Overwatch 2 by TooMuch4You

I got tired of waiting for the actual Overwatch 2 releas, so I am going to creat my own. I plan to includ various changes and new hero concepts. Since I just started I only managed to modify six heros so far, never the less I hope you find it as funny to play as i do.


Added the following new statuses.


  • Bleeding: Deals 8 damege per second and stacks up.
  • Burn: Deals 20 damage per second.
  • Poison: Deals 10 damage per second and cuts incoming healing by 50%.
  • Weak: Reduces damage dealt by 33%.
  • Vulnerability: Increases damage taken by 10%.
  • Cripple: Reduces movespeed by 50%.
  • Immobilized: The same as rooted, but I added a effect and hud.
  • Blind: The player can only see a whitscreen.
  • Fear: Forces the player to flee.


  • Regeneration: Heals 15 health per second.
  • Might: Increases damage dealt by 10%.
  • Protection: Decreases damage taken by 33%.
  • Hast: Increases movespeed by 33%.
  • Stability: Immunity to all forms of CC.
  • Retaliation: Reflects 25% of taken damage back to the attacker.
  • Invisibility: Sets the player invisible. Wears off if the player deals damage.




I changed Bastions role from dps to tank, therefore I added 100 Armor to his Health, so he has now 200 Health and 200 Armor. Furthermore I changed/modified his Abilitys to make them more fitting for his new role.

Primary Fire
Is now fiering explosiv projectiles.

  • Direct hit: 100 damage + 1 Sec Burning
  • Splash: 15 - 40 damage
  • Self: 15 - 40 + 2 Sce Burning
  • Area of Effect: 4 meters
  • Projectile speed: 30 meters per second
  • Ammo: 6
  • Rate of fire: 1.1 seconds

Secondary Fire
Remains self repair with some new upgrades.

  • Adds up to 200 extra armor on top of Bastions max health, when used at full health.
  • Bastions size scales with extra armor up to 1.5x his original size.
  • Healing decreasd to 40 health per second.
  • Max duration increased to 11.5 seconds.

Ability 1
Bastion can no longer turn in to his sentry mode, but he can now deploy a sentry gun wich can be used by him or his teammates.

  • Only one player at a time can use the sentry gun.
  • A Player can only use primary fire while using the sentry gun.
  • While deployed Bastion can manually destroy his sentry gun by pressing [interact].
  • Sentry gun has 210 Health.
  • Duration: until destroyed.
  • Cooldown: 20 seconds / 10 seconds when manually destroyed.

Ability 2
Ability 2 allows Bastion to shrink for a short amount of time.

  • Bastions size shrinks to 0.2x his original size.
  • Gains hast for 3 seconds.
  • Cant use primary fire while shrinked.
  • Duration: 3 seconds
  • Cooldown: 8 sconds

Like his sentry mode, Bastion can no longer switch into tank mode but he can now deploy a tank.

  • Only one player at a time can enter the tank.
  • A Player can only use primary fire to shot or secondary fire to drive while inside the Tank.
  • The Tank has 1500 Health.
  • Damage: 0.5x of damage that Bastion normaly does in tank configuration.
  • Duration: 30 seconds.



Since I nerfed Sigmas shield and grasp no longer gives extra health i added 100 Health to Sigmas healthpool, so he now has 500 health.

Primary Fire
Is now fiering 4 projectiles per burst, but damage of each is cut in half.

Secondary Fire
I nerfed Sigmas shield in a way that it requiers more thought how to use it.

  • Health reduced to 400.
  • Can no longer be recalled.
  • Increased scale by 40%.
  • Duration: 9 Sec.
  • Cooldown: 13 Sec.

Ability 1
I changed Sigmas grasp so that it works similar to D.Va Matrix.

  • No longer converts damage to shield.
  • Duration: up to 2 seconds.
  • Cooldown: 1 Second.
  • Takes 4 seconds to fully recharge.

Ability 2
Basically the same.

  • Inflicts weakness for 1 - 3 seconds.

Basically the same.

  • Grants protection for 3 seconds .
  • Grants hast for 5 seconds.
  • Cripples enemy player for 4 second.



Alongside the changes that will come in the actuall OW2. I gave Zarya a new Secondary Fire Ability, altered her Primary fire and increased her health to 500 so that she performs better as a solo Tank.

Primary Fire
Her old Secondary fire will be her new Primary fire, also set projectile gravity to 0 and increased ammo to 300 so she can shot 12 blasts before reloading.

Secondary Fire
Zaryas new ability. She generates a particle spinner at her position, wich deals damage and cripples enemys.

  • Range: 5 meters.
  • Damage: 50 damage per second.
  • Inflicts 2 seconds of cripple every 1 second.
  • Duration: 5 Seconds.
  • Cooldown: 12 Seconds.

