. Use to deploy mines or initiate.

  • Ability 1 (Roll Mode): Transform into a ball for mobility; increases speed and allows jumping. Use to escape or engage. Can bump enemies (30 damage).

  • Ability 2 (Adaptive Shield): Gain temporary shields equal to 150 + 100 per enemy nearby (max 1000). Cooldown: 10s. Use before diving into enemy team.

  • Ultimate (Minefield): Deploy 15 proximity mines that deal 130 damage each. Lasts 20s. Use on point or chokepoints. Synergy: Use with Gravitic Flux to trap enemies.

  • Passive (Roll Mode): While rolling, you cannot be headshot and take less damage from splash? (No, but you become faster).


  • Junker Queen


  • Primary Fire (Scattergun): Shotgun with 8 pellets, each 6 damage. Use at close range.

  • Secondary Fire (Jagged Blade): Throw a blade that deals 30 damage (direct) and can be recalled. On recall, pulls enemies toward you. Cooldown: 8s. Use to initiate or finish.

  • Ability 1 (Commanding Shout): Shout, granting all allies within 15m +100 temporary HP and 30% move speed for 3s. Cooldown: 12s. Use to engage or save teammates.

  • Ability 2 (Carnage): Swing axe in a wide arc, dealing 100 damage. Hitting enemies reduces cooldown by 2s per enemy hit. Cooldown: 8s. Use to farm ultimate or secure kills.

  • Ultimate (Rampage): Rush forward, dealing 150 damage and wounding enemies (healing blocked for 4s). Use to break through enemy lines or finish low HP enemies. Synergy: Combine with Ana’s Biotic Grenade to prevent enemy healing.

  • Passive (Adrenaline): Dealing damage heals Junker Queen for a portion of damage dealt (15% for primary, 25% for abilities).


  • Mauga


  • Primary Fire (Chaingun - Left Hand): Continuous fire, 4 damage per bullet, high spread. Use for suppressive fire.

  • Secondary Fire (Chaingun - Right Hand): Fires explosive rounds, 3.5 damage direct + 7 splash. Use for crowd control.

  • Ability 1 (Overdrive): Gain 150 temporary health and 30% damage reduction but take 30% more damage from headshots. Lasts 5s. Cooldown: 14s. Use when engaging or using ultimate.

  • Ability 2 (Cardiac Overdrive): Alternates: when active, deals AOE damage per shot? Actually: Press ability to toggle a buff that causes your shots to heal you for 40% of damage dealt. Lasts 4s. Cooldown: 12s. Use in close brawls.

  • Ultimate (Cage Fight): Deploy a barrier dome (radius 10m) that slows enemies inside and prevents healing from outside. Enemies inside take 20% more damage. Lasts 6s. Use to isolate a target or secure point.

  • Passive (Berserker): Dealing damage with left chaingun increases damage output by 15% per stack (max 3 stacks) for 3s. Right chaingun builds charge?


  • Damage Heroes



    Ashe


  • Primary Fire (The Viper): Semi-automatic rifle, 40 damage per shot (headshot 80). ADS zoom reduces fire rate but increases accuracy. Use for mid-range poke.

  • Secondary Fire (Coach Gun): Shotgun blast that deals 75 damage and knocks back both Ashe and enemy. Cooldown: 10s. Use to escape or boop.

  • Ability 1 (Dynamite): Throw a dynamite that sticks to surfaces; on timer or shot, it explodes dealing 50–100 damage over time. Cooldown: 12s. Use to zone or damage behind shields.

  • Ability 2 (B.O.B. - Ultimate): Summon a bot that charges forward, dealing 50 damage and knocking up enemies. Bob then auto-aims at enemies for 10s. Use to create space or contest objective. Tip: Bob can be booped off edges.

  • Passive (Jumpshot): While jumping, you can still fire accurately? (Yes, slight spread increase).


  • Bastion


  • Primary Fire (Configuration: Assault): Automatic rifle, 35 damage per shot, 5 rps. Use for medium range.

  • Secondary Fire (Configuration: Recon): Fires a grenade that bounces and detonates on enemy hit, dealing 115 damage. Cooldown: 10s. Use to finish or clear corners.

  • Ability 1 (A-36 Tactical Grenade): Throw a grenade that sticks to surfaces and detonates after 1s or when shot, dealing 150 damage. Cooldown: 8s. Use for burst.

  • Ability 2 (Reconfigure): Transform between Assault and Recon mode. No cooldown (instant). Use to adapt to situation.

