1v1 Arena Deathmatch V2.10.0


Deathmatch Arena 2.10.0 (Code-> C374R)

The goal of this mod is to create a fast and free-flowing 1v1 version of Overwatch, in the same vein as a game like Quake, with the ability to string moves together, similar to fighting games. Current Overwatch is made for heros to be cogs in a team, supported with healers and shields which clearly will be absent in this game mode. Because of this damage had to be scaled back significantly and team-centric abilities had to be reworked or removed. To compensate for this, movesets where altered to give heros more tools that better suit a 1v1 game mode. Heros were also given different movespeeds, jump heights, and gravitiees to accentuate their unique character designs/feel. This will also change the way other characters interact/combo one another.

The map pool was chosen to promote smaller, nonlinear maps that allow for meaningful interactions. I tried to avoid using maps with an over abundance of health packs or maps that are heavily one-sided. This was done to discourage player movement from stagnating. Health pack timers are greatly increased to ensure that players must continue move around the map regardless of their health. This should promote movement, even if it is in a non combative manner. The score limit and time are place holders and will be adjusted as needed.

The goal is to add more heros, but as of now these are the ones that feel have a relatively clear character design and somewhat defined playstyles and motifs. They are not necessarily perfectly designed and do have bugs, but I am under the impression that they largely act/play as intended. Below is a list of character changes. The numbers under abilities and attributes are the sliders in the hero menu in the workshop main menu. To play use this code C374R to import the game into the Overwatch Workshop. Reporting bugs and any feedback is greatly appreciated. Join the Discord for the latest information: https://discord.gg/gMXsVfr

Note: A lot of abilities were added to voice lines, this is simply because there are only so many buttons to mod commands to. Voice lines also have artificial cooldowns since voice lines will not trigger if they are pressed in quick succession, even though the text will appear.

I would also like to give thanks to the many people who have made theirs codes publicly avaliable including but not limited to Therister, Darwin, A Shrew's Berry, kaiomm, awayawayawayaway69.



  • Ground slam - If meleeing while holding crouch in the air with an altitude > 6, Baptiste will accelerate downward, pulling enemies hit by the attack with him, and hit the ground sending out a ring (radius is equal to the altitude at which you began your descent) that will knock up (impulse is equal to the altitude at which you began your descent) and stun (.3 sec) enemies who are on the ground and within line of sight of the landing location

  • Knock Up - Pressing Q will now set a ring on the ground 10 units away from Baptiste. After .9 secs a beam will shoot up from the ring causing all players within the radius (2.5) of the ring to be popped up and will be stunned for .3 secs.

  • Light Beam - Pressing 'E' creates a trail of light, 2.5 units wide, in the direction that Baptiste is facing. Moving through the trail will increase Baptiste's move speed by 1.8 while in the trail. Enemies that enter the trail will have their speed decreased by .4 while in the trail. The trail lasts for 7 secs and cant be recast until the previous trail is destroyed.

  • Meleeing airborne enemies will knock them back

  • Secondary fire will set out a cloud of gas for 8 seconds that will do 4 damage per .16 sec to all who enter it

  • Blink- Baptiste will perform a short blink in his facing direction when you press 'left shift' if he is on the ground. If you melee in the next .5 secs, after coming out of the Blink, Baptist's melee will become empowered. Hit enemies will be knocked over for 2 secs and knocked away.


  • Ammo size reduced 50%
  • Immortality field disabled


  • Damage dealt 100->65
  • Healing received 100->18
  • Damage received 100->95
  • Jump vert 100->125
  • Movement gravity 100->135
  • Movement speed 100->115


Demo: https://www.youtube.com/watch?v=2SHA5e_4n4k&feature=youtu.be


  • Passive-landing an ability sets the victim on fire, hitting an enemy that is on fire with a basic attack
    will proc the fire and deal bonus damage [25]

  • Pressing the interact key (F by default) will now fire a bomb that will deal 50 damage and knock up enemies that are directly hit. Enemies within 3 units but not directly hit will be dealt 25 damage. It has a cooldown of 6.5 seconds.

