Blizzard has always been known for its characters, and the Overwatch franchise is no exception. Like its predecessor, Overwatch 2 features a huge cast of characters who are diverse in both design and play style.
All playable characters from the 2016 Overwatch have returned in Overwatch 2, with multiple heroes receiving significant reworks, balance changes, and updates to freshen them up for the sequel. Blizzard has also released a set of new heroes for Overwatch 2, the latest one being Lifeweaver, released in season four, and will continue to introduce a new character every other season.
Curious what heroes, old and new, plays like in Overwatch 2? Here are all of the game’s heroes and their abilities as of the latest season.
Damage heroes in Overwatch 2
Ashe
Dynamite: Ashe throws a dynamite projectile that explodes when shot or a few seconds after landing, whichever occurs first. The dynamite causes damage over time to all enemies and barriers caught in its radius.
Coach Gun: Ashe fires her sidearm, which knocks enemies back a short distance and throws her backward. If the shot connects with an enemy, it deals a small amount of shotgun damage.
B.O.B. (ultimate): Ashe calls in B.O.B., who rushes forward until he hits a wall or an enemy. Once there, B.O.B. acts as a turret, taking aim at nearby enemies. He lasts 10 seconds and can be damaged and killed by enemies.
Bastion
Iron Clad (passive): Bastion suffers reduced damage (20 percent) when transforming into Assault or Artillery configurations.
Configuration: Recon: The first of Bastion’s three configurations, Recon allows him to move around like a normal hero. He can shoot and deal damage, but it’s not as high as in his other configurations.
Configuration: Assault: Bastion transforms into a sentient turret, dealing more damage per second at the cost of reduced movement speed. It lasts for 6 seconds and grants Bastion infinite ammo for its duration.
A-36 Tactical Grenade: Bastion launches a grenade that bounces off of walls, but sticks when it lands on enemies or the floor. After a short delay, it explodes, dealing damage based on enemies’ proximity to its landing site.
Configuration: Artillery (ultimate): Bastion loses all movement but gains the ability to fire up to three long-range artillery shots. They come down from the air like Doomfist’s Meteor Strike, but they can be blocked or destroyed.
Cassidy
Combat Roll: Cassidy quickly rolls in the direction the player is walking. It can be used while in the air and off ledges.
Magnetic Grenade: Cassidy throws a grenade that homes in on enemies and sticks to them. Deals damage on impact and when it explodes.
Deadeye (ultimate): Cassidy aims at all enemies within his line of sight, accumulating potential damage on each one. The ability can be activated a second time to shoot all enemies currently in Cassidy’s view, dealing a high amount of damage.
Echo
Glide (passive): Like Mercy, Echo can glide while falling.
Sticky Bombs: Echo fires six bombs that stick to the first enemy or surface they touch. After 1 second, they explode.
Flight: Echo jumps forward into the sky and can briefly fly freely before falling.
Focusing Beam: Echo channels a beam of energy for 2 seconds. The beam deals four times as much damage to targets with less than 50% health.
Duplicate (ultimate): Echo takes the form of one enemy, granting her up to 300 health and allowing her to use their abilities. She can also use their ultimate ability, which charges 6.5 times faster than it normally does.
Genji
Cyber-Agility (passive): Genji can climb walls and double jump.
Swift Strike: Genji dashes forward, dealing damage to any enemies he passes through. Anytime Genji kills an enemy, Swift Strike’s cooldown is reset.
Deflect: Genji deflects projectiles, sending them back in the direction they came from. Deflect also blocks melee attacks.
Dragonblade (ultimate): Genji pulls out a katana and attacks enemies, dealing powerful damage to anyone within the blade’s reach. Activating Dragonblade resets Swift Strike’s cooldown.
Hanzo
Wall Climb (passive): Like Genji, Hanzo can climb walls.
Sonic Arrow: Hanzo fires a projectile that sticks to its first landing point and reveals enemy locations within a small radius for a few seconds. If it attaches to an enemy, it follows them as they move.
Storm Arrows: Hanzo’s next five arrows fire instantly, but they deal reduced damage if they hit an enemy.
Lunge: With Lunge activated, Hanzo can double jump and even change directions mid-jump.
Dragonstrike (ultimate): Hanzo shoots an arrow that transforms into a Spirit Dragon, which travels through walls and damages any enemy within its large radius. It can be absorbed by D.Va’s Defense Matrix while still in arrow form.
Junkrat
Total Mayhem (passive): Upon dying, Junkrat drops bombs, which detonate quickly and inflict damage to any enemy caught within the range.