  • Ultimate (Configuration: Artillery): Enter stationary artillery mode: fire 5 shells (each 200 damage) in a circle pattern. Use on grouped enemies or to break shields. Tip: Can be cancelled early.

  • Passive (Ironclad): Take 20% less damage while in Assault or Artillery mode.


  • Cassidy


  • Primary Fire (Peacekeeper): Revolver, 70 damage per shot (headshot 140). Use for precise shots.

  • Ability 1 (Flashbang): Throw a grenade that stuns enemies for 1s and deals 25 damage. Cooldown: 10s. Use to cancel ults or Peel.

  • Ability 2 (Combat Roll): Roll a short distance, reloading your weapon instantly. Cooldown: 6s. Use to dodge or reposition.

  • Ultimate (Deadeye): Lock onto visible enemies for 0.6s per target, then fire at all locked targets dealing 550 damage each. Use when enemies are low or stationary. Tip: Can be canceled early by shooting.

  • Passive (Fan the Hammer): After using Combat Roll, the next shot fires instantly? No, that's old. Actually, his passive is Peacemaker: None?


  • Echo


  • Primary Fire (Sticky Bombs): Fires 6 sticky projectiles that detonate after 0.5s, dealing 17 damage each direct. Use to stick to enemies.

  • Secondary Fire (Tri-Shot): Fire a burst of 3 energy bolts in a spread, each 17 damage. Use for ranged poke.

  • Ability 1 (Flight): Fly upward; can hover while holding. Cooldown: 6s. Use to gain height.

  • Ability 2 (Focusing Beam): Hold to fire a continuous beam that deals 175 DPS to targets below 50% HP, and 50 DPS above. Cooldown: 8s after use. Use to finish low HP enemies.

  • Ultimate (Duplicate): Transform into an enemy hero for 15s, copying their full kit and gaining 200% ultimate charge rate. Use to replicate powerful ults (e.g., Graviton Surge, Blizzard).

  • Passive (Glide): While airborne, hold space to slow descent.


  • Genji


  • Primary Fire (Shuriken - Triple): Fires 3 projectiles in a spread, each 27 damage. Use close range.

  • Secondary Fire (Shuriken - Fan): Fires a fan of 3 shuriken in a slight arc, each 30 damage. Use for mid range.

  • Ability 1 (Swift Strike): Dash forward, dealing 50 damage and resetting on elimination. Cooldown: 8s. Use to finish or escape.

  • Ability 2 (Deflect): Hold to block incoming projectiles and reflect them back. Cooldown: 8s. Use to counter abilities like Graviton Surge or Pharah rockets.

  • Ultimate (Dragonblade): Unsheathe a sword for 6s: each swing deals 110 damage in a wide arc. Use after Swift Strike to get in melee range. Synergy: Ana Nano Boost increases damage to 170 per swing.

  • Passive (Cyber-agility): Climb walls and double jump.


  • Hanzo


  • Primary Fire (Storm Bow): Charged arrow: 125 damage full draw (headshot 250). Use for one-shot kills.

  • Secondary Fire (Sonic Arrow): Fires an arrow that reveals enemies in a 10m radius for 6s. Cooldown: 15s. Use to scout.

  • Ability 1 (Storm Arrows): Fire 6 quick arrows in succession (each 65 damage). Cooldown: 15s. Use for burst damage.

  • Ability 2 (Lunge): Leap sideways while in air. Cooldown: 5s. Use to dodge.

  • Ultimate (Dragonstrike): Fire a pair of dragons that travel forward for 40m, dealing 200 DPS to enemies inside. Use to clear points or combo with Graviton Surge. Counterplay: D.Va can eat them.

  • Passive (Wall Climb): Climb walls.


  • Junkrat


  • Primary Fire (Frag Launcher): Lob grenades that bounce and explode on enemy hit or after 2s, dealing 120 damage direct. Use for indirect fire.

  • Ability 1 (Concussion Mine): Place a mine that detonates on command, dealing 120 damage and knockback. Cooldown: 10s (2 charges). Use to jump or boop.

  • Ability 2 (Steel Trap): Place a trap that immobilizes enemies for 2.5s and deals 100 damage. Cooldown: 12s. Use to trap high-traffic areas.

  • Ultimate (RIP-Tire): Summon a remote-controlled tire that climbs walls and explodes for 600 damage. Use to wipe out groups. Counterplay: Shoot the tire.