  • Whip shot-now will root its victim and accelerate Brigette in their direction

  • Pressing 'E' fires a whip that will pull enemies towards her and stun them for .3 seconds on hit

  • Ultimate- after .24 seconds she pulls enemies with in a radius of 8 units towards Brigette and sets them on fire


  • Shield recharge rate 100->1
  • Shield bash invincibility frames added on frames 5-12
  • Whip shot cool down 100->140 knockback 100->49


  • Damage dealt 100->73
  • Healing received 100->40
  • Health 100->90
  • Jump vert 100->90
  • Movement gravity 100->125
  • Movement speed 100->90


Demo: https://www.youtube.com/watch?v=jAlrmGS3xRc&feature=youtu.be


  • Rocket punch-hitting an opponent in the air will knock them down for 2.5 seconds

  • Meleeing a knocked down opponent will wake the victim up

  • Boosted attacks-by communicating Doomfist's "acknowledge" voice line (G by default) and inputting either your primary attack or seismic slam you will be able to perform a boosted version of that attack at the expense of his ultimate charge percent.

  • Boosted primary fire-sets victim's movement speed to 40% for 1.75 seconds
    costs 25% of Doomfist's ultimate charge percent

  • Boosted seismic slam-grants 10 frames of invincibility on seismic slam
    costs 50% of Doomfist's ultimate charge percent

  • Using Doomfist's ultimate while his charge percent is less than 100 will now create a dome that slows any enemy inside. Both the slow and the size of the dome scale with Doomfist's ultimate charge percent at the time of casting. The higher the percent the bigger the dome, the slower the slow. Leaving the radius of the dome will cleanse the slow. Doomfist can cancel the dome by re-pressing his ultimate button. This move has a 15 sec cooldown.

  • Doomfist will perform a quick burst of movement forward if you press interact (F by default) and backwards when crouching

  • Doomfist can cancel uppercut and seismic slam by pressing jump while performing either move


  • Uppercut cooldown 100->40 6 frames of invincibility on start up
  • Rocket punch cooldown 100->200 knockback 100->20
  • Ultimate duration 4->1 second
  • Ammo size 4->1 regen rate 100->165


  • Damage dealt 100->55
  • Damage received 100->95
  • Jump vert 100->130
  • Movement gravity 100->150
  • Movement speed 100->120



  • Ultimate-damage is now determined by his distance from the victim. The closer he is the lower the damage.
    Upon landing a primary attack while using Genji's ultimate .1 seconds of hits stun while be applied to Genji

  • Primary attacks will cause victims to take damage over time (bleed), 1% of max vicitim health for 5 secs

  • Deflect-using deflect while Genji's ult is active will cause a puff of smoke to appear around Genji for 3.5 seconds

  • Meleeing an enemy under 1/3 health will deal 20 bonus damage

  • Ult secondary fire-when performed on the ground Genji will perform a backwards jump

  • Genji can cancel swift strike by pressing jump while performing the move


  • Deflect Cooldown 100->20 Duration .32 seconds
  • Swift Strike cooldown 100->75 2 frames of invincibility on start up
  • Ultimate Duration 100->80


  • Damage dealt 100->50
  • Jump vert 100->70
  • Movement gravity 100->65
  • Movement speed 100->85
  • Ammo 100->70


Demo: https://youtu.be/7sYjgnMORms


  • Sonic Arrow has been replaced with new ability 'boomerang'

  • Boomerang-on hit the projectile will deal 40 damage and stun the victim for .5 seconds. then it will bounce back towards Hanzo. missing the attack or falling to catch the returning projectile will leave the projectile on the ground. if the projectile is caught or picked up the cooldown will be reset, otherwise the full cooldown will run (4 seconds).

  • Secondary fire-Hanzo can fire two projectiles, one at a time, that will continue forward until they hit a surface. once both projectiles are out a beam will connect that two projectiles, so long as the are in line of sight of each other. the projectiles must be destroyed before you can set more. this can be done two ways. 1. if an enemy walks between the two projectiles and crosses the beam, they will be knocked down for .75 seconds and destroy the projectiles. 2. pressing interact (F by default) will destroy everything and reset the cooldown.

  • Storm Arrows-reduces the enemies movements speed by 15% per hit. Hanzo has his damage is reduced to 40% while active. The idea of this is to help Hanzo land hihs primary fire. My goal is to keep primary fire as Hanzo's main damage source and give more tools to land good shots.