Concussion Mine: Junkrat deploys a mine that can be reactivated to detonate it either on the ground or in the air. He can also use it to throw himself into the air without taking damage. It has two charges.
Steel Trap: Junkrat tosses out a trap that greatly slows enemies that run over it. It also deals one-time damage and prevents trapped enemies from using movement abilities.
RIP-Tire (ultimate): Junkrat launches a killer tire that he can control and manually detonate for up to 10 seconds. The tire can be destroyed and Junkrat can be killed while using the ability, but the latter won’t interrupt the tire.
Mei
Cryo-Freeze: Mei surrounds herself with a block of ice, becoming invulnerable and healing for up to four seconds. She cannot move or use abilities while in stasis.
Ice Wall: Mei raises a tall wall of ice at a given point, blocking enemy damage and line of sight. The wall can be destroyed in pieces and lasts up to five seconds.
Blizzard (ultimate): Mei tosses out a projectile that gradually slows and freezes enemies caught within its radius. Enemies take damage when they are caught within the ability’s area of effect.
Pharah
Hover Jets (passive): While in the air, Pharah can slowly gain height (over eight meters) and hover in the air using her Hover Jets. She can hover indefinitely if her passive is paired with her Jump Jet.
Jump Jet: Pharah’s jets propel her into the air, instantly giving her height and mobility.
Concussive Blast: Pharah launches her sidearm, which knocks back (but does not damage) any enemies it hits. It can also knock back Pharah herself if she’s caught in its radius.
Barrage (ultimate): Pharah releases a continuous burst of rockets for 2.5 seconds, dealing heavy damage in a targeted area. While Barrage is active, she cannot move, but she can turn.
Reaper
The Reaping (passive): Reaper heals for 35 percent of the damage done to enemies via standard fire, abilities, melee, and environmental kills.
Wraith Form: Reaper becomes invulnerable and can move through enemies, enabling him to reposition. While in Wraith Form, he can’t shoot or use other abilities.
Shadow Step: After a 1.5-second cast time, Reaper teleports to a chosen location. He is briefly invulnerable when he exits Shadow Step.
Death Blossom (ultimate): Reaper whirls through a small area for three seconds, dealing huge damage to anyone caught in the area of fire. He can be killed while Death Blossom’s active, which instantly ends the ability.
Sojourn
Disruptor Shot: Sojourn launches a burst of energy that slows and deals damage to enemies caught within its radius.
Power Slide: Sojourn slides across the ground to quickly reposition. It can be canceled into a high jump, granting her even more mobility.
Overclock (ultimate): For a short period of time, Sojourn’s Railgun automatically charges itself. Charged shots fired during its duration pierce enemies.
Soldier: 76
Helix Rockets: Soldier: 76 can shoot a volley of small rockets, which deal damage in a limited radius.
Sprint: Activating Sprint lets Soldier: 76 gain a 50 percent buff to his movement speed, allowing him to run quickly. Shooting or using any other ability cancels Sprint.
Biotic Field: Soldier: 76 lays down an emitter that generates a small healing field, healing any allies within its zone. It cannot be destroyed by enemies.
Tactical Visor (ultimate): Soldier: 76 activates his advanced visor, instantly locking on enemies within his line of sight. While Tactical Visor is activated, he can quickly swap targets, his reload time is greatly reduced, and his damage falloff is disabled.
Sombra
Opportunist (passive): Sombra can see enemies below 50 percent health through walls. She also deals 40 percent additional damage to hacked targets.
Hack: Sombra hacks a nearby target over .85 seconds, preventing them from using abilities. Hacked enemies are revealed through walls to Sombra’s team for eight seconds. Sombra can also hack Health Packs, preventing the enemy team from using them and making them spawn faster.
Stealth: Sombra becomes invisible and gains 65 percent additional movement speed. She can hack enemies while Stealthed, but attacking, taking damage, or being revealed by another hero’s ability will make her visible again.
Translocator: Sombra throws out a beacon that allows her to teleport to its location. It can be used once the beacon lands or when it’s still in the air.
EMP (ultimate): Sombra releases a pulse of energy, hacking all enemies within a large radius and dealing 40 percent of current health in damage. EMP deals 10,000 damage to shields and barriers and destroys Baptiste’s Amplification Matrix.
Symmetra
Sentry Turret: Symmetra fires a projectile that turns into a turret when it hits a wall. Turrets damage and slow any enemy that comes near them and can be destroyed.
