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1v1 Arena Deathmatch V2.12.0

Deathmatch Arena 2.12.0 (Code-> C374R)


The goal of this mod is to create a fast and free-flowing 1v1 version of Overwatch, similar to a game like Quake. 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 gravities 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. In addition, health pack timers have been greatly increased. These to factors combine should allow damage to 'stick' to players. Furthermore, ltimates no longer passively gain charge. These scarcity of resources and the ease at which characters can move around the map should allow health pick ups to be heavily contested. The score limit and time are place holders and will be adjusted as needed.

For now I am focused on refining the characters that are currently available, but long term I would like to add more characters. For the most part the characters in the mod are pretty close to a 'final version' and are unlikely to undergo any majory changes. 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.

Baptiste

Functionality

Baptiste's abilities use Ult percentage as an additional casting cost. Baptiste spawns with 50% ult charge and picking up health packs will add 40% to Baptiste's Ult percent.

Additional notes:

  • Ammo size reduced 50%
  • Immortality field disabled
  • Ult disabled
New Ability Button Damage Cost Description
Knock Up Q 40 -5% sets an indicator 10 units away from Baptiste. After .9 secs an explosion will detonate on the indicator causing all players within the radius (2.5) of the ring to be dealt 40 damage as well as being popped up and stunned for .3 secs.
Light Accelerator E - -15% 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 3.75 secs and cant be recast until the previous trail is destroyed.
Smoke Secondary Fire 4 damage per .16 sec -30% sets out a cloud of smoke for 8 seconds that will do 4 damage per .16 sec to all who enter it.
Blink Left Shift - -35% While on the ground, perform a short blink in Baptiste's facing direction. 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.
Ground Slam Melee while Crouching in air and altitude >6 - - Baptiste will accelerate downward, pulling enemies hit by the attack with him. Hitting the ground sends 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

Attributes

Attribute Damage Dealt Damage Received Healing Received Jump Vertical Movement Gravity Movement Speed
New Value 65 95 18 125 135 115

Brigette

Demo: https://www.youtube.com/watch?v=2SHA5e4n4k&feature=youtu.be

Functionality

Brigette will passively apply a charge to enemies she hits with abilities. Hitting enemies with her primary fire will proc this charge and deal additional damage. To optimize her damage alternate landing abilities with primary attacks.

Additional notes:

  • Shield recharge rate 100->1
  • Shield bash invincibility frames added on frames 5-12
  • Whip shot knockback 100->49
New Ability Button Damage Cooldown Description
Enflame Passive 25 - 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. Charges do not stack
Impulse Bomb F 25-50 6.5 Enemies that are directly hit are knocked up and take 50 damage. Enemies within 3 units but not directly hit will be dealt 25 damage.
Whip Shot Left Shift unchanged 6 now will root its victim and accelerate Brigette in their direction
Whip Pull E - 5 fires a whip that will pull enemies towards her and stun them for .3 seconds on hit. Stuns Brigette for .5 secs if she misses.
Rally to Me Q - - after .24 seconds Brigette pulls enemies with in a radius of 8 units towards herself and sets them on fire

Attributes

Attribute Damage Dealt Healing Received Health Jump Vertical Movement Gravity Movement Speed
New Value 73 40 90 90 125 90

Doomfist

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


Functionality

Doomfist can boost his attacks by communicating "acknowledge" voice line (G by default) and inputting one of the following moves:

Boosted Ability Cost Description
Primary Fire -25% sets victim's movement speed to 40% for 1.75 seconds
E -50% grants 10 frames of invincibility on seismic slam
Ult < 100% -1.25% per .16 sec 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.

Additional notes:

  • Rocket punching an opponent in the air will knock them down for 2.5 seconds
  • Meleeing a knocked down opponent will cleanse the victim of knock down
  • Doomfist will perform a quick burst of movement forward if you press interact 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

Attributes

Attribute Damage Dealt Damage Received Jump Vertical Movement Gravity Movement Speed
New Value 55 95 130 150 120

Genji

Functionality

  • 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 extend his Swift Strike by pressing Jump while using the move. Doing so will cause Swift Strike to no longer deal Damage, but will grant 4 frames of Invincibility.

Abilities

  • Deflect Cooldown 100->20 Duration .32 seconds
  • Swift Strike cooldown 100->75 2 frames of invincibility on start up
  • Ultimate Duration 100->80
  • Ammo 100->70

Attributes

Attribute Damage Dealt Jump Vertical Movement Gravity Movement Speed
New Value 50 70 65 85

Hanzo

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

Functionality

Hanzo plays as a trap based character. Control area and limit enemies movement options to help better land arrows.