    • Damage no longer charges Hanzo's ult, instead moving on the ground will increase charge percent at rate 1% every .24 secs you are moving
  • Ult disabled, instead Lunge now cost 33% of Hanzo's ult charge to use

  • Melee-hitting an enemy with will cause them to be pushed back

  • Primary Fire-If Hanzo has a height advantage of more than 5 units and hits an enemy, they will be briefly knocked down


  • Lunge cooldown 100->0
  • Lunge dist scalar 100->150
  • Storm Arrows cooldown 100->75
  • Sonic Arrow disabled


  • Damage dealt 100->50
  • Jump vert 100->225
  • Movement gravity 100->165
  • Movement speed 100->120
  • Projectile speed 100->280


Demo: https://www.youtube.com/watch?v=Ttv7H1tsB30&feature=youtu.be


  • Primary Fire-can now apply 3 special charges to next attack 1. communicating 'group up' will freeze an enemy that is hit for 1.75 seconds. 2. Communicating 'thanks' will burn an enemy that it hits dealing 1.5% of max vicitim health for 5 secs 3. communicating 'hello' will knockback an enemy that it hits. More knockback is dealt the closer the enemy is to the player. The fastest way to access these commands are to hold down 'C' hover over the desired command, and release 'C'. These will perform a bonus if you hit an enemy that already has a status applied to them, see chart:

  • 1st shot + 2nd shot = effect
    fire + frost = slow
    fire + knockback =further kb & knockdown
    frost + fire =2x d.o.ts
    frost + knockback = burst damage & unfreeze

  • Fan-costs 50% of ultimate charge to use

  • Stun-creates a 2 second blind


  • Ultimate disabled
  • Flashbang stun reduced


  • Damage dealt 100->70



  • To spawn her ball you must press R. This is the core of her moveset.

  • Pistol disabled

  • Mercy has an orb that will chase 8 units infront of you. The ball will slowly follow at a rate of 2.2.

  • Primary fire - pushes the ball away to 15 units away at a rate of 13. Hitting an enemy will deal 70 damage, apply a .24 sec stun, and knock them backwards. 1.25 sec cooldown.

  • Secondary fire - pulls the ball towards Mercy to 5.5 units away at a rate of 20. Hitting an enemy will deal 110 damage, apply a .16 sec stun, and knock them backwards. 2.5 sec cooldown.

  • Left shift - Mercy must be within 15 units of the ball to cast this ability. Her ball will apply a shock to enemies within 3 units, popping them up and stunning enemies between her and her ball. The length of the stun varies with how far Mercy is from the ball. The closer she is to the ball the longer the stun will be. Max stun time is 1 sec. 2 sec cooldown.


  • Jump vert 100->125
  • Movement gravity 100->50
  • Movement speed 100->70



This kit is designed to combo vertically. Hitting an enemy in the air will cause both you and them to rise. The goal is to open your combo by getting them in the air with a melee. I think approaching with a healing orb while dashing forward to reset the cooldown is Moira's most effective way to get openings. Once they are in the air you can juggle between pushing and pulling with secondary fire and melee respectively. Keep in mind that your combos will greatly depend on the enemy's gravity, so your combos will vary by character. Primary fire is typically used as the combo ender. Orb can be used to knocked down and disengage the combo. I dont think this character is very intuative (plus they can be kind of janky/buggy) so I will try to get a video out in the coming week that shows what I'm talking about. She will probably need some tweeking, currently lighter characters can get flung around too much, but this is a starting point.

  • Primary fire - Applies a backwards impulse to enemies within 5 units. If they were hit with Moria's secondary fire in the last .75 seconds you will deal an additional 100 damage. Can also be use to perform a boosted jump by firing primary fire at the ground while in the air (basaically rocket jumping).

  • Secondary fire - Will pull enemies in if they are with in 6.75 units. If you hit an airborne enemy while you are in the air, both players wil be popped up. Also, damage now scales by distance from enemy (damage range 2-7). The closer to them the more damage she does. Drains ult charge at rate of -1 every .32 seconds.

  • Orb - Damaged enemies will be slowed to 30%. Will knock down airborne enemies for 1.2 seconds.

  • Ult - Can cancel by pressing crouch. Aim speed is reduced to 10% while ulting. Applies a .032 second stun every .64 seconds and applies a small knock back to the enemy. Moria will have 0 gravity while ulting. This allows her to hover if she ults while ascending in the air (may cause her to shoot off if she gets hit... we will see).

