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Overwatch with Pokemon Types

Features
When you spawn, you will be given a type from Pokémon. This one, or most likely two types you have, dictate your damage towards others, the damage you receive, and a few bonus abilities given due to your type. Next, I will explain the bonuses you gain if you have the type. To be exact, this version favors offense because I swear it is more fun that way. So your defense works just like Pokémon from x4, x2, x1, x.5, x.25, and x0, but depending on your type when you attack, I made it deal the higher of the two. In this example, if you are Electric/Water and the enemy is Ground/Normal, you will deal 2x damage because Water is x2 into Ground/Normal even though Electric would be x0. Also, every damage has a flat 4.17 percent chance to 'crit,' where it deals double damage.


Normal Type

Passive: You have an additional 50 hit points in the form of health. You also wake up from sleep very quickly.
Rest - If you stand still for 3 seconds, you will begin to 'rest.' This reduces your active cooldowns by 2 seconds and heals you 35 hit points every second while resting.
Protect - By clicking the interact button, you become phased out (and rooted, and 90% of your buttons become disabled) for 2 seconds. This has a hidden cooldown of 8 seconds.
Focus Energy - Every time you use an ability, you gain a crit bonus. Every time you do get a crit, this bonus decreases. When you use your ultimate, you gain a large amount towards your crit bonus. {+1.5%, -1.5%, +20%}

*"Normal type in the main game is a baseline. Yet you didn't play this mode to be playing normal Overwatch. So I added normal-type moves that may help you. I also gave normal types an early bird-like ability. This plays helps against Grass's sleep powder and makes Ana less of the goat. I gave them 50 more health to make them hold out another second against fighting types." *


Fire Type

Passive: You heal 15 health points a second while on fire.
Status: Burn - Whenever you deal damage, there's a 1% chance to burn your enemy. What halves their damage and burns them for 5 seconds and deals 15 damage a second. {Cannot burn other fire types}
Blaze - You deal an additional 50% more damage when below 50% health. You also catch on fire.
Sunny Day - When you use your ultimate, fire attacks increase by 50% and water attacks decrease by 50%. For the next 20 seconds, and this applies to everyone.

"Fire I always saw as a powerhouse, and yet I couldn't think of a good passive. The attributes I settled on were all to increase your damage, even though offensively you are already covered. With the buffed Blaze ability and Sunny Day, your damage can already be tripled before hitting resistances or weaknesses. I love the burn idea and added the burning effect to make fire types more distinct."


Water Type

Passive: 10% Bonus to Movement.
Aqua Ring - You gain 5 hit points for 5 seconds when you use any of your abilities.
Withdraw - You take 30% less damage while crouching.
Splash - You deal 33% splash damage to people who are within 3 meters of your victim.

*"Water types have a load of speed-altering and priority moves, so I wanted them to be faster. And where fire is offensively strong, the water type's withdraw gives a damage reduction and an aqua ring-like heal when you use your abilities. Plus, splash damage is fun and is a joke about splash. Like when testing, I never had a problem with water; I always forget the crouching part, but if I hit a person in a crowd for x4, it then does splash."


Electric Type

Passive: 2% bonus to speed and damage for every living electric type.
Status: Paralysis - 1.7% chance to stun enemies when you damage them. {0.85 seconds & Cannot Stun Ground types or other Electric types}
Charge - Every 15 seconds when you heal someone, they gain 5% ult charge, 50 temp hit points, and you double their defense for their next received attack.
Discharge - When you reload, if an enemy is within 3 meters, they get stunned for 0.85 seconds. {Will not activate if the closest enemy is Electric or Ground type}

*"Being given the ability to stun is quite strong. So I couldn't give them anything too strong. I decided with a charge-like ability giving to those who can heal a boost and then an electric cherry effect to give a more consistent stun. I also see that electric types are immune to paralysis, so no stuns will work against other electric types. This isn't the same as the early bird since other stuns still stun you for the full amount. Electric has a very nonrestrictive defense type after all." *


Grass Type

Passive: You heal 2 hitpoints a second.
Sleep Powder - 1.2% to put an enemy you damage to sleep. {Does not affect other Grass Types}
Leech Seed - The first person you damage {for at least 10} becomes leech seeded. Healing you for 5 and damaging them for 5 every second until one of you dies. Has a 20-second cooldown after one person dies. {Does not affect other Grass Types}
Aromatherapy - When you earn an elimination, you heal 50 hit points to everyone on your team who is within 5 meters.

*"Status moves galore. Had to make sure the free healing overtime didn't get out of control since the other types gotta earn that healing. One of my biggest problem children, but I also like the passive healing. Honestly, the only thing I would change is aromatherapy, but I can't help it that I get ice with this and get one tapped by a Sunny Day-empowered Mauga, who just so happened to get a crit."