Additional notes:

  • Sonic Arrow has been replaced with new ability 'boomerang'
  • Ult disabled, instead Lunge now cost 33% of Hanzo's ult charge to use
  • 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 on the ground
  • Hitting an enemy with Melee will cause them to be pushed back
  • If Hanzo has a height advantage of more than 5 units and hits an enemy with a primary attack, they will be briefly knocked down
  • Lunge cooldown 100->0
  • Lunge dist scalar 100->150
  • Storm Arrows cooldown 100->75
New Ability Button Damage Cooldown Description
Boomerang Left Shift 40 4 On hit stun the victim for .5 seconds. Afterwards 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).
Trap Secondary Fire - 12.5 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 and reset the cooldown. 2. pressing interact will destroy everything
Arrow Storm E Primary Attack - 40% 8 Reduces hit enemies movements speed by 15% per hit. Hanzo has his damage is reduced to 40% while active.

Attributes

Attribute Damage Dealt Jump Vertical Movement Gravity Movement Speed Projectile Speed
New Value 50 225 165 120 280

McCree

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

Functionality

McCree can now apply 1 of 3 special charges to Primary attack by communicating a given line. The fastest way to access these commands is to hold down 'C', then hover over the desired command, and release 'C'.

Line Communicated Effect
Group Up Freeze an enemy that is hit for 1.75 seconds.
Thanks Burn an enemy that is hit dealing 1.5% of max vicitim health for 5 secs.
Hello Knockback an enemy that is hit. More knockback is dealt the closer the enemy is to the player.

These will perform a bonus if you hit an enemy that already has a status applied to them, see chart:

First shot Fire - -
Second shot Fire Frost Knockback
Effect - Reduce victim's speed by 50% further knockback & knockdown

OR

First shot Frost - -
Second shot Fire Frost Knockback
Effect Deals 3% of max vicitim health for 5 secs. - Deals 50 burst damage, but unfreezes target

Additional notes:

  • Ultimate disabled
  • Fan costs 50% of ultimate charge to use
  • Flashbang stun reduced
  • Stun creates a 2 second blind
  • Damage dealt 100->70

Mercy

Functionality

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

Mercy has two orbs, one white and one black, that will chase 8 units in front of her. The white orb will slowly follow at a rate of 2.2 and the black orb will follow at a rate of 3.2. These orbs can be controled in the ways shown in the below table. By default the commands will be applies to the white orb, but holding F while using a command will apply the command to the black orb instead.

Additional notes:

  • Pistol disabled
  • Health Packs deal 45 damage to Mercy
New Ability Button Damage Cooldown Description
Spawn Orbs R - 15 Reloads orbs to initial starting point
Orb Push Primary Fire/Primary Fire +F 70 1.25 Pushes the orb to 15 units away at a rate of 13. Hitting an enemy will apply a .24 sec stun, and knock them backwards. Holding interact while firing primary will apply this command to the black orb.
Orb Pull Secondary Fire/Secondary Fire +F 110 2.5 Pulls the orb to 5.5 units away at a rate of 20. Hitting an enemy will apply a .16 sec stun, and knock them backwards. Holding interact while firing secondary will apply this command to the black orb.
Chain Lightening Left Shift/Left Shift + F 60 2 Mercy must be within 15 units of the choosen orb to cast this ability. Her orb will apply a shock to enemies within 3 units, popping them up and stunning enemies between her and her orb. The length of the stun varies with how far Mercy is from the orb. The closer she is to the orb the longer the stun will be. Max stun time is 1 sec. The chain will shock through both orbs starting with the white orb if this is normal cast. Holding the interact key + left shift will start the chain through the black orb first.

Attributes

Attribute Jump Vertical Movement Gravity Movement Speed
New Value 125 70 85

Moira

Functionality

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.

Additional notes:

  • Hitting an enemy with Melee will cause them to be pushed back. If both players are on the ground the enemy will be popped up
  • Healing will resest dash cooldown
  • Dash cooldown 100->140
  • Ult duration 100->50
  • Energy recharge 100->0
  • Energy max 100->20
Ability Damage Cooldown Additional Effect
Primary Fire 100 - 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 2-7 70 1.25
Ult unchanged - 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).
Damage Orb unchanged 8 Damaged enemies will be slowed to 30%. Will knock down airborne enemies for 1.2 seconds.
Double Orbs - -50% Ult Pressing Q and 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.

