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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.

General

Added the following new statuses.

Conditions

  • 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.

Boons

  • 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.

Heros

Tanks




Bastion

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

Ultimate
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.

via GIPHY



Doomfist

Like Bastion Doomfists role has changed from dps to tank, therfor i altered his primary and secondary fire, Also his health was increased to 400 and his size by 20%.

Primary Fire
Doomfist punches his target two times. First punch is a weaker version of his rocketpunch. Second punch is a normal meele.

  • Deals 55 + 30 damage
  • Ammo 4
  • Range 5 meters

New Secondary Fire
Grants temporary armor and increases seize.

  • Grants 100 armor
  • increases size by 30%
  • Grants might for 5 seconds
  • duration 5 seconds

Ability 1
Inflects weaknes.

  • Inflects weaknes for 3 seconds

Ability 2
Inflects Cripple.

  • Inflects cripple for 2 seconds.

Ultimate
unchanged.

via GIPHY



Orisa

No big changes, just gave her a bit more mobillity.

Primary Fire
unchanged.

Secondary Fire
is now also pulling orisa.

  • Max range for Orisa to be pulled is 20 meter

Ability 1
Orisa no longer takes damage while active but she cant move.

Ability 2
Reduced shield size by 30%.

Ultimate
unchanged.

via GIPHY



Reinhardt

Just the changes that were already announced.

Primary Fire
unchanged.

Secondary Fire
Grants buffs to Reinhardt when his shield breaks.

  • Grants hast for 3 seconds.
  • Grants might for 3 seconds.

Ability 1
shorter cooldown, better handling and can be manually stoped.

  • Cooldown reduced to 8 seconds

Ability 2
Has now 2 charges.

Ultimate
unchanged.

via GIPHY



Roadhog

Hogs Breather now gives him increased flatulence. Wich then allow him to use his new ability

Primary Fire
unchanged.

Secondary Fire
unchanged.

Ability 1
Inflects Cripple.

  • Inflects cripple for 2 seconds

Ability 2
Charges Roadhogs flatulence Level by up to 50.

Ultimate
unchanged.

New Ability (Crouch)
Roadhog farts with such power that he gets blasted upwards.

  • The more charged the higher he flys.
  • Costs up to 50 flatulence Level.

via GIPHY




Sigma

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.

Ultimate
Basically the same.

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

via GIPHY



Winston

Added a new secondaryfire + a new ability that gives winston some self recovery.

Primary Fire
unchanged.

New Secondary Fire
Winston charges a beam attack wich deals the more damage the longer it is charged.

  • Damage: 20 - 80 depending on charge.
  • Rate of Fire: 0.35 - 1.4 seconds depending on charge.
  • Costs 20 Ammo per beam
  • No headshots

Ability 1
Grants Hast up on landing.

  • Grants 2 seconds of hast.

Ability 2
unchanged.

Ultimate
unchanged.

New Ability (Crouch)
Winston takes a nap to recover his health.

  • Recovers 50 health per second.
  • by pressing crouch again Winston weaks up.

via GIPHY




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.

Ultimate
No Changes.

Interact
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.

via GIPHY




Zarya

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.

Ultimate
No Changes.

via GIPHY


Attacker




Ashe

I almost completly reworked her to a close range dps rather then a long range.

New Primary Fire
Her new primary fire is now like a shotgun.

  • Damage: 8 damage per round, 120 per shot.
  • Rate of Fire: 0.8 second.

Secondary Fire
Ashe sends Bob charging forward and knocking enemys into the air,

  • Range: 70 meters.
  • Damage: 120 damage.
  • Cooldown: 12 Seconds.

Ability 1
Ashe slides forward damaging enemys on the path.

  • Range: 20 meters.
  • Damage: 50 damage.
  • Cooldown: 4 Seconds.
  • Removs cripple and immobilized

Ability 2
Unchanged.

Ultimate
Ashe changes her weapon to sniper mode, allowing her to shot a limited amount of rounds in a limited amount of time wich deal survivor damage.

  • Damage: 120 damage.
  • Number of rounds: 5
  • Duration 8 seconds
  • no damage falloff

via GIPHY



D.Va

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.

Ultimate
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

via GIPHY



Echo

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.

Passiv
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.

Ultimate
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.

via GIPHY



Genji

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

Passive
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.

Ultimate
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,

via GIPHY



Hanzo

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.

Jump
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.

Ultimate
Basically the same.