Teleporter: Symmetra places two teleporting portals on the field, allowing her allies to interact with them and move freely from one to the other. Some abilities, including Junkrat’s RIP-Tire and D.Va’s MEKA, when self-destructing, can also be teleported.
Photon Barrier (ultimate): Symmetra deploys a large shield that crosses through the entire map and blocks enemy ranged attacks. Allies can still send ranged attacks through the barrier.
Torbjörn
Deploy Turret: Torbjörn tosses down an immobile turret, which quickly constructs itself and begins shooting at enemies. The turret will shoot at any enemies within its line of sight and lasts until destroyed.
Overload: For five seconds, Torbjörn gains 100 armor, a 30 percent buff to his movement speed, and improved reload speed and attack speed.
Molten Core (ultimate): Torbjörn shoots several molten pools that bounce until they hit the floor and deal damage to enemies that walk in their area. The pools also deal bonus damage to armor.
Tracer
Blink: Tracer can activate Blink to immediately teleport forward in the direction she’s facing. She can store up to three charges of Blink at a time.
Recall: Over the course of 1.25 seconds, Tracer teleports back to her position from three seconds ago. Her health is restored to its highest value in the previous three seconds and fully reloads her weapons.
Pulse Bomb (ultimate): Tracer throws a bomb a short distance, which then latches onto the first enemy or surface it touches. The bomb then explodes after a short period of time, dealing damage to everyone within its small radius.
Widowmaker
Grappling Hook: Widowmaker shoots a grappling hook forward that latches on to any surface it touches, pulling her forward after it does so.
Venom Mine: Widowmaker shoots a mine a small distance. When triggered by enemy movement or damage, it releases poison gas that damages enemies in the vicinity over time. Widowmaker can briefly see the player who triggered the mine through walls.
Infra-Sight (ultimate): Widowmaker and her allies can see enemies through walls and objects for 15 seconds. They can also see enemies’ health bars.
Tank heroes in Overwatch 2
Doomfist
The Best Defense… (passive): Upon dealing ability damage, Doomfist gains temporary overhealth of up to 200 HP.
Seismic Slam: Doomfist launches forward and impacts the ground where he lands, dealing 50 damage and slowing nearby enemies by 30 percent.
Power Block: Doomfist enters a defensive stance, reducing damage taken from the front by 90%. If he blocks at least 100 damage, he becomes supercharged, making his next Rocket Punch more powerful.
Rocket Punch: Doomfist charges up a powerful punch, after which he lunges forward and knocks an enemy backward. If the enemy hits a wall, they take additional damage. Hitting an enemy also allows Doomfist to potentially knock back additional enemies behind them, too.
Meteor Strike (ultimate): Doomfist launches himself into the sky and selects a landing location. Upon landing, all enemies within a large area take damage and are slowed by 50% for two seconds.
D.Va
Eject! (passive): D.Va’s mech automatically ejects her upon reaching one HP. She is invulnerable while ejecting and can also activate her ultimate during this time.
Defense Matrix: D.va activates a front-facing shield that absorbs bullets and projectiles. Defense Matrix can also absorb certain ultimate abilities that start out as projectiles, like Zarya’s Graviton Surge and Hanzo’s Dragonstrike.
Boosters: While in her mech, D.Va emits a burst of speed that can push her forward or up into the air. She can change directions and fire while Boosters are active.
Micro Missiles: After a short delay, D.Va shoots a burst of small missiles in the direction she’s facing.
Self-Destruct (ultimate): D.Va ejects herself out of her mech and sets it to explode, which it does after three seconds. After the mech explodes, she can use Call Mech to summon another one.
Junker Queen
Adrenaline Rush (passive): Junker Queen heals herself with all the wound damage she inflicts on her enemies.
Jagged Blade: Junker Queen’s basic melee ability turns into a large knife swing that deals more damage and applies a wounding debuff, preventing healing. She can also throw her knife as a secondary ranged attack and recall it. Enemies stuck with the thrown knife are pulled toward Junker Queen when she recalls it.
Commanding Shout: Activating Commanding Shout temporarily increases Junker Queen’s health by 200 HP and her allies’ health (those in its 15-meter range) by 50 HP. It also buffs their movement speeds by 30 percent.
Carnage: Junker Queen can swing her axe to injure enemies situated in front of her with damage over time.
Rampage (ultimate): Junker Queen spins her axe around as she leaps forward, dealing damage to anyone in her path and preventing them from healing. Her passive ability, Adrenaline Rush, also allows her to heal as she inflicts wound damage to enemies in Rampage mode.