Attributes

Attribute Damage Dealt Damage Recieved Healing Recieved Jump Vertical Movement Gravity Movement Speed Projectile Speed
New Value 50 85 35 75 30 90 35

Pharah

Demo: https://youtu.be/VHGE94xsTVA


Functionality

Speed of missiles, for Primary Fire and Ult, 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:

Speed 1.5x 1x .25x
Damage .75x 1x 1.5x

Additional notes:

  • 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
New Ability Button Damage Cooldown Description
Mine Melee (detonate with Crouch) 60 - On hit Pharah will set a mine on the victim. this mine can be detonated by pressing crouch and will deal damage to all players within 3 units of the mine .12 sec after detonation. It will also stun the player with the mine attached for .48 secs and knock them up .
Missle Charge Q Base Damage=15% - 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.
Flamethrower Secondary Fire 2 per .016 secs - Deals 2 damage per .016 secs, range of 4 unit
Boosters 'Need Healing'/'Acknowledge' - - While in the air if Pharah is communicating 'Need Healing'/'Acknowledge' she will recieve a quick boost left/right respectively.

Attributes

Attribute Damage Dealt Damage Recieved Health Jump Vertical Movement Gravity Movement Speed
New Value 50 95 110 120 90 90

Reaper

Demo: https://youtu.be/KJmkO26t9qw

Functionality

Reaper has two forms, which can be switched between by pressing interact, that grant different bonuses to his other moves:

Damage Form
Ability Damage Description
Primary Fire 100 Increases Reapers attack by (85 + 100 * ult%), but he will take a percentage of the damage dealt as damage to himself.
Ult unchanged Functions as normal, but with large upfront damage that falls 30% per .016 secs.
Wraith Form - gains a 1.5x speed boost. Exits wraith form and resets speed after .75 secs

OR

Defense Form
Ability Damage Description
Primary Fire 100 Heals Reaper for (110 + 20 * ult%) of the damage dealt by his primary attack. Primary attacks also have a stun that scales by distance, max stun of .3 seconds for point-blank hits.
Ult unchanged Hit enemies will be knocked back and reaper is launched in the air. Ult cancles aftter .25 secs
Wraith Form - Normal duration but cost 50 health to use. Upon exiting phase reaper will take this damage

Additional new abilities:

  • Passive-if Reaper stands still for 5 seconds he will go invisible, but will also take damage at the rate of 6 damage per second. invisibility is cleansed and damage over time stops once Reaper begins to move again.

  • 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.

Additional notes:

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

Attributes

Attribute Damage Dealt Jump Vertical Movement Gravity Movement Speed
New Value 70 105 85 95

Soldier 76

Functionality

Soldier 76's Movement Speed and Gravity scale based on the amount of Armor that he has. The more Armor he has the slower his Movement Speed and the higher his Gravity will be. Gravity starts at 60% and Movement Speed starts at 200% and will scale accordingly. Armor can be gained by picking up Health packs, which grant 25 Armor, or by converting Ult percentage in to Armor. Hacking Soldier 76 will remove his Armor.

Additional notes:

  • Soldier 76 uses mitsiee (2S23V) third person camera code
  • Ammo size reduced 30%
  • Helix Rockets Knockback increased 200%
  • Helix Rockets Cooldown reduced 70%
  • Ult disabled
New Ability Button Boost Cooldown Description
Reload Booster Primary Fire 150% - While Soldier 76 is reloading if you press Primary Fire in the first half of the reload animation, you will cancel the reload animation and be given a full clip. Doing this will also boosts Soldier76's attack damage for that clip by 150%. Pressing Primary Fire in the second half of the reload animation will stun Soldier 76 for .5 seconds. Note that Soldier 76 is still considered to be reloading a few frames after the animation completes, so pressing Primary fire during this will also apply the stun.
Wall Mount Crouch 120% - While looking at surface within 1 unit of himself, Soldier 76 will mount to the surface. While on the surface Soldier 76 will recieve a damage boost of 120%. If Soldier 76 has a Reload bonus applied he will be granted a bonus of 160%. Pressing Crouch again will release Soldier 76 from the wall and give him a 250% speed boost for 1.1 seconds.
Switch Shoulders Interact - .25 Alternates the shoulder that the camera is over
Armor Plating Ult - 20 Convert ult percentage into Armor plus 10% bonus Armor.
Armor Conversion Communicate "Need Healing" - 30 Convert Armor into Health.
Charge Melee Knockdown - Meleeing an enemy while Sprinting will knock them down. The duration of the knockdown scales with Armor. Having no Armor will not apply a Knockdown.

