Overwatch 2 Community Patch [OWL Edition] + 2 sources

With the release of Overwatch 2 preview versions, active development of this mode has ended.

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With the next season of Overwatch League being played in an early build of Overwatch 2, Overwatch League teams are looking to hold tryouts in an Overwatch 2-like environment. While some teams have chosen to simply reduce the lobby to 5v5, the Paris Eternal reached out to Elo Hell Workshops to update the SVB Overwatch 2 Workshop. Working closely with the Paris Eternal, Elo Hell Workshops developers have implemented several new changes to the original mode that you can see below!

The original project was created with the help of notable community figures, such as EeveeA and Bogur, working alongside over eight Workshop developers. Several of those developers returned to continue updating the project into what you see today!


ScrimTime is no longer bundled with this import code. If you are running a scrim lobby, please use import code CA6YD, which comes bundled with ScrimTime.

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This edit of SVB's Overwatch 2 Patch, made on behalf of the Paris Eternal, was made possible by the Elo Hell Workshops Discord. Join today at workshop.codes/discord.


Edits on behalf of
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Original event organized by
OWSVB banner

In partnership with
EloHell Workshops banner

Paris Eternal Edit Developers

Hero Swap Infrastructure MagicMan Role Lock Reimplementation CactusPuppy ScrimTime - Easy & Customizable Scrim Tool Caldoran
D.Va Mitsiee Orisa Lotto and CactusPuppy Sigma MagicMan and CactusPuppy Winston CactusPuppy
Echo MagicMan Genji CactusPuppy and Zezombye Hanzo MagicMan Mei Mitsiee and CactusPuppy Sombra CactusPuppy Widowmaker CactusPuppy
Brigitte CactusPuppy Mercy CactusPuppy Moira Mitsiee Zenyatta Lotto and CactusPuppy

Organization and Assembly

SVB's Overwatch 2 Patch Developers

Overwatch 2 Role Passives CaptCaptain and Dab
Reinhardt, Zarya, Orisa CaptCaptain Winston CaptCaptain, Mitsiee, Dab, and MagicMan Roadhog, Wrecking Ball Lotto D.Va Lotto and Dab
Ashe, Genji, Hanzo, Junkrat, Reaper, Widowmaker Lotto Doomfist MagicMan Echo, Mei Mitsiee Genji, McCree, Sombra, Tracer CaptCaptain Symmetra CaptCaptain, Lotto
Baptiste, Lucio, Mercy CaptCaptain Mercy Lotto Zenyatta MagicMan

Organization + Assembly

Overwatch 2 Experimental Patch Notes – October 22, 2021

As this is an edit of the original SVB Overwatch 2 patch, some of the developer comments will be left over from that patch. We worked closely with the Paris Eternal to fix bugs and implement features that they felt made the most sense for the upcoming Overwatch 2 5v5 environment. Some features from the original patch were removed due to being too annoying, too clunky, or otherwise being unsuitable for a more competitive environment.

Please note that, as of time of writing, this mode, its developers, Elo Hell, Elo Hell Workshops, and Workshop.codes are not officially associated with Overwatch League. The patch notes below are relative to the current retail (live) patch of Overwatch 1 (as of 2021-10-22). With all that said, enjoy!

- CactusPuppy


  • Roles are now locked by slot. Players should be arranged in the lobby by the role they intend to play. A later patch may remove the need for this arrangement. The slots are arranged as follows:

    1. Tank
    2. Damage
    3. Damage
    4. Support
    5. Support
  • All respawn timers have been reduced to 80%. In most scenarios this will mean it has been reduced from 10 seconds to 8 seconds. Overtime respawn timers are also affected.


Role Passive: 30% knockback reduction and 25% less ult charge granted for damage by enemies

This brings D.Va's defense matrix back to the full strength it was when it was eating up entire Soldier ults. Let’s see if this alone is enough to make her feel competent as a solo tank, though I suspect not.