  • Smal knockback added.

via GIPHY




Junkrat

I changed the way his Concussion Mine works, increased his rate of fire and gave him a new Ability.

Primary Fire
Less damage but increased rate of fire.

  • Damage: 55 damage
  • Rate of Fire: 0.333 second.
  • Ammo: 12

New Secondary Fire
Junkrat trows out a bunch of grenades,

  • Damage: 50 damage
  • Number of grenades: 18
  • Cooldown: 9 Seconds

Ability 1
Junkrat can no longer throw or trigger the mine. Mines can only be placed and detonade automaticly if enemys get to close.

  • Range: 3 meters.
  • Damage: 100 damage.
  • Cooldown: 6 Seconds.
  • Junkrat will be damaged too if caught within the explosio.
  • inflicts burn for 3 seconds

Ability 2
Can now have two Traps active at the same time.

  • Cooldown: reduced to 9 seconds.

Ultimate
unchanged.

via GIPHY


Mccree

Mccree gets a new passiv called retribution as well as some other minor changes.

Passive
When ever Mccree gets killed his killer will becom his retribution target. Mccree can see his target through walls and deals 20% increased damage it.

Primary Fire
Unchanged.

Secondary Fire
Unchanged.

Ability 1
Basically the same.

  • Grants 0.5 seconds immunity to all damage.
  • Grants 3 seconds of hast.

Ability 2
Removed the stun and added blindness.

  • inflicts 2 seconds of blindness.

Ultimate
Unchanged.

via GIPHY



Mei

I replaced her Primaryfire and gave her a new ability.

Primary Fire
Has been replaced with her secondary fire.

New Secondary Fire
Mei creates a ice spike at the selected location wich deals damage over time and then explodes dealing further damage and frezzes enemys.

  • Range: 4 meters.
  • Damage: 40 damage per second.
  • Explosion Damage: 50 damage.
  • Explosion frezzes for 1.5 seconds.
  • Duration: 2 Seconds.
  • Cooldown: 8 Seconds.

Ability 1
Basically the same.

  • Grants 2 seconds of protection.

Ability 2
Unchanged.

Ultimate
Unchanged.

via GIPHY



Pharah

Pharah has two new abilitys.

Primary Fire
unchanged.

New Secondary Fire
Much like Mccrees Fan the Hammer Pharah can now launch her rokets at once but they deal less damage.

Damage reduced to 40 per rocket.

Ability 1
Unchanged.

Ability 2
Unchanged.

Ultimate
Unchanged.

New Ability (Crouch)
Like Wreckingballs piledriver Pharah dives down and damages enemys.

  • Range: 3 meters.
  • Damage: 70 damage per second.
  • Cooldown: 10 Seconds.

via GIPHY



Soldier: 76

Soldier has a new ultimate and some other minor changes.

Primary Fire
unchanged.

Secondary Fire
unchanged.

Ability 1
Is now using up stamina.

  • Costs 20% of his stamina per second.
  • Stamina recovers while not running

Ability 2
Unchanged.

New Ultimate
Soldiers new Ultimate is a shiledgenerator much like the old one from Symmetra before she got reworked. Also while charging the Ultimate the generator cercles around Soldiers and attacks nearby enemys.

While uncharged

  • Range: 15 meters.
  • Damage: 30 damage per second.
  • Cooldown between attacks 3 Seconds.

While active

  • Range: 50 meters.
  • Grants 100 shields.
  • Has 200 Health.
  • Least until destroyed.
  • Can manualy be destroyed by pressing interact while standing close to the generator.

via GIPHY



Sombra

I reworked her ultimate and her translocator.

Primary Fire
unchanged.

Secondary Fire
unchanged.

Ability 1
unchanged.

Ability 2
I changed her Translocator to a Stealthlocator, wich will grant Sombra and her
allies invisibility.

  • Range: 7 meters.
  • Duration: 7 seconds.
  • Cooldown 15 Seconds.
  • Ends immediately when the locator is destroyed.

New Ultimate
Sombras new ultimate lets her create 2 portals wich Teammates can use to teleport.

  • After the second portal is placed they stay active for 10 seconds.
  • there is a 1 second cooldown beetwen the teleportations.

via GIPHY



Symmetra

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.

Ultimate
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.

via GIPHY



Tracer

Tracer now has a twin fighting alongside her. They share the same health therfor i increased Tracers health too 200.

Primary Fire
Reduced ammo since twin is attacking too.