  • Passive (Total Mayhem): Drops grenades on death that deal 250 damage total.


  • Mei


  • Primary Fire (Endothermic Blaster): Freezing spray that slows and freezes enemies after 1.5s (freeze lasts 1.5s). Deals 55 DPS. Use to control enemies.

  • Secondary Fire (Icicle): Fire a long-range icicle that deals 75 damage (headshot 150). Use for finishing.

  • Ability 1 (Cryo-Freeze): Freeze yourself in a block of ice, becoming invulnerable and healing 150 HP. Cooldown: 12s. Use to survive ults.

  • Ability 2 (Ice Wall): Create a wall of ice (250 HP per pillar, 5 pillars) that blocks movement and LOS. Cooldown: 15s. Use to separate enemies or block abilities.

  • Ultimate (Blizzard): Throw a drone that creates a slowing field for 4s, then freezes enemies for 4s. Use to lock down an area. Combo: Use with Ice Wall to trap enemies.

  • Passive (Frostbite): Slows enemies hit by primary fire.


  • Pharah


  • Primary Fire (Rocket Launcher): Fires rockets that deal 120 damage direct (60 splash). Use to spam from above.

  • Ability 1 (Jump Jet): Propel upward. Cooldown: 10s. Use to gain height.

  • Ability 2 (Concussive Blast): Fire a blast that knocks back enemies. Cooldown: 9s. Use to boop or peel.

  • Ultimate (Barrage): Hover and fire a torrent of rockets (55 each, 30 total) for 3s. Use on grouped enemies. Synergy: Use with Zarya Graviton Surge.

  • Passive (Hover Jets): While airborne, hold space to hover briefly.


  • Reaper


  • Primary Fire (Hellfire Shotguns): Two shotguns, 20 pellets each, 6 damage per pellet (headshot 12). Use at close range.

  • Ability 1 (Wraith Form): Become invulnerable and move faster for 3s, cannot attack. Cooldown: 8s. Use to escape or reposition.

  • Ability 2 (Shadow Step): Teleport to a visible location after 1s channel. Cooldown: 10s. Use to flank.

  • Ultimate (Death Blossom): Spin and fire shotguns in all directions, dealing 170 DPS for 3s. Use after teleporting behind enemies. Counterplay: Can be stunned or blocked by shields.

  • Passive (The Reaping): Souls drop from enemy kills; collecting them heals Reaper for 20 HP per soul.


  • Sojourn


  • Primary Fire (Railgun - Primary): Automatic fire, 9 damage per shot, 15 rounds/s. Use to build energy.

  • Secondary Fire (Railgun - Secondary): Hold to charge, then fire a single high-damage shot (100 energy: 130 damage, headshot 260). Use to finish.

  • Ability 1 (Power Slide): Slide forward, can cancel into jump. Cooldown: 6s. Use to dodge.

  • Ability 2 (Disruptor Shot): Fire an orb that slows enemies and deals 50 damage over 2s. Cooldown: 10s. Use to area denial or debuff.

  • Ultimate (Overclock): Gain auto-charging railgun (max energy instantly) and shots pierce enemies for 6s. Use to shred tanks.

  • Passive (Energy): Primary fire builds energy (max 100) that enhances secondary fire.


  • Soldier: 76


  • Primary Fire (Heavy Pulse Rifle): 25 damage per shot, 9 rounds/s. Use for consistent damage.

  • Secondary Fire (Helix Rockets): Fire a burst of 3 rockets that each deal 40 damage direct (20 splash). Cooldown: 8s. Use for burst.

  • Ability 1 (Sprint): Run faster, can reload while sprinting. Cooldown: none (toggle). Use to reposition.

  • Ability 2 (Biotic Field): Place a healing beacon that heals allies for 35 HP/s over 5s. Cooldown: 15s. Use to sustain team.

  • Ultimate (Tactical Visor): Auto-aim at visible enemies for 6s, dealing full damage. Use in open areas. Synergy: Use with Nano Boost.

  • Passive (Reload While Sprinting): Yes.


  • Sombra


  • Primary Fire (Machine Pistol): 8 damage per shot, 20 rps. Use at close range.

  • Ability 1 (Hack): Channel for 1s to disable enemy abilities for 5s (10s for Tanks). Also reveals them to team. Cooldown: 6s (if interrupted, 4s). Use to disable key abilities or ults (e.g., hack enemy Tracer before Pulse Bomb).