Defense Matrix
  • Defense Matrix maximum duration increased from 2 to 4 seconds
Orisa is already a lot more ‘brawly’ than she ever was but this is an attempt to take her all the way. Gallop should be both fun and a little silly, the way OW abilities are meant to be.

Note: I wanted it to take one ally along potentially as well, but that was proving tricky in the Workshop.

Fusion Driver
  • Increased projectile speed from 120m/s to 150m/s
  • Reduced movement penalty when firing from 30% to 10%
Protective Barrier
  • Removed
  • Replaced by new ability: Gallop. Charge up & release for a burst distance travel (similar to Doomfist punch). Will push enemies out of path. Deals 75 damage
  • Supercharger drops with a 600hp shield in front of it
The details we know about Rein so far suggest the devs have given his changes the most thought. He may need more help as a solo tank but we wanted to see him tested first in these PUGs before buffing him.


This set of changes is more or less a faithful recreation of Overwatch 2 Reinhardt as we've seen him. Do note that, due to Workshop limitations, Reinhardt's power steering does not actually increase the turning speed of Reinhardt's facing direction. This may result in Reinhardt's charge feeling harder to control.

- CactusPuppy
  • Health reduced from 300 to 250
  • Armor increased from 200 to 300
  • Health/armor total increased from 500 to 550
  • Cancel charge by pressing the button again
  • Allows for better steering while charging
  • Cooldown reduced from 10 to 8 seconds
Fire Strike
  • Fire Strike can now store up to 2 charges. Each charge takes 6 seconds to generate
  • Damage reduced from 100 to 95
Barrier Field
  • 1200HP Shield
Steadfast Passive
  • Steadfast removed (as to not stack with the 30% knockback reduction given by the tank role passive)
Roadhog could easily take over in a 5v5 situation with less shields around (we even saw this in the OW2 stream), so these changes seek to shift the power of Breather towards being more of a team-utility ability. At the moment, it allows Roadhog to go for some crazy plays and get out without punishment but now Hog will have to think harder before taking that risk.

We're also reducing the displacement power of Whole Hog, as well as increasing its cost, to avoid making tanking too frustrating.

Take a Breather
  • Take a Breather now creates a gas cloud which grants allies 10% damage reduction and heals allies for 20 health per second while they stand in it.
  • Roadhog now slows down significantly while using Take a Breather.
  • Gas cloud lingers for 2.5 seconds after Take a Breather ends.
Whole Hog
  • Ultimate cost increased by 25%
  • Knockback reduced by 20%
In the interest of leaning away from shields, Sigma's Experimental barrier has been replaced by a new ability we're calling Gravitic Lift.

Sigma and his teammates will be able to use this ability to access high ground reliably, and the ability also fits his gravity-styled kit much better.

- CactusPuppy
Sigma experimental barrier icon
Experimental Barrier
  • Disabled
  • Replaced with Gravitic Lift: radius of 3.5 meters, height of 25 meters, lasts for 8 seconds, cooldown of 13 seconds starts from initial placement. While within its area of effect, Sigma and his allies can hold Jump to ascend, and Crouch to descend.
Bogur humbly requested an extra 50HP and that was more than fair. We want to see how sniper Monke plays and then decide if he needs more help.

  • Base health increased from 350 to 400 (overall health increased from 500 to 550)
Secondary Fire: New Alternate Fire
  • Winston can now hold down secondary fire to charge up a longer-range attack capable of hitting enemies up to 20 meters away.
  • This attack takes 1 second to charge up to 50 damage, and may be held for an additional 1 second after reaching maximum charge.
  • Firing this attack costs 25 ammo.
Wrecking Ball
Wrecking Ball is the first tank you think of as an obvious beneficiary of a more DPS/Deathmatch-y style Overwatch so perhaps that alone will be enough to make him fit right again in the OW tank roster.

  • Knock-up height scales with distance to epicentre
In early playtests, Zarya has been a bit of a monster who can keep charge very easily. Still, we want to keep her bubbles coming relatively quickly so that she has some form of protection so to balance, we have reduced her damage, since we cannot reduce how much 'charge' she gains per bubble, which would have been the better way.

