Hello! I was bored so i decided to re-balance the current support heroes since in my opinion, as a support main, their pretty overpowered right now. Hope you enjoy!


  • Assembling Heroes timer reduced from 30 to 20 seconds



Ana is by far the most powerful support in the game and usually puts everybody through absolute misery in any match shes in. Sleep Dart is very game changing, and reducing the duration of it should help make it feel better to play against in a 5v5 setting.
Sleep Dart
  • Duration decreased from 5 to 4 seconds
  • Resistance against Tank heroes decreased from 30% to 12.5%
Baptiste is the most underrated support, yet one of the very strongest in my opinion. His direct healing output has felt incredibly powerful to go against, so I decided to reduce it because being able to launch 13 healing pods overtuned his healing potential too much. Regenerative Burst is very impactful, and I think reworking the cooldown would help it feel better to go against. I touched the duration of his ultimate because for the amount of power it holds, it lasts too long and can be utilized properly without having to last 10 seconds. Immortality Field is also a VERY strong ability, and putting it on cooldown after respawning should help make some gamemodes more tolerable. I reduced his primary fire damage because good Baptiste's are able to knock up 25-30 eliminations per game, so reducing his damage will reduce his damage output in a teamfight. Regenerative Burst is also a VERY impactful ability in his kit, and its due to the Burst potential it contains, in which is why I reduced it to make it less frustrating to face.
Biotic Launcher
  • Damage decreased from 25 to 24.5
  • Secondary Fire ammunition decreased from 13 to 10
Regenerative Burst
  • Cooldown now begins when the ability ends instead of when its activated
  • Cooldown is decreased from 15 to 10 seconds
  • Instant healing decreased from 40 to 25
Immortality Field
  • Now goes on a 10 second cooldown upon respawning
Amplification Matrix
  • Duration decreased from 10 to 8 seconds
Brigitte is an overall very strong pick, but a sleeper pick in most situations. My goal with these changes were to make her more fluid to play as but also less of a struggle to go against. Barrier Shield also has always had an issue which was that it wasn't the best at protection. Its mainly due to its rather small size, so I increased its size to be better at protecting both Brigitte and her allies. Shield Bash's cooldown resetting upon activation of Rally also is a nice change for Brigitte as it improves the fluidity of her gameplay and makes her feel less clunky. Shield Bash being able to stun in Rally just made the tanking experience objectively worse, even though the stun is earned now. I removed the stun completely, but I improved her durability in Rally to compensate. The nerf to Inspire was to promote staying alive, as it applying still after the Brigitte player's death could allow more risky playstyles. With how Brigitte plays right now, the best way to gain value as her is to stay alive and keep Inspire up. This change will improve that playstyle. Repair Pack feels too impactful in most occasions, and giving it a 25 health burst was not the smartest idea. I removed the burst so it feels like players have a chance against a packed enemy, but reduced the cooldown a bit to compensate for such a good amount of healing loss.
Repair Pack
  • Applying a Repair Pack no longer instantly heals for 25 health on impact
  • Cooldown decreased from 6 to 5.5
Barrier Shield
  • Width & Height increased by 10% (does not apply to Rally)
  • Shield Bash's cooldown resets upon activation
  • No longer stuns enemies
  • Speed boost increased from 15 to 30%
  • Now heals Brigitte for 10 health every 0.5 seconds
  • When Inspire is activated, it now displays an aura indicating the maximum range for the Brigitte player only
  • Healing effect expires immediately if Brigitte dies
Illari never needed the ammo buff as her issue relys in her healing beam and pylon, but sadly I can edit their healing values without affecting one or the other. A main complaint about Illari is how Outburst knocksback herself and enemies, I don't think that Outburst needs an applied CC as we have enough in the Support role. The distance she gives herself should be plenty while defending herself against enemies as her Solar Rifle is also pretty powerful. Solar Rifle's Alt-Fire healing feels weak currently, so I increased its duration and reduced its total time to recharge so it feels up-to-date with Season 9 since her healing isn't a strict number anymore thanks to the dps passive.