Ability 1/Ability 2
Like in actuall OW2 with initialy 2 charges and on a shared cooldown.

No Changes.


Wrecking Ball

My idea for Wrecking Ball was to give him some sort of a movable covering. So he can now deploy and cammand a Ball ( simply a biger version of himselfe ). Since this Ball is now acting like a very mobile shield for his team and Wrecking Ball dosent need to take as much damage as before by himselfe i reduced his Health to 400 and cut his size by 50%.

The Ball
Wrecking balls new tool. Used for all of his new Abilitys.

  • Can shield up to 2000 damage before destroyed.
  • Regenerates 200 Health per second if not deployed.
  • Takes 10 seconds to respawn if destroyed.

Primary Fire
No changes.

Secondary Fire
Wrecking Ball commands his ball to move to the selected location. While moving the ball will deal damage and a small knock back to enemys who stand in its way.

  • Range: 20 meters.
  • Cooldown: 2 Seconds.
  • Damage: 20 damage

Ability 1
Wrecking Ball deployes his ball at the selected location or calls it back if already deployed.

  • Range: 15 meters.
  • Cooldown: 5 Seconds.
  • Damage: 7-33 damage.

Ability 2
Wrecking Balls deployed Ball becoms a Shieldgenerator for a short amount of time, granting players within range protection and extra Shields.

  • Grants 150 Shiled.
  • Grants 2 seconds of Protection.
  • Duration: 3 seconds.
  • Range: 20 meters.
  • Cooldown: 9 Seconds.

No Changes.

Allows Wrecking ball to ride on top of his ball increasing his move speed and damaging players in his way.

  • Must stay close to the ball to use.
  • While riding the ball Wrecking ball gets knocked off when taking damage.
  • Damage: 20 damage.




D.Va has been stripped of her mech and is now a attacker. To enhance her damage output she has a mecha drone by her side wich attacks alongside her. I also increased her health by 50 so she has 200 like most of the dps heros.

Passive Ability
A mecha drone is now attached to D.Va. It attacks with her and is required for most of her altered abilitys. It can be destroyed by enemys.

  • Health: 150
  • Respawn cooldown: 15 seconds

Primary Fire
Enhaced version of baby D.Vas primary fire.

  • Projectile speed increased by 75%
  • Mecha also fires dealing 50% of mechs original damage.

Secondary Fire
Alows D.Va to fully control her mecha. While controling the mecha D.Va will leave her body behind.

  • Cant be used if mecha is destroyed.
  • Switch back to baby D.Va by holding [Crouch] within a 3m radius of her.
  • Automaticalliy switchs back to baby D.Va when mecha is destroyed.
  • If baby D.Va dies the player automatically dies to.
  • Whie controling the mecha [Jump] or [Secondary fire] can be hold to fly.
  • Cant be used in spawn.
  • Cooldown: 15 Seconds.

Ability 1
D.Va sends her mecha charging forwards, dealing damage and knockback.

  • Cant be used if mecha is destroyed.
  • Steals one boon from every hit player.
  • Damage: 50
  • Cooldown: 4 Second.

Ability 2
D.Va lets her mecha attack with Micro Missiles, dealing damage and inflicting burn.

  • Cant be used if mecha is destroyed.
  • Damage: Directhit 3.5, splash: 0.5 - 2 damage per missile.
  • Cooldown: 8 seconds.
  • Inflicts 0.2 - 0.4 seconds of burn per missile.

D.Va calls her Mech for a limited amount of time.

  • Mechs health increased to 800 .
  • Grants Might, Hast and Stability for 12 seconds.
  • Duration: 12 seconds



My idea for Symmetra was to turn her into a illusionist. To support this new hero concept her abilitys can now creat clones. Her health has been reduced to 200 of wich 50 are normal health and 150 are Shield.

Passive Ability
Symmetra can have up to 3 clones at a time. Clones will follow and attack alongside her. They have 100 Health and are removed when destroyed.

Primary Fire
Replaced her primary fire with a modified version of her secondary fire. While fireing clones will also attack.

  • Damage Symmetra: 90
  • Damage clone: 10
  • Projectile speed: 60 meters per second
  • Rate of fire: 0.75 Seconds
  • Ammo: 10 shots per clip

Secondary Fire
Teleport all clones to Symmetra.

  • Cooldown: 5 Seconds.

Ability 1
Creats a clone at symmetras position while teleporting her backwards. This gives her some extra movment and a way to confuse enemys.

  • Grants hast for 3 seconds.
  • Range: 8 meters.
  • Cooldown: 9 Seconds.

Ability 2
Symmetra sets herselfe invisible while leaving a clone behind. An even better way to confuse enemys.

  • Grants invisibility for 3 seconds.
  • Stunbreaker: (can be used while stuned, knocked down, or frozen and clears those statuses.)
  • Cooldown: 15 seconds.