  • Ammo reduced to 20.

Secondary Fire
unchanged.

Ability 1
unchanged.

Ability 2
unchanged.

Ultimate
unchanged.

via GIPHY



Widowmaker

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.

Ultimate
Basically the same.

  • Grants Might for its duration.

via GIPHY


Support



Ana

Only small changes for ana.

Primary Fire
Less damage, but inflicts poison.

  • Inflicts 2 seconds of poison.
  • Damage reduced to 50

Secondary Fire
Unchanged.

Ability 1
Reduced sleep time for Tank Heros.

  • Sleep duration reduced to 1.5 seconds.

Ability 2
Ana can no longer launch her grenade at enemys, only on her selfe and she jumps backwards after the grenade was launched.

Ultimate
Ana also Nanoboosts herselfe alongside her target.

via GIPHY



Baptiste

I switched his ultimate with his Immortality Field and replaced his Regenerative Burst with a new ability.

Primary Fire
Unchanged.

Secondary Fire
Unchanged.

New Ability 1
Baptiste deploys a Jump Pad wich can be used by all Players to get launched up in the air.

  • Duration: 10 seconds.
  • Cooldown: 15 seconds.

Ability 2
I changed his Amp Matrix into one of his regular abilitys, but its durations is much shorter.

  • Duration: 2.5 seconds.
  • Cooldown: 18 seconds.

Ultimate
Baptiste generates a Immortality field around himselfe in wich allies cant die.

  • Duration: 6 seconds.
  • Grants Retaliation to player inside the field.

via GIPHY



Brigitte

Replaced her primary fire and gave her 1 new ability.

Primary Fire
Her old primary fire became her meele and her new one is a nerfed version of her Whip shot.

  • Damage: 60.
  • Rate of fire: 1.1 seconds.
  • Removed Knockback.

Secondary Fire
Reduced the size of her shield so she can no longer cover her entier Body.

  • Reduced size by 50%
  • Shiled Bash remains unchanged

New Ability 1
Brigitte increases the size of her shield for a short amount of time.

  • Duration: 3 seconds.
  • Cooldown: 5 seconds.
  • Increased size 300%
  • Reduces Brigittes move speed by 50% while active

Ability 2
Grants protection to the target.

  • Grants 2 seconds of protection.

Ultimate
Unchanged.

via GIPHY



Lucio

I added a Beat to Lucios songs wich will work similar like the sound by either boosting damage or reducing damage taken.

Primary Fire
Unchanged.

Secondary Fire
Unchanged.

Ability 1
Unchanged.

Ability 2
Grants protection or might depending on the Beat.

  • Grants 3 seconds of protection.
  • Grants 5 seconds of might.

Ultimate
Unchanged.

New Beat
Boosts either damage dealt or reduces damage taken by 5%.

  • Area of effect: 12
  • Beat can be switched by pressing Interact

via GIPHY



Mercy

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
unchanged.

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.

Ultimate
Mercy gets her mass resurrection back.

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

via GIPHY


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
unchanged.

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.

Ultimate
Basically the same.

  • Inflicts poison to enemys.

via GIPHY



Torbjörn

I changed Torbjörns role from dps to support therefor i made his Hammer his primary weapon and removed his gun. I aslo reduced his healt to 200 and brougth back the old scraps mechanics. Scraps can be gathered by damaging enemys with the hammer or as drop from dead players.

Primary Fire
Replaced his gun with his hammer. The hammer can either be used to damage enemys wich will grant scraps or heal allies wich will cost scraps.

If used on enemys.

  • Damage: 66
  • Generates 2 Scraps.

If used on allies

  • Heals: 75 Health
  • Costs 3 Scraps

New Secondary Fire
Torbjörn uses scraps to create an armor pack wich can be picked up by him or his allies.

  • Costs 25 Scraps
  • Grants 50 Armor

Ability 1
Unchanged.

Ability 2
Grants Might.

  • Grants 5 seconds of Might.

Ultimate
Unchanged.

via GIPHY



Zenyatta

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
unchanged.

Secondary Fire
unchanged.

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.

Ultimate
Also grants random boons to Allies.

  • One boon every 1 second.

Crouch
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.

via GIPHY


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

Players | 1 - 10
Categories: New Heroes
Heroes: D.va, Orisa, Reinhardt, Roadhog, Sigma, and 27 more...
Created at:
Last updated:
Current version: 1.0.4

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