Note: At the moment, the Workshop does not allow Zarya to use two ally bubbles at the same time - you have to wait for the first one to disappear before you can apply a second barrier.

Particle Cannon - Primary Fire
  • Damage dealt decreased from [75 - 170] to [66 - 150]
Particle Barrier / Projected Barrier
  • Bubble has 2 charges that can be used on yourself or allies
  • Reduced cooldown from 10/8 to 7 seconds


Role Passive: 15% movement speed increase for all heroes

Ashe could end up being too strong but I don’t wanna play around with numbers just yet. I’ve started with a nerf to B.O.B. ult charge and also reducing her knockback to help a little with closing distance on her.

Coach Gun
  • Knockback against enemies reduced (maximum 7m)
  • No longer gains ult charge when B.O.B is active
To complete work for this patch in time for Paris Eternal's tryouts, we decided not to include the Bastion rework as showcased during Overwatch League Grand Finals. However, it will certainly be included in a future patch!

- CactusPuppy
Fan The Hammer is ridiculous right now and the 25 extra HP has everyone mad. I think these changes should allow Cassidy to still be strong in good hands but remove some of the more frustrating elements of going up against him (i.e. flash into fan).

  • Health reduced from 225 to 200
Fan The Hammer
  • Fan the Hammer damage per bullet reduced from [25 - 50] to [15 - 35]
  • Flashbang replaced by Lasso. Holds target in position for 1 second instead of stunning (works like Junkrat Trap)
Doom is weak but when Doom is strong, no one has fun. Mostly, I think the one-shot burst damage is what feels the worst. So punch is now non-lethal to most characters and instead can be used more for mobility. To compensate, his primary fire does more now and his ult is more lethal.

Hand Cannon
  • Primary fire total damage increased from [19.8 - 66] to [27 - 80]
Rocket Punch
  • Rocket Punch can now carry Doomfist upwards. Note this does not allow Doomfist to punch downwards.
  • Initial damage reduced from [50 - 100] to [10 - 50]
  • Damage from impacting a wall reduced from [50 - 150] to [50 - 100]
Meteor Strike
  • Outer ring damage falloff now starts at 250 damage (up from 200 damage)
  • Outer ring damage falloff now ends at 20 damage (up from 15 damage)
Echo is strong, so just a few minor tweaks to maybe bring her more in line with other DPS.


DEV COMMENT: Please note that as of right now, if an Echo duplicates to a hero that your team also has, your teammate will be unable to swap off of, and then back onto the hero that Echo duplicated until the duplicate finishes. For example, if your team is running an Ana, and your Echo duplicates the enemy Ana, your Ana will be able to swap to Zenyatta, but will be unable to swap back to Ana until the friendly Echo finishes duplicating the Ana. A fix is being worked on, but Echo is just a pain in the rear to deal with in general.

Please also note that the Echo ultimate charge nerf is not intentional, but until a fix is found, the change is being noted here to avoid confusion.

- CactusPuppy
Sticky Bombs
  • Now fires 5 instead of 6 bombs
  • Cooldown increased from 6 to 7 seconds
Echo Duplicate icon
  • Ultimate no longer builds at an increased rate while duplicating
Our boy Genji could use some love so this brings him back to his brief ‘Genji meta’ state without the obnoxiousness of the nanoblade that was building every 60 seconds. This should make him not a blade-bot.

Note: I wanted to reduce his recovery rate of fire a bit more but that’s not possible in the Workshop.

  • Reduced ultimate generation by 5%
  • Increased movement speed passive removed to match speed of all other DPS heroes
  • Damage increased from 28 to 30
  • Dragonblade no longer receives damage amp from Nanoboost
Reverse falloff damage felt much worse than expected, but we also wanted to avoid allowing Hanzo to be good at every single range. Thus, we've decided to nerf Hanzo's long range spam potential, while keeping his lethality at short to medium ranges acceptably high.

We also wanted to experiment with having a limited amount of ammo on Hanzo, so we added a quiver system wherein Hanzo must refill his quiver (reload) after firing 12 shots.