Symmetra turns one enemy into a small piggy (Roadhog at half his original size).

  • Turned Player cant use abilities.
  • The piggy has 150 health.
  • Range: 20 meters.
  • Duration: 5 seconds.



I tried to nerf Hanzo at close range and buff him on long range.

Primary Fire
Added reversed damage falloff to his primary fire.

  • Damage: 100 + Distance/2. up to 140.

Secondary Fire
Hanzos new ability. He can now use difrent coatings for his arrows, wich will then enhance his primary fire.

Burning Arrow

  • Inflicts Burn for 2 seconds.
  • Arrow count: 3
  • Cooldown: 15s

Poisoned Arrow

  • Inflicts poison for 3 seconds.
  • Arrow count: 2
  • Cooldown: 20s

Tranquilizer Arrow

  • Inflicts Sleep for 3 seconds.
  • Arrow count: 1
  • Cooldown: 25s

Ability 1
minor changes.

  • Inflicts 6 seconds of vulnarability.
  • Hanzo deals 33% more damage to enemys, who were hit by a sonic arrow.

Ability 2
Is now better when used on long range and can easyer be punished.

  • Arrow count increased by 3 to 8.
  • Arrows are fired automaticly afer casting the ability.
  • Inflicts 2 seconds of Immobilized to Hanzo.
  • Grants 2 seconds of stability to Hanzo.
  • Projectile speed increased to 200%.
  • damage reduced to 56 per arrow.
  • Cooldown increased to 15 seconds.

Hanzo can now use his jump do dodge enemy attacks.

  • Grants hast for 2 seconds.
  • Grants status phased out for 0.75 seconds.
  • Cooldown increased to 8 seconds.

Basically the same.

  • Smal knockback added.



My goal for Echo was to make her more squishy, so I reduced her Health to 150 and her size by 30%. She is now like a flying version of Tracer.

By holding jump button echo can now fly. Only up to 3 meter above Ground. While flying her movespeed is slightly increased.

Primary Fire
I replaced her primary fire with a nerfed version of her secondary fire.

  • Only 2 Sticky Bombs are fiered ber shot.
  • Rate of fire: 0.5 Seconds.
  • Ammo: 12

Secondary Fire
Since I changed Echos Ultimate and she can no longer dublicate, I gave her this new ability to keep the dublication mechanics in the game. With it Echo can creat a Hologram of her selected Target, wich will then use a skill unique to the targets hero.

  • The Hologram has 150 Health and can be killed.
  • Range: 20 meters
  • Cooldown: 15 seconds

Depending on the targets Hero the following skills will be used by the Hologram.

  • Ana: Biotic Grenade
  • Ashe: Dynamite
  • Baptiste: Immortality Field
  • Bastion: Sentry Gun
  • Brigitte: Repair Pack
  • D.Va: Micro Missiles
  • Doomfist: Rocket Punch
  • Echo: Focusing Beam
  • Genji: Dash
  • Hanzo: Storm Arrow
  • Junkrat: Mine
  • Lucio: Amp
  • Mccree: Roll + Flashbang + Fan the Hammer
  • Mei: Wall
  • Mercy: Pocket Heal for 8 seconds
  • Moira: Healorb
  • Orisa: Halt
  • Pharah: Jump Jet + Concussive Blast
  • Reinhardt: Charge
  • Roadhog: Hook
  • Sigma: Accretion
  • Soldier 76: Helix Rockets
  • Sombra: Hack
  • Torbjörn: Turret
  • Tracer: Blink + 1 Clip
  • Widowmaker: 1 full charged shot
  • Winston: Barrier Projector (Currently buging, will be changed when i finished Winston.)
  • Wrecking ball: Piledriver
  • Zarya: Projected Barrier
  • Zenyatta: Orb of Harmony

Ability 1
Works now similar to Tracers blinks.

  • Has 3 charges.
  • Cooldown: 5 seconds.

Ability 2
No changes.

Echo switches to Holomode for 10 seconds. While in Holomode Echo can use a enhanced version of her primary fire and gains 150 extra Shiled.

  • Grants 10 seconds of might.



Because i did not like the nerfs Blizzard brougth to her i increased her health back to 200.

Primary Fire
No Changes.

Secondary Fire
My idea for nerfing her secondary fire was to add a Laserpointer. That way she will more likely give away her position.

Ability 1
By using it on a suitable location like a wall while keeping the button held Widowmaker will stick to it for a short amount of time.

  • Max sticking duration: 6 seconds.
  • Grants 3 seconds of hast when used without sticking.

Ability 2
Basically the same.

  • Inflicts 5 seconds of poison.

Basically the same.

  • Grants Might for its duration.



Genji gets a new passiv ability as well as a reworked ultimate and some other minor changes.

Lets Genji survive a lethal blow and teleports him to safety.