Ice Type

Passive: You spawn in with 100 temporary armor points.
Status: Frozen - 1% to freeze the enemy you damaged for 2.5 seconds. {Ice types are immune to this and recover quickly from Mei's ultimate.}
Glaciate - When you damage someone, they lose 2% speed for 10 seconds. This does stack. {Ice types are immune to this.}
Hail - 10 damage to anyone within 10 meters of you every second. For some Arceus reason, it has a 0.5% chance to freeze for 1.25 seconds. {Ice types are immune to this.}

"Ice types were very hard for me to come up with. I love their typing in-game even though they are defensively poo-poo. So the possible freeze was easy. I didn't want to add in another weather since I want to keep sunny day's mechanic unique, so I settled with a mini storm around you, aka the 10 damage per second in 10 meters. Fun except the fact you fall over faster than a house of cards. So I also add a slowing mechanic like Mei's so it combos with your aura; really, if I were to update this, I would totally add the slowing effect to the hail damage. Lastly, as I mentioned like twice, your defense is kaka, so I gave you a temp 100 armor out the get-go. How do I explain it in-game? A layer of ice."


Fighting Type

Passive: You deal 300% knockback.
Power-Up Punch - When you deal damage, you gain +1 ammo. {This bonus does not apply to all heroes; some guns really glitch out.}
Counter - Whenever you take damage, you store that damage. Whenever you melee someone, you release all the stored damage. Yes, this applies to Rein and Brig. Yes, they are scary.
Anger Point - When you receive a crit, you gain a 10% boost for 20 seconds.

*"Honestly, this one I had fun with. Yes, 300% is too much; yes, counter just gaining more and more damage with no reduction isn't fair. But it is very fun. Last time I checked, meleeing people in a mode where they can one-tap you isn't a good idea. Not balanced maybe in isolation, but against an algorithm that deems a crit-induced 4x was more than your current HP. Yup."


Poison Type

Passive: Minus 25% Damage, 2x Crit chance to poisoned enemies
Status: Poison - Whenever you damage someone, there is a 2.5% chance for them to gain a poison counter. Every second the poisoned person receives, they poison counter x 3 damage, so 3-30. Poison tiers 1-9 are curable. Each tier can be recovered by receiving healing x11, so 11-99. If you are within 1-9, every 30 seconds a counter goes away. If you reach 10, you are badly poisoned, and this will not go away unless you die. {Poison and Steel types are immune to Poison.}
Poison Point - 1.25% chance to poison anyone that damages you. Had to get more mileage out of poison.
Poison Sting - Any damage you do that is more than 12 will deal itself again but 1/12 of the damage for 8 seconds. I.e., you deal 12 damage; they will then take 1 damage every second for the next 8 seconds.

*"Bias out of the way, in-game Poison is my favorite. I gave them a larger damage decrease because I really, and I mean REALLY, wanted damage over time. The hit markers are what I wanted. But Balence told me that wouldn't be fair, so I did what I did. I also add the Merciless ability in post just because I couldn't think of a better passive; I didn't want to leave it as just -25% damage..."


Ground Type

Passive: You are 10% more affected by gravity. You are unaffected by knockback.
Bulldoze - You deal 35 damage and knock back anyone who gets within 2.5 meters.
Magnitude - When you use an ability within 7 meters of an enemy, you deal 5-50 damage to them depending on a random number. Has a 5-second cooldown and won't work if the enemy is in the air. {Does not affect Flying types}
Dig - If you remain motionless and crouched for 5 seconds, you will teleport back to spawn.

"This was the start of a creative drought. I did not make every bonus in order, so do not worry about the upcoming types. But hear me out: I had Rock's rollout planned for the ground, like as long as you are on the ground, you keep speeding up, and that with the Bulldoze ability was chef's kiss. But then the typing for the rollout was rock, and I had to bite my tongue. So, I am sorry for one of my beloved types. At least Bulldoze is very fun, and being knockback immune is a middle finger to a fighting type."


Flying Type

Passive: You are 25% faster and 25% less affected by gravity.
Tailwind - When you heal someone they gain a 10% speed boost for 8 seconds.
Gust - When you melee someone while crouching, it sends them flying into the air.
Fly - If you remain motionless and crouched for 5 seconds, you can teleport back to spawn.

"Ok, ok. I apologize. Flying really was one of the last types on the burner. But I was always happy with just the speed and gravity. But then everyone else started getting passives and, well, Yeah... Regardless, I was very excited to have Tailwind make me go zooming as a Zenyatta heals me. But apparently, however I did it, it just does the boost once and then waits for the boost to reset and repeats. Cause originally I wanted it to buff 1% for like seconds, and then a zen's healing would like keep adding 1%. All well."


Psychic Type

Passive: You have an additional 50 hit points in the form of shields.
Disable - 2% chance when you damage someone they become hacked for 5 seconds. {Psychics are immune to this.}
Meditate - After you use an ability, it reduces its cooldown by 33%. {This bonus does not apply to all heroes; some hero abilities say it has 0 seconds left while it really has 16 seconds. i.e., Baps Immort and Tracer Recall}
Trace - While using your ultimate, you and your team are informed where the enemies are.

*"The only justice I did not do is boosting the offense. Psychic has some very high special stats in-game. But besides that, hacks are strong, and everyone loves shorter cooldowns, so who is to complain? Well, like others, if I were to edit this further, Trace would be changed into something more offense-boosting. Really, all the while using ults, I would change. Well, maybe not all..."