  • Pressing 'Ult (q)' and 'Orb (e)' at the same time, while over 50% ult charge, will reset the cooldown on Orb to 0 at a cost of 50% of her ult charge

  • Melee - Hitting an enemy with will cause them to be pushed back. If both players are on the ground the will be popped up

  • Dash - Healing will resest dash cooldown


  • Dash cooldown 100->140
  • Ult duration 100->50
  • Energy recharge 100->0
  • Energy max 100->20


  • Damage dealt 100->50
  • Damage recieved 100->85
  • Healing recieved 100->35
  • Jump vert 100->75
  • Movement gravity 100->30
  • Movement speed 100->90
  • Projectile speed 100->35


Demo: https://youtu.be/VHGE94xsTVA


  • Primary attack-Speed of missiles can be altered by pressing interact (F by default). missiles have 3 speeds and will do different damages given the speed. the speed/damage ratios are as follows: 1) 1.5x speed/.75x damage 2) 1x/1x 3).25x/1.5x.

  • Melee-On hit Pharah will set a mine on the victim. this mine can be detonated by pressing crouch and will deal 60 damage to all players within 3 units of the mine after a .12 sec delay. It will also stun for .48 secs and knock up the player with the mine attached.

  • Ultimate-Damage is reduced to 15% while ulting. When on the ground, Pharah will surround herself with missiles and accelerate forward. Crouching will cancel her acceleration and her missiles will continue ahead of her. When she is in the air her ult will function as normal.

  • Secondary fire-Flamethrower dealing 2 damage per .016 secs, range of 4 units

  • Added aerial boost-while in the air if Pharah is communicating 'Need Healing'/'Acknowledge' she will recieve a quick boost left/right respectively

  • Movement speed in the air is 1.5x faster

  • Running off of elevated surfaces will put her in a glide state

  • Pressing crouch in the air will lower Pharah's altitude


  • Concussive Blast cooldown 100->50
  • HoverJets max capacity 100->65 recharge rate 100->25


  • Damage dealt 100->50
  • Damage received 100->95
  • Health 100->110
  • Jump vert 100->120
  • Movement gravity 100->90
  • Movement speed 100->90


Demo: https://youtu.be/KJmkO26t9qw


  • Primary Attack-Reaper can switch between to attack bonuses by pressing interact (F by default). the first will heal Reaper for (110 + 20 * ult%) of the damage dealt by his primary attack. the second will increase his attack by (100 + 100 * ult%), but he will take a percentage of the damage dealt as damage to himself. Primary attacks also have a stun that scales by distance, max stun of .3 seconds for point-blank hits.

  • Ult-If in healing form hit enemies will be knocked back and reaper is launched in the air. Ult cancles aftter .25 secs
    If in damage form ult will function as normal with large upfront damage that falls 30% per .016 secs

  • Passive-if Reaper stands still for 5 seconds he will go invisible, but will also take damage at the rate of 5 damage per second. invisibility is cleansed and damage over time stops once Reaper begins to move again.

  • Wraith Form- If in healing form cost 50 health to use. Upon exiting phase reaper will take this damage.
    If in damage form gains a 1.5x speed boost. Exits wraith form and resets speed after .75 secs

  • Shadow Step-if enemy is within 7.5 units of Reaper, Reaper will create a tether to the enemy. if the tether is maintained at the end of 2 seconds the enemy will be stunned for 1 second.


  • Wraith Form cooldown 100->75
  • Ammo size 100->50


  • Damage dealt 100->70
  • Jump vert 100->105
  • Movement gravity 100->85
  • Movement speed 100->95


Demo: https://youtu.be/x-SWBRn4Ru0


  • Movements-Sombra can wall climb up to 2.5 units off the ground. Given another jump after performing this
    -Double tapping crouching will cause Sombra to slide forward

  • Dive kick - If Sombra is in the air and she is meleeing, she will perform a dive kick in the direction that she is facing. If she hits an enemy while doing this she will deal 25 damage, spin the victim 180 degrees and stun the enemy for .3 secs. She will be in 1.7 seconds hit stun if she misses the attack. 4.25 sec cooldown.

  • Leg Sweep - Pressing melee while crouching while perform a leg sweep that knocks down enemies within a radius of 2 units of Sombra. Cooldown of 2.4 secs.

  • Stun Laser - Pressing interact will fire a laser that bounces off the first surface it comes in contact with. If the laser hits an opponent after it bounces, they will be stunned. The stun length is determined by the length of the laser after the bounce, the longer the length the longer the stun.

  • Passive-deals increased damage to enemies when they are not facing Sombra. enemies facing Sombra will take 25% less damage.

  • Hacking an enemy will also give Sombra a speed boost based off of the enemies base movement speed.

  • Ultimate-sets game in slow motion for 2.25 seconds, Sombra will continue to move at near max speed.