Attributes

Attribute Damage Dealt Damage Received Healing Received Movement Gravity Movement Speed
New Value 55 85 40 120 50

Sombra

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

Functionality

New Ability Button Damage Cooldown Description
Ambush Passive - - Deal increased damage to enemies when they are not facing Sombra. Enemies facing Sombra will take 25% less damage.
Dive Kick Melee while in air 35 - Perform a dive kick in the direction that Sombra is facing. If she hits an enemy she will deal 35 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. Landing the attack removes her hit lag.
Leg Sweep Melee while Crouching - 2.4 Perform a leg sweep that knocks down enemies within a radius of 2 units of Sombra.
Slow Down Q - - In addition to the normal effects of her ult, Sombra sets the game in slow motion for 2.25 seconds, Sombra will continue to move at normal speed.
Movement - - - Sombra can wall climb up to 2.5 units off the ground. Given another jump after performing this.
Movement - - - Double tapping crouching will cause Sombra to slide forward.

Additional notes:

  • Hacking an enemy will also give Sombra a speed boost based off of the enemies base movement speed.
  • Stealth cooldown 100->260 duration 6 seconds
  • Translocator cooldown 100->150
  • Ammo size 100->75

Attributes

Attribute Damage Dealt Damage Received Jump Vertical Movement Speed
New Value 90 105 135 115

Widowmaker

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

Functionality

New Ability Button Damage Cooldown Description
Blood Thirst Passive - - 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.
Dive Kick Melee while in air 25 - Perform a dive kick in the direction that she is facing. If she hits an enemy she will deal 25 damage and will knock the victim down for 1.3 seconds. She will be in 2.05 seconds of hit stun if she misses the attack. Landing the attack removes her hit lag.
Clone Crouch - 10 Widowmaker will spawn a clone 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 clone's 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.
Enhanced Mine E - 12 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.

Additional notes:

  • Killing an enemy with primary fire will recovery 50 health.
  • Ult costs 75 health to use. if you have less than 75 health and use her ultimate you will die.
  • Ult duration 100->25
  • Grappling Hook can be canceled with crouch
  • Grappling Hook cooldown determined by missing health
  • Venom Mine cooldown 100->80
  • Ammo size 100->60

Attributes

Attribute Damage Dealt Jump Vertical Movement Gravity Movement Speed
New Value 70 105 60 95

Winston

Functionality

New Ability Button Damage Cooldown Description
Grab 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.
Ground Smack E 20 5 When on the ground, Winston will smack the ground causing him to thrust upwards. Grounded enemies within 4 units will take 20 damage, get knocked down for 1.25 seconds, and will be thrusted into the air. If Winston is in this area he too will be thrust upwards.
Takedown Left Shift - 2 If Winston hits an enemy he will tackle them, stunning them while Winston performs the Leap and knocking them down upon landing.
Seismic Wave Q - 6.25 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.
Parry Communicate 'Need healing' - - 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. A successful Parry 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.

Additional notes:

  • Winston will spawn with his Ult active
  • Primal rage duration infinite
  • Primal rage knockback 100->65

Attributes

Attribute Damage Dealt Health Jump Vertical Movement Gravity Movement Speed
New Value 85 50 130 140 105

Zenyatta

Demo: https://youtu.be/jxwDDfcqjqI

Functionality

New Ability Button Damage Cooldown Description
Control Orb Secondary Fire 40 2 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 cause them be knocked back.
Shine F 20 3 Stuns nearby enemies for 1.5 seconds .
Teleport E - - Pressing 'E' 1 sec after hitting an enemy with Primary Fire will teleport you to their location. Hitting 'E' again, within 1.25 secs of teleporting to their location, will teleport you back to your original location.
Radiance Q 20-0 - Deals area of effect damage which scales based on how close the enemy is to Zenyatta. Closer enemies take more damage.

Additional notes:

  • Ammo 100->40
  • Hover by repeatedly pressing jump in air

Attributes

Attribute Damage Dealt Healing Received Jump Vertical Movement Speed
New Value 65 10 130 85
Players | 1 - 2
Categories: 1vs1
Heroes: Winston, Doomfist, Genji, Hanzo, McCree, and 9 more...
Created At:
Updated At:
Version: 2.11.1

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