- CactusPuppy
Storm Bow
  • All arrows now have damage falloff starting from 15 meters, and falling to 60% damage at 45 meters
  • Increased projectile speed from 110 to 125
Storm Arrows
  • Moved to secondary fire
  • 35 damage per storm arrow
  • Hold to fire storm arrows (must rapid fire, cannot wait to shoot)
  • Release to return to normal firing mode
Hanzo lunge icon
  • Now stores up to 2 charges
  • Lunge distance increased by 35%
I don’t know Junkrat well enough to make too many changes to him. This was one that was suggested.

Steel Trap
  • Reduced cooldown from 10 to 7 seconds
Unfortunately, the previous Icing ability which replaced Mei's primary fire was causing too much client-side rendering lag to warrant keeping in, as fun as it was. We've instead opted to remove the slow and freeze from Mei's primary fire, while bumping its damage by 20%. Avalanche was not causing rendering lag, however, and was decently fun anyways, so we kept it in.

- CactusPuppy
Endothermic Blaster - Primary Fire
  • Damage increased from 55 to 66
  • Removed
  • Replaced with "Avalanche". Avalanche turns Mei in to a giant rolling Snowball that picks up enemies she rolls over. After 3 seconds (or when reaching a wall) Avalanche explodes, knocking back and damaging (50) everyone caught in Avalanche. Avalanche also damages enemies caught in inside over time while rolling for 30 damage per second
No idea what changes Pharah might need.

The Shadowstep into backline, then wraith if in trouble is a little too strong and allows Reaper to just make stupid plays and then rinse-repeat. This should make him just that little bit more careful about his backline adventures.

Wraith Form
  • Duration reduced from 3 to 2 seconds
Soldier: 76
This was a nice QoL change from the April Fool’s patch. Does he need more? I don’t think so tbh.

  • Now slowly reloads ammo while sprinting (4 ammo per second)
A big change, so may be controversial, but: Hack cannot stay as it is. OW2 is moving away from CCs and things that stop people from playing their hero. So, I’ve tried to make Hack less of a “hack ‘em and they’re useless now” and more of a targeted silence, which works well in MOBAs. The 2 seconds can still be plenty if you’re targeting someone down specifically and now that it can be executed more consistently, Sombra can use it tactically to interrupt things.


Developer comment: Per Paris Eternal's request, the hack duration was lowered to 1 second.

- CactusPuppy
  • Hack is now a guaranteed-hit seeking single-target projectile
  • Hack duration reduced 5 to 1 seconds
  • Hack cooldown increased 8 to 10 seconds
Sym feels clunky at the moment and barriers need to go so this is an attempt to make her feel more cool and unique. TP can be more dynamic this way & the light clone is wacky fun imo.

  • Cooldown now starts when teleporter is placed
  • Teleporter now lasts 8 seconds
Photon Barrier
  • Removed
  • Replaced with "Light Clone". Light Clone creates a duplicate Symmetra who moves inversely to the real Symmetra and deals full damage.
What do we do with Torb? We wanted to give him a grapple specifically to his turret but he has the max number of abilities already.

Just a slight tweak back.
  • Increased movement speed passive removed to match speed of all other DPS heroes


Role Passive: Regenerates health at 10 HP/S after 2 seconds of not taking damage

As seen in early Overwatch 2 playtests, Ana's sleep dart cooldown is now longer.

- CactusPuppy
Ana sleep dart icon
Sleep Dart
  • Cooldown increased from 12 to 15 seconds
The devs clearly are adamant about immortality staying as an ability that gives immortality. They’ve obviously considered all the damage reduction ideas… well how about a cast time? It still has the power of ‘immortality’ but now requires foresight and gamesense to get value out of.