  • Stealth cooldown 100->260 duration 6 seconds
  • Translocator cooldown 100->150
  • Ammo size 100->75


  • Damage dealt 100->90
  • Damage received 100->105
  • Jump vert 100->135
  • Movement speed 100->115


Demo: https://www.youtube.com/watch?v=c3NjRdjVjuc&feature=youtu.be


  • Passive-Widowmakers primary fire, movement speed, gravity, and grappling hook coooldown scale with missing health. the lower her health the more damage Widowmaker's primary fire (non-scoped) will do (max 1.15x), the faster she moves, the heavier she gets, and the faster her grappling hook will come off cooldown.

  • Upon pressing crouch while on the ground a clone of Widowmaker will spawn at her current location at the cost of half of her current health. The clone will move in the same direction as the player and continue in that direction. Re-pressing crouch while on the ground will teleport the player to the clones current location after .32 seconds, destroying the dummy and taking its spot. After 5 seconds the clone will be distroyed if it is not alreaady destroyed. 10 sec cooldown.

  • Ultimate-costs 50 health to use. if you have less than 50 health and use her ultimate you will die.

  • Killing an enemy with primary fire will recovery 50 health.

  • If Widowmaker is in the air and she is meleeing, she will perform a dive kick in the direction that she is facing. if she hits an enemy while doing this she will deal 25 damage and will knock the victim down for 1.5 seconds. she will be in 1.7 seconds hit stun if she misses the attack. 4.25 sec cooldown.

  • Venom Mine-hacks enemy for 1.2 seconds and slows them by .5 for 3 seconds.While Widowmakers Mine is out her dive kick and the last shot of her unscoped primary fire will hack damaged enemies.

  • Grappling Hook-can be canceled with crouch


  • Grappling Hhook cooldown determined by missing health
  • Venom Mine cooldown 100->80
  • Ultimate duration 100->59 also costs 50 health
  • Ammo size 100->60


  • Damage dealt 100->70
  • Jump vert 100->140
  • Movement gravity 100->60
  • Movement speed 100->95



  • Secondary fire-grabs enemies within 3 units of Winston's facing direction and holds them in front of him as long as the secondary fire button is held. if Winston holds secondary fire for 1.75 seconds he will enter a knockdown state and will be unable to act. releasing a held enemy while flicking your mouse will throw the enemy in Winston's facing direction.

  • Ability 2 (E by default)-when on the ground, Winston will hit the ground causing a pillar to erect in front of him. Grounded enemies within 4 untis will take 20 damage, get knocked down for 1.25 seconds, and will be pushed into the air. if Winston is in this area he too will be thrust upwards. this move has a 5 second cooldown

  • Leap-if hits an enemy he will tackle them, stunning them while Winston performs the Leap and knocking them down upon landing

  • Pressing Q now sends out 5 pillars in quick succession. Winston roots in place for .8 seconds while casting this ability. Each pillar will knock up and stun players in the radius of the pillar. The stun duration and the height of the knock up vary with each pillar. Max stun time is 1 sec, max knock up is 12.5. Cooldown of 6.25 sec

  • If Winston takes damage while he is in the first .26 seconds of communicating 'need healing' and is within 10 units of the attacking enemy he will perform a parry, this will freeze Winston in place momentarily. this will freeze the attacker for 2 seconds, unfreeze Winston, and negate the incoming damage. if Winston is communicating 'need healing' and does not take damage or the enemy is farther than 10 units away Winston will instead remain frozen in place for 2 seconds and will be able to be attacked freely after the initial .26 seconds.


  • Primal rage duration infinite knockback 100->65


  • Damage dealt 100->85
  • Health 100->50
  • Jump vert 100->130
  • Movement gravity 100->140
  • Movement speed 100->105


Demo: https://youtu.be/jxwDDfcqjqI


  • Secondary Fire-Fires an orb. Pressing Left Shift will knock up enemies within 3 units of the orb. Hitting an enemy, that has been knocked up this way, with primary fire will also cause them be knocked back

  • Shine-'F' will stun nearby enemies for 1.5 seconds and do 20 damage

  • 'E' ability has been disabled. Instead pressing 'E' immediately after hitting and enemy will teleport you to their location. Hitting 'E' again, within .5 secs of teleporting to their location, will teleport you back to your original location.