  • Ability 2 (Translocator): Throw a beacon that after activation teleports you to its location. Cooldown: 6s after throw, 3s after teleport. Use to escape or reposition.

  • Ultimate (EMP): Detonate an energy burst that hacks all enemies in radius, dealing 50% of current HP as damage (max 100 damage). Lasts 8s. Use to initiate fights or cancel ults.

  • Passive (Opportunist): Can see enemies below 50% HP through walls.


  • Symmetra


  • Primary Fire (Photon Projector): Beam that deals 60–180 DPS as it ramps up over 2s. Use close range.

  • Secondary Fire (Photon Orb): Fire a slow orb that deals 30–120 damage based on charge. Use to poke through shields.

  • Ability 1 (Sentry Turret): Place up to 3 turrets that slow and damage enemies (40 DPS each). Cooldown: 6s per turret. Use to control area.

  • Ability 2 (Teleporter): Place a two-way portal between two points (lasts 12s). Cooldown: 12s. Use for team mobility.

  • Ultimate (Photon Barrier): Deploy a large shield that blocks damage and moves forward slowly. Lasts 12s. Use to push or protect the team.

  • Passive (Shield Generator): No longer exists. Instead, she has no passive.


  • Torbjörn


  • Primary Fire (Rivet Gun): Fires rivets that deal 70 damage (headshot 140) or can secondary fire to lob a cluster bomb. Use for consistent damage.

  • Ability 1 (Deploy Turret): Place a turret that auto-aims and deals 28 DPS (levels up to 45 DPS if left alone). Cooldown: 5s (if destroyed, 10s). Use to zone or control flanks.

  • Ability 2 (Overload): Gain 100 armor and 30% attack speed for 5s. Cooldown: 10s. Use when engaging.

  • Ultimate (Molten Core): Spew molten lava that deals 160 DPS and slows enemies. Lasts 10s. Use on point or chokepoints.

  • Passive (Armor Pack): Was removed. Now Torb has no passive? Actually, his passive is Scrap Collector: Collect scrap from dead enemies to build turret? Not in OW2; his turret auto-repairs?


  • Tracer


  • Primary Fire (Pulse Pistols): Dual pistols, 6 damage per shot, 40 shots per clip. Use at close range.

  • Ability 1 (Blink): Teleport a short distance in the direction of movement. Cooldown: 3s (3 charges). Use to dodge or flank.

  • Ability 2 (Recall): Rewind to your position 3 seconds ago, restoring health and ammo. Cooldown: 12s. Use to escape or undo mistakes.

  • Ultimate (Pulse Bomb): Stick a bomb on an enemy that detonates after 1s, dealing 350 damage. Use on tanks or supports. Combo: Blink behind enemy, stick bomb, then recall.

  • Passive (Time Rewind): No.


  • Venture (New Hero? As of 2025, Venture is a Damage hero with drill abilities. Confirm abilities.)


  • Primary Fire (Smart Excavator): Fires a burst of 3 projectiles, each 15 damage. Use for mid-range.

  • Secondary Fire (Drill Dash): Rush forward with drill, dealing 60 damage and knockback. Cooldown: 8s. Use to initiate or escape.

  • Ability 1 (Burrow): Dig underground for 3s, becoming invulnerable and moving faster. Press again to erupt dealing 100 damage and knocking enemies up. Cooldown: 10s. Use to ambush.

  • Ability 2 (Tectonic Shock): Slam the ground creating a shockwave that deals 75 damage and slows enemies. Cooldown: 12s. Use to area denial.

  • Ultimate (Clobber): Summon a massive drill that spins, dealing 150 DPS and pulling enemies toward center. Use in enclosed spaces.

  • Passive (Drill Charge): Drill Dash and Burrow break shields? Yes, deals extra damage to shields.


  • Widowmaker


  • Primary Fire (Widow's Kiss): Sniper rifle: unscoped deals 13 damage per shot (auto), scoped deals 120 damage (headshot 300). Use for long-range picks.

  • Ability 1 (Grappling Hook): Hook to a ledge, pulling you upward. Cooldown: 10s. Use to reach high ground.

  • Ability 2 (Venom Mine): Place a mine that poisons enemies for 75 damage over 4s. Cooldown: 15s. Use to protect flanks.

  • Ultimate (Infra-Sight): Reveal all enemies through walls for 15s. Use before fight to track positions.

  • Passive (Sniper): Hold breath while scoped to stabilize? Actually, no passive.