  • Genji must have at least 50 health when taking the blow for the skill to trigger.
  • Genji teleports behind the Attacker.
  • Grants 2 seconds of Invisibility
  • Cooldown: 30 seconds

Primary Fire/Secondary Fire
Deals extra damage if enemy is hit in the back.

  • +7 Damage per shuriken.

Ability 1
Basically the same.

  • Steals one boon from hit enemys.
  • Grants 2 seconds of hast.

Ability 2
Basically the same.

  • Grants 2 seconds of retaliation.

Each swing of Genjis Dragonblade now creates a big shuriken that pierces enemys and damages them.

  • Shurikens deal 60 damage.
  • Hit damage reduced from 120 to 60 so that Shuriken + Hit are still 120 damage
  • Duration increased to 7 seconds,




Passive Ability
Mercy now has a small fairy attached to her. The fairy serves as her new way to damage boost.

  • Health: 50
  • Respawn cooldown: 10 seconds
  • The fairy will damage boost the player it is attached to.

Primary Fire

Secondary Fire
Since I removed her blaster secondary fire is mercys new way of dealing damage.

  • Damage: 50
  • Projectile speed: 120 meters per second.
  • Rate of fire: 0.7 seconds
  • Ammo:

Ability 1
Allows Mercy to send her fairy to a Teammate or call it back if already sent.

  • Uses the same targeting mechanisem as guardian angel.
  • Cant be used if fairy is dead.
  • Cooldown: 4 Seconds.

Ability 2
Mercy morphs into an invulnerable mist for a brief time.

  • Grants hast and regeneration for 5 seconds.
  • Removes all conditions.
  • Duration: 3 seconds.
  • Cooldown: 12 seconds.

Mercy gets her mass resurrection back.

  • Also resurrects the fairy.
  • Grants 4 seconds regeneration to all players within range.
  • Range: 15 meters.


Moira / Reaper

One of my ideas for a new hero concept was to merge two heros into one.
So Moira can now turn into Reaper for a limited amount of time. To do so, she first has to gather lifeforce by damaging enemys.

Passive Ability
Moiras new passiv ability is, that she generates lifeforce whenever she deals damage to an enemy. Once she has enough, she can turn into Reaper by pressing [Interact]. While playing Reaper Moiras lifeforce is slowy decrasing over time, also if Reaper takes damage the lifeforce is decreased by that amount. If Reaper runs out of lifeforce he turns back into Moira.

  • 25% of dealt damage are turned into lifeforce.
  • Max lifeforce is reached by 200.
  • At least 50 lifeforce is required to turn into Reaper.
  • Reaper can turn back to Moira by pressing [Interact].
  • Lifeforce decreases by 5 points per second while playing as Reaper.
  • 3 seconds cooldown between switching.

Primary Fire

Secondary Fire
Is now targeting more then just one enemy.

  • Reduced damage to 16 per second.
  • Inflicts 5 seconds of bleeding every one second.

Ability 1
Basically the same.

  • Grants hast for 3 seconds.
  • Removes the conditions cripple and immobilized.

Ability 2
The orb is no longer flying around.

  • Projectile speed reduced to 0.
  • Healorbs max heal scalar increased to 600.
  • Damageorbs max damage scalar decreased to 20.
  • Damageorb inflicts fear to enemys.
  • Cooldown increased to 12 seconds.

Basically the same.

  • Inflicts poison to enemys.



Since Zenyatta now has new ways of recovering his own health i changed his healthpool from 50 health and 150 shiled to 50 health, 50 shiled and 100 armor.

Passive Ability
Zenyattas orbs will now effect him aswell if they are not cast onto other players. Also added two effects to make it easyer to see whether or not they are on him.

  • Orb of Harmony: Grants one random boon every 3 seconds.
  • Orb of Discord: inflicts Vulnerability.

Primary Fire

Secondary Fire

Ability 1
Grants on of the following boons randomly every 3 seconds.

  • Regenration for 3 seconds.
  • Hast for 2 seconds.
  • Might for 2 Seconds.
  • Protection for 1 second.
  • Retaliation for 1 second.
  • Stability for 1 second.

Ability 2
Zenyatta now heals a part of the damage dealt to discorded enemys.

  • Heals for 25% of the dealt damage.

Also grants random boons to Allies.

  • One boon every 1 second.

Zenyatta new ability gives him a way to heal more then one player at a time. While holding crouch zenyatta starts to meditate to grant regeneration to himselfe and nearby Allies.

  • While active Zenyatta cant move, attack or use his abilitys, but the casted orbs stay active.
  • Range 6 meters
  • Grants 1 Second of regeneration every one second.
  • Grants one second of retaliation to Zenyatta every one second.


I will update the code once I finished more heros, so stay tuned.

Players | 1 - 10
Categories: New Heroes
Heroes: All
Created At:
Updated At:
Version: 1.0.4

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