  • Ultimate-Does A.O.E damage which scales based on how close the enemy is to Zenyatta


  • Ammo 100->40


  • Healing received reduced 100->10
  • Damage dealt 100->65
  • Jump vert 100->130
  • Movement speed 100->85


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Update Log (25)


  • Game timer increased from 5 -> 8 minutes
  • Updated effects for most characters Now that there are more useable effects in the workshop, adding audio/ visual indicators is more of a priority


  • .24 second start up delay added to her ult This should give some time for opponents to react and better matches her new ult animation
  • New beam effect added for 'E'


  • Duration of Genji's smoke has been increased from 2 -> 3.5 seconds and given a new animation 2 seconds wasn't enough time to break away from opponents


  • .12 second delay added to mine detonation and new explostion animation added
  • Audio indicator added when Pharah switches missle speeds


  • New beam effect added for 'E'
  • New effects added for each form to help better indicate current form
  • Added a delay to reswitching forms after swtiching between forms Done to prevent 'double switching' off of the intended form
  • Firing while invisible will now clear Reaper of invisibility
  • Fixed bug where damage from going invisible would cancel Reaper's 'E'


  • Can no longer slide from the air This was causing problems with her dive kick controls


  • Increased the time to teleport to her clone .032 ->.32
  • Added a visual cue when she spilts from her clone and when she is about to teleport to her clone Instantly teleporting with no indication is impossible to keep track of the real Widowmaker


  • Pillar animation updated
  • Pillar no longer hits air borne opponents
  • Pillar radius increase from 3 -> 4
  • Pillar start time decreased from .75 -> .675 secs
  • 'Q' animation updated
  • Winston now fires primary attack at the start of his 'Q'


  • Delay before teleporting increased from .32 -> .34 secs
  • New animation added to teleport
  • Increased window to teleport to opponents from .5 -> 1 sec
  • Delay on L Shift decreased from .24 ->.2
  • Cooldown for L Shift added, now has .75 second cooldown


  • Blink now bound to left shift I know constatnly shuffling his moves around is annoying

  • Smoothed out damage on Smoke. Now does 4 damage every .16 secs The damage was inconsistent and unpredicatable before

  • Light Beam - Pressing 'E' creates a trail of light, 2.5 units wide, in the direction that Baptiste is facing. Moving through the trail will increase Baptiste's move speed by 1.8 while in the trail. Enemies that enter the trail will have their speed decreased by .4 while in the trail. The trail lasts for 7 secs and cant be recast until the previous trail is destroyed. This also means his previous speed boost ability has been removed. The new ability should allow for more dynamic uses of speed and should give Baptiste more ways to deny area and engage as a melee centric character.


  • To spawn her ball you must now press R. This will help regain control of the ball after dying.
  • Jump vert 150->125 she felt a little too floaty
  • Decreased time to get ultimate.
  • Updated the way her primary fire affects the ball. Now the ball will travel to the location set when primary fire is triggered and wont stop untill it arrives at the destination.
  • Increased the damage across all her moves and color coded the ball to help identify what move is being used her damage was incredibly low and haad to work really hard to land anything in the first place. she is still in the early stages of development so she will take some tinkering.: Primary fire 45->70 color->green Secondary fire 75->110 color->blue Added damage to her Shock 0->60 color->yellow
  • Added a stun to her shock. Now if enemies are between her and the orb when she cast the move they will be stunned. The length of the stun varies with how far Mercy is from the ball. The closer she is to the ball the longer the stun will be. Max stun time is 1 sec. There is also now a cast distance. Mercy must be within 15 units of the ball to cast this ability.


  • Now performs her dive kick by meleeing in the air. This should improve consistency


  • Now performs her dive kick by meleeing in the air. This should improve consistency
  • Reworked her how her clone ability works. Upon pressing crouch a clone of Widowmaker will spawn on her. The clone will move in the same direction as the player and continue in that direction. Re-pressing crouch will teleport the player to the clones current location, destroying the dummy and taking its spot. After 5 seconds the clone will be distroyed if it is not alreaady destroyed. 10 sec cooldown. This should allow for more creaative uses of her clone
  • Increased the way that Widowmakers movement speed and gravity scale with her health. She will now be faster and heavier the lower her health is. To compensate for this I lowered her base gravity and movement speed. _This should make the differences between her low health and high health feel more pronounced. It didnt feel like she had enough incentive to play risky. _ Movement gravity 100->65 Movement speed 100->95
  • Fixed bug where meleeing with her mine active would active the mines effects
  • Venom Mine cooldown 40->80


  • Readjusted Winston's q so that the pillars dont stack up
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