Bug Type

Passive: You are 20% smaller, 10% less affected by gravity, and 5% faster.
Leech Life - When you deal damage, you gain half the damage you dealt back as healing.
String Shot - When you damage someone, if they are faster than you, you will slow them down by 30% for 3 seconds.
Harden - When you ultimate, you gain 300 non-recoverable armor.

"This one is a W. I swear, when you take in the weaknesses and your offensive prowess, these attributes are in your favor. I believe I was bug-fighting, and I felt unstoppable. Regardless, this is fun. You will have fun."


Rock Type

Passive: You have the ability 'Sturdy.' You are unkillable for 3 seconds after going below your hit points. You are also 20% slower.
Rollout - While moving, you gain 2% movement speed every 3 seconds for as long as you continue to move. Once you stop moving, you will go back to your original speed.
Smack Down - Whenever you damage someone, they are pushed downwards.
Pressure - Whenever you use an ability, if the closest enemy is within 7 meters, you add 3 seconds to all their ability cooldowns. 5-second cooldown. {This does not affect Rock types.}

"*This one started out as the most annoying type. Sturdy breaking my code several times... But after I ironed that kink out multiple times Regardless of whether you wonder why there must be cooldowns, it is because Blizzard loves to say Mercy is using her fly whenever she taps the button even with no target. So to avoid unfair ability times, there must be a cooldown. Feels bad, man. Also, I need to mention that now Overwatch's workshop doesn't acknowledge Hazard using any of his abilities. Why?"


Ghost Type

Passive: You do not have collision with other players. Gain 1% to speed, damage, and healing based on the amount of deaths you have.
Aftermath - If you die, you will deal 25% of the max health to whomever killed you. {Unless they are a Normal type}
Dream Eater - If you damage a sleeping player, you will kill them instantly {unless they have Sturdy or are a Normal type} and heal 500 hit points.
Spite - A 3.33% chance that when you damage an enemy, their current clip of ammo will deplete. {Unless they are a Normal type}

*"Ghosts are really cool. To try to express that in Overwatch was something. Going through walls would be pushing it, so I settled with only players. Alright, the attributes are spite the move that lowers PP, except in this it is super strong against some and useless against others. The aftermath ability of a weakened Destiny Bond. And lastly the move Dream Eater. Now I do not know about you, but those are some underused moves in the games, and I was pretty happy to apply them here. In testing, this type has gotten me excited for either the glory of Grass/Ghost for sleep powder and dream eater or being Ana. Fun, I would say." *


Dragon Type

Passive: You are 20% larger, but you also deal 10% more damage.
Shed Skin - By taking damage, your max health increases. Dragons get stronger through age, and you are no different.
Dragon Breath - Whenever you deal damage, you deal an additional flat 5 damage.
Draco Meteor - During your ultimate, you fire 10 high-damaging projectiles.

"I understand looking at these you might not connect the dots instantly. But, hear me out. The ult attribute is to simulate Draco Meteor high damage and low accuracy, while the flat 5 damage was my take on Dragon Breath always dealing 40 damage. The first bonus is still the most out of left field for the terms of Pokémon, but I wanted the player to feel bigger, like the dragon types strive to be."


Dark Type

Passive: Does not have a player outline. 5% less damage received.
Sucker Punch - 20 seconds cooldown when you damage someone using their ability; you knock them down for 1 second, damage for 45, and slightly push them backwards.
Moxie - After dealing the final blow on an enemy, your cooldowns reset, your ammo refills, and you get a +20% speed boost and a 10% damage boost for 3 seconds.
Thief - 5% chance when you damage someone you take 2% ult charge from them and gain 2% ult charge.

*"For the record, I gave them that 5% damage reduction to at least acknowledge Intimidate. Regardless, Sucker Punch is super new, so it might need tweaking. And whenever I get a kill, I still try to reload." *


Steel Type

Passive: You have an additional 25 hit points in the form of armor. 20% reduced knockback and 5% slower.
Iron Barbs - Whenever you take damage, deal 3 damage back to anyone that is not steel.
Automize - By meleeing while crouching, you take 125 damage and gain a 50% movement speed boost. For 12 seconds.
Shell Armor - You heal back the damage you received from being critically hit.

*"I hit the bucket at the end, so I was like, Let's make them more bulky... Plus there is at least one steel-type Pokémon with Shell Armor, so it's not entirely off base. Still, you will love this type until the enemy rolls fire type." *


Fairy Type

Passive: You deal double the healing, and you are 5% smaller.
Healing Wish - When you die, everyone on your team gains 100 temporary health points.
Cute Charm - If someone damages you within 5 meters, they lose 3% damage for 5 seconds.
Nature's Madness - 30-second cooldown; if you damage someone, there's a 5% chance to deal half their current health.

"When Lifeweaver was released, he had a bonus when he died. So here's a stronger one. I'm sure that Nature's Madness will be too strong, so I add the % chance and haven't tested thoroughly. This was the last type I needed to implement."

Players | 1 - 12
Categories: Hero Adjustments
Heroes: All
Created at:
Last updated:
Current version: 1.0.0

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