Regenerative Burst
  • Regenerative burst self-healing nerfed: 15 per second (self), 75 overall
Immortality Field
  • Immortality has cast time of 1.0 seconds. Bap is immobile while casting
Brigitte hero icon
The Overwatch 2 gameplay we've seen so far shows that Brigitte's Shield Bash no longer stuns players in exchange for dealing more damage. We wanted to try something different: keeping the ability for Shield Bash to interrupt channeled abilities while making it less annoying to get caught near a Brigitte. To compensate for this change, we've increased the range of Shield Bash and increased its damage to offer Brigitte more mobility and survivability in an environment with less protection in the form of a second tank.

- CactusPuppy
Brigitte Shield Bash icon
Shield Bash
  • Stun reduced from 0.5 seconds to 0.1 seconds
  • Range increased from 4.5 meters to 9 meters
  • Damage increased from 5 to 50
This is a dynamic little change that’s aimed at encouraging your average Lúcio players to wallride more and master the skill. It also gives a bit of scalability to Lúcio - the good ones can now get more output out of him where sometimes he feels a bit weak when not being part of a Rush comp (which will be much weaker in OW2).

New Passive: Music Meter
  • Continuously wall riding charges Music Meter, which buffs some of Lúcio's other abilities
  • Music Meter reaches maximum charge after 4 seconds of wallriding, and must have at least 1 second of charge to affect other abilities
  • Music Meter drains at a rate of 10% per second while not wallriding
Amp It Up
  • Benefits from "Music Meter". Increases effectiveness by at least 5%, up to 20% at full meter
Sound Barrier
  • Benefits from "Music Meter". Increases effectiveness by at least 10%, up to 25% at full meter
Shoutout to EeveeA for the Angelic Blessing change. I wanted to incorporate more ideas she’s suggested on Mercy but they were not possible to do in the Workshop. The change we’ve added on top is beam degeneration which aims at disincentivizing hard pocket Mercy playstyles, which is what most people dislike about playing against her.

Caduceus Staff
  • Mercy now has ‘beam degeneration’. The more she heals a single target, the more her healing per second on that target drops.
  • Max healing is 55 health per second, which drops to a minimum of 40 health per second over the course of 4 seconds of continuous healing. When the beam target is switched, this number starts to regenerate on the previous target
  • Removed
  • Replaced by "Angelic Blessing": You can select an ally and send a soul to them. That soul then grants them the ability to, over the next 6 seconds have 1 single GA use. After 6 seconds the soul will fade away. 20 Second cooldown
In keeping with a past Experimental patch, we wanted to see what a true debuff cleanse might look like in the world of 5v5. Please note that the current radius is probably smaller than you might expect (2 meters), so unlike the Experimental patch, it is not feasible to save large amounts of your team unless they are very close to the Moira. Moira players should need to make decisions about which allies to cleanse with this change.

- CactusPuppy
  • Now clears the following negative status effects from allies within a 2 meter radius on cast:
    • Stunned (e.g. Sigma's Accretion)
    • Knocked Down (e.g. Reinhardt's Earthshatter)
    • Hacked (e.g. Sombra's Hack)
  • Due to Workshop limitations, the following negative status effects CANNOT be cleared:
    • Ana's anti-heal effect
    • Ashe's Dynamite burn
    • Sombra's EMP hack
    • Reinhardt's Charge pin
  • For balance concerns, the following negative status effects are NOT cleared:
    • Sleep (e.g. Ana's Sleep Dart)
    • Mei's Avalanche (except for knockdown at the end)
Will he able to frag more or will he be even more squishy? Need to try him and see. We have given him a 50HP ‘mini-shield’ which appears in front of him when he is charging his right-click. It might give him a tiny bit more of an edge when fighting flankers.

Orb Of Destruction: Secondary Fire
  • While charging Secondary Fire a small 50hp shield will appear in front of Zenyatta.


This post utilizes other codes either in part or in full. This could be because they remixed them, used parts of them, were inspired by them, or other reasons.

Players | 1 - 10
Categories: Hero Adjustments, Tools
Tags: ow2 5v5
Heroes: D.va, Orisa, Reinhardt, Roadhog, Sigma, and 27 more...
Maps: Dorado, Havana, Junkertown, Rialto, Route 66, and 11 more...
Created at:
Last updated:
Current version: 1.1



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