Orisa
Energy Javelin: Orisa throws her Javelin forward, knocking back enemies and even inflicting some serious damage. If the enemy is knocked back enough to hit a wall, they will take increased damage.
Fortify: Orisa slows her own movement speed by 20 percent in order to gain 125 extra health, reduce her weapon’s heat generation by 50 percent, reduce all damage taken, and become immune to movement-inhibiting abilities.
Javelin Spin: Orisa spins her javelin, destroying all incoming projectiles and increasing her forward movement speed during the spin’s duration and for two seconds afterward. The spin also deals damage and knocks back enemies in its path.
Terra Surge (ultimate): Orisa pulls nearby enemies toward her and gains the effects of Fortify for up to four seconds, charging an attack as she does so. Enemies within its area of effect take a small amount of damage and are slowed by 30 percent. The charge can be manually released at any time to deal damage to enemies in her grasp and deals more damage the longer it was charged.
Ramattra
Nemesis Form: While in battle, Ramattra can swap between Omnic Form and Nemesis Form. Nemesis Form adjusts Ramattra’s abilities and grants him additional armor.
Void Accelerator: In Omnic form, Ramattra’s primary fire sees him shooting projectiles in a regular pattern. Void Accelerator’s alternate fire generates a barrier in a given location, blocking enemy damage. The barrier is visually similar to that of Sigma’s Experimental Barrier.
Pummel: While in Nemesis Form, Ramattra’s primary fire becomes a powerful punch that generates a wave of energy each time he swings. Its alternate fire reduces the amount of damage Ramattra takes from the front at the cost of his movement speed, which is reduced while this block is active.
Ravenous Vortex: Ramattra fires a ball of energy that expands into an area of effect field when it touches the ground. Enemies within Ravenous Vortex are slowed, take damage, and are pulled downward.
Annihilation (ultimate): For his ultimate, Ramattra transforms into Nemesis Form and simultaneously generates an energy swarm around himself. Enemies who venture too close will be attacked by the swarm. When Annihilation is dealing damage in this way, its duration is paused.
Reinhardt
Barrier Field: Reinhardt deploys a large shield in front of himself that moves with him. His movement speed is decreased by 30 percent while the barrier is active, but he can hold it up until it’s destroyed.
Charge: Reinhardt rushes forward in a straight line, pinning any enemy he runs into until he reaches a wall or hard surface. He can turn while charging and can cancel the ability early.
Fire Strike: Reinhardt swings his hammer to release an energy projectile that sweeps forward in a straight line. It pierces all enemies and barriers.
Earthshatter (ultimate): Reinhardt strikes the ground with his hammer, knocking down and damaging all enemies in a cone in front of him. Enemies who are a short distance off the ground or standing on the payload will also be affected.
Roadhog
Take a Breather: Upon activating his Take a Breather, Roadhog restores 350 health over one second and enjoys reduced damage taken during the ability’s short duration of two seconds. He can move while healing, but he can also be stunned out of the ability.
Chain Hook: Roadhog throws out a hook that attaches to the first enemy it hits. If he hooks someone, he pulls them back to his location. The target is briefly stunned, which can cancel their abilities.
Whole Hog (ultimate): Roadhog overloads his gun and shoots a spray of shrapnel out at nearby enemies, damaging them and knocking them back for 5.5 seconds.
Sigma
Experimental Barrier: Sigma shoots a floating barrier to a given location. The barrier absorbs 700 damage and can be recalled by Sigma at any time.
Kinetic Grasp: Sigma absorbs all projectiles in front of him for two seconds. Any projectiles that are absorbed are converted into shields that stack on top of his health. Kinetic Grasp can absorb projectile ultimates, including Zarya’s Graviton Surge and Mei’s Blizzard.
Accretion: Sigma hurls a large boulder at an enemy, briefly knocking them down. Accretion cannot be absorbed by D.Va’s Defense Matrix or reflected by Genji’s Deflect.
Gravitic Flux (ultimate): Sigma flies into the air and lifts all enemies in a targeted area into the air with him. After one second, enemies are flung back to the ground and take damage.
Winston
Jump Pack: Winston leaps into the air to relocate. When he lands, he deals damage and staggers any nearby enemies.
Barrier Projector: Winston creates a spherical field with 700 health that lasts nine seconds or until it’s destroyed. Allies can shoot through the barrier.
Primal Rage (ultimate): Winston unleashes his hidden anger, which grants him a huge amount of health and powers up his melee attacks. He can’t use his gun while in Primal Rage, but he can use Jump Pack more frequently.
Wrecking Ball
Grappling Claw: Wrecking Ball throws out a grappling claw that attaches to the first surface it hits. After it attaches, Wrecking Ball can rotate around the point of impact for up to six seconds. If he gets enough velocity, striking an enemy while rotating will deal damage and knock them back.
Roll: Wrecking Ball tucks into his mechanical ball, increasing his movement speed. Shooting will cancel Roll.
Adaptive Shield: Wrecking Ball shields himself. For every nearby enemy, he gains an additional 75 shields on top of a base 100. The shields last for nine seconds.
Piledriver: Wrecking Ball launches himself down to the ground, knocking nearby enemies into the air and damaging them.
Minefield (ultimate): Wrecking Ball tosses out a large area of floating mines. Any enemy that makes contact with one takes 130 damage per mine. Mines can be destroyed by enemies.
Zarya
Energy (passive): Zarya passively generates energy every time one of her barriers is struck by enemy fire. The higher her energy level, the more powerful her primary weapon, Particle Cannon, becomes.
Particle Barrier: Zarya shields herself, absorbing all incoming damage for 2.5 seconds. The barrier also cleanses her and protects her from crowd control abilities. Particle Barrier shares its cooldown and charges with Projected Barrier.
Projected Barrier: Zarya shields an ally, absorbing all incoming damage for 2.5 seconds. This ability behaves similarly to Particle Barrier and shares a cooldown with it.
Graviton Surge (ultimate): Zarya tosses a projectile that becomes a large gravity bomb, drawing enemies toward its center. It deals a small amount of damage, lasts for four seconds, and disables most movement abilities.
Support heroes in Overwatch 2
Ana
Sleep Dart: Ana fires a sleep dart from her sidearm that puts the first enemy it strikes to sleep. The affected enemy stays unconscious for five seconds or until they take damage.
Biotic Grenade: Ana throws a grenade that impacts both enemies and allies in a given area. Allies are instantly healed by 60 and gain increased healing by 50 percent from all sources, while enemies take 60 damage and are denied any recovery for around four seconds.
Nano Boost (ultimate): Ana shoots a dart at an ally, healing the target for 250 HP, granting 50 percent increased damage potential, and reducing damage taken by 50 percent. Nano Boost lasts for eight seconds.
Baptiste
Exo Boots (passive): After Baptiste crouches for one second, he can jump higher.
Biotic Launcher (Alt Fire): Baptiste can fire projectiles using his Biotic Launcher, healing allies near the impact area.
Regenerative Burst: Baptiste activates a burst of healing on himself and nearby allies, healing them over time for five seconds.
Immortality Field: Baptiste tosses out a device that generates a protective field to prevent allies within it from dying. The field lasts 5.5 seconds or until the device is destroyed.
Amplification Matrix (ultimate): Baptiste creates a floating rectangular field that amplifies all friendly damage and healing projectiles that pass through it. Amplification Matrix lasts for 10 seconds.
Brigitte
Inspire (passive): When Brigitte hits enemies with her Rocket Flail or with Shield Bash, all allies around her are healed for a small amount over time.
Repair Pack: Brigitte throws a repair pack at an ally that heals them over time for a short duration.
Whip Shot: Brigitte tosses out her Rocket Flail like a whip, dealing damage and knocking back an enemy within her line of sight.
Barrier Shield: Brigitte creates a small personal barrier in front of herself that blocks damage. Deploying it causes Brigitte to lose 30 percent movement speed while it’s active.
Shield Bash: When a Barrier Shield is deployed, Brigitte can rush forward at 470 percent movement buff and strike an enemy with her shield, dealing damage and knocking them back a small distance.
Rally (ultimate): When Rally is activated, Brigitte moves 15 percent faster and grants nearby allies 15 overhealth every half a second up to 100, while offering herself 100 armor. Her ultimate is active for 10 seconds, but the overhealth remains for 30 seconds.
Kiriko
Wall Climb (passive): Kiriko can jump on walls to climb them, similar to Genji and Hanzo.
Healing Ofuda (primary weapon): Kiriko sends out several talismans that follow allies and heal them on contact.
Swift Step: Kiriko can teleport to a selected ally to offer support, even through walls.
Protection Suzu: Kiriko generates a burst of energy that cleanses all allies in the target area of most debuffs and briefly makes them invulnerable.
Kitsune Rush (ultimate): Kiriko summons her fox spirit companion, who runs forward in a straight line from the summoning point. Allies who follow its path receive increased movement speed and attack speed as well as lower cooldowns.
Lifeweaver
Healing Blossom: Lifeweaver can equip a healing burst projectile, which can be fired at teammates to heal them. Once locked onto a target, Healing Blossom continues to heal the ally even if they move out of the range.
Petal Platform: Lifeweaver can deploy a terrain-like platform that rises into the air when players (allies or enemies) step on it. Once deployed, a Petal Platform lasts permanently unless Lifeweaver destroys it or deploys a new one.
Rejuvenating Dash: Lifeweaver can horizontally dash toward the direction he’s traveling in and heal himself for 25 HP at the same time.
Life Grip: Lifeweaver can pull an ally to a safer location while protecting them from certain attacks, including projectiles, Crowd Control, and Damage-Over-Time abilities. Life Grip cannot cleanse the pulled ally of debuffs inflicted before it’s deployed.
Tree of Life (ultimate): Lifeweaver’s ultimate allows him to place a tree that heals allies within range for as long as it’s alive (15 seconds). The Tree of Life carries 1200 HP and can be destroyed before it expires. The terrain-like tree can also block line-of-sights effectively.
Lúcio
Wall Ride (passive): Lúcio can jump onto walls to ride them, granting a 30 percent increase to his movement speed and allowing him to jump farther when leaving the wall.
Soundwave: Lúcio knocks back nearby enemies with a blast of sound, dealing a small amount of damage.
Crossfade: With Crossfade, Lúcio can switch between his two music tracks. The Healing Boost song heals nearby allies for 16 health per second, while the Speed Boost tune grants allies a 25 percent increase in movement speed.
Amp It Up: Lúcio turns up the volume of his active music track, boosting Healing Boost’s healing to 52 health per second and Speed Boost’s speed buff by 60 percent.
Sound Barrier (ultimate): Through protective waves from his Sonic Amplifier, Lúcio grants nearby allies a huge amount of temporary overhealth (750 HP), which decays rapidly over time.
Mercy
Sympathetic Recovery (passive): Mercy can heal herself by healing allies with her Caduceus Staff.
Angelic Descent (passive): Mercy can descend slowly from a height and control the direction of her fall.
Caduceus Staff: Mercy can deploy either a healing beam or a damage-enhancing beam through her staff, allowing her to offer constant support to a targetted ally in a fight.
Guardian Angel: Upon targeting a living or dead ally, Mercy can immediately fly toward them.
Resurrect: Mercy can bring back a dead teammate by restoring full health to them. Resurrected player gains invulnerability for 2.25 seconds and while they can move around after 1.5 seconds, they cannot wield a weapon or activate an ability until the invulnerability timer expires. Resurrect can be interrupted by crowd control effects.
Valkyrie (ultimate): Activating Valkyrie gives Mercy the ability to fly and boosts the power of all of her abilities. Caduceus Staff’s healing and damage-boosting beams now target additional allies near Mercy’s intended target and her blaster also gains infinite ammo.
Moira
Biotic Grasp (primary weapon): Moira can use her Biotic Energy to heal allies.
Biotic Orb: Moira tosses out one of two biotic orbs of the player’s choice. One heals Moira and all allies near its path over time; the other damages enemies who remain near it.
Fade: Moira moves quickly in a chosen direction. For Fade’s duration, Moira is invulnerable and gains a 250 percent increase in her movement speed. Fade also cleanses Moira of most damage over time and movement debuffs.
Coalescence (ultimate): Moira creates a beam of energy that pierces allies, enemies, and barriers. Allies receive 140 healing per second, while enemies take 70 damage per second. Moira also heals herself for 50 healing per second.
Zenyatta
Snap Kick (passive): Zenyatta enjoys a 50 percent increase in her quick melee damage potential and a significant boost in knockback.
Orb of Harmony: Zenyatta deploys an Orb of Harmony over an ally’s shoulder. The targetted ally is granted 30 health per second as long as they remain in Zenyatta’s line of sight.
Orb of Discord: Zenyatta attaches an Orb of Discord to an enemy within line of sight. The affected enemy takes 25 percent additional damage as long as they remain in Zenyatta’s line of sight.
Transcendence (ultimate): Zenyatta becomes invulnerable and heals nearby allies for 300 health per second for six seconds. While using Transcendence, Zenyatta can move faster but cannot use any other abilities or weapons.