Solar Rifle (Primary Fire)
  • Ammo decreased from 16 to 14
Solar Rifle (Secondary Fire)
  • Maximum duration increased from 3 to 3.5 seconds
  • Recharge rate decreased from 3 to 2.75 seconds
  • No longer knocks back enemies
Kiriko is generally a fairly strong hero, but Protection Suzu shows up WAY too often than it should. The cooldown being increased should make it more fair to go up against her and force players to use it wisely & sparingly. I increased Kunai's projectile speed as players have felt that its difficult to hit her Kunai's reliably, so hopefully it feels better, but I also reduced the ammo count to discourage a spammy playstyle and make her Kunai shots be more precise and accurate as you have to save her Kunai's now.
  • Projectile speed increased from 90 to 100m/s
  • Ammo decreased from 15 to 12
Protection Suzu
  • Cooldown decreased from 15 to 17 seconds
Lifeweaver after all his buffs has been a little annoying to go against because of his survivability, I think reducing his health to put him to normal squishy health will bring him more in line with the other supports while keeping the extra survivability that the shields give him. Making his base health better while reducing the power of his Rejuvenating Dash should help improve the experience of going against him. Life Grip has been problematically designed since it was even in the idea process, removing somebodys control of their character feels restricitng and it opens up for more ways to grief. I decided to rework how the ability works entirely, Rose Vines are aimed to be used for specifically offensive plays, as the extra speed and damage resistance opens up for more aggressive playmaking potential. I also removed the speed penalty for Healing Blossom to lessen the clunkiness of his kit. His damage also feels lackluster in some situations, so giving him more ammo should help his damage output significantly.
  • Base health decreased from 225 to 150
  • Base shields increased from 50 to 100
Healing Blossom
  • No longer has a speed penalty
Thorn Volley
  • Ammo increased from 80 to 100
Rejuvenating Dash
  • Healing decreased from 50 to 35
  • Cooldown decreased from 5 to 4 seconds
Life Grip
  • Removed
New Ability 2: Rose Vines
  • When the Ability 2 button is pressed, Rose Vines created by Biolight surround the Ally you aimed at. This grants your selected teammate a 50% damage resistance and a 20% speed bonus both for 1.75 seconds along with a burst heal of 50 health. After 1.75 seconds, the vines explode dealing 50 damage in a 5 meter radius of the ally
  • Has a base cooldown of 10 seconds
  • When any amount of health is restored to the ally, the Lifeweaver player gains 2.5% ultimate charge
  • Upon eliminating an enemy, your Ability 2 reduces its cooldown by 25%
This buff is just a nice Quality of Life as it'll encourage Lúcio players to wall-ride more often along with opening up areas that couldn't be acheived with 30% speed.
Wall Ride
  • Bonus movement speed increased from +30% to +35%
Mercy's strength has become much stronger since the shift to 5v5. This has caused her to be VERY popular to talk about balance wise as her current kit is unhealthy, so, I reworked her to improve her mid-fight potential and to promote a more Triage Healer playstyle than the Pocket Healer playstyle. Angelic Devotion gives Mercy the much needed burst and team based utility to actually fit into the design of a main support. I also redistributed Valkyrie's power to make it more interesting and impactful as an ultimate, as keeping Resurrect in Valkyrie only encourages the original playstyle she had as a main healer whereas she should heal more often in-order to gain her ultimate faster. I also reduced Valkyrie's beam range so the player is forced to be engaged in a team fight instead of just flying in the background. I increased her healing per second on her Caduceus Staff as with the dps passive, its made her healing feel incredibly weak, even weaker than how it was when healing an ally above 50% of their max health in Season 3! Even though her base healing is increased, it shouldn't feel too bad without the passive as it objectively takes longer to heal someone up to full.
Caduceus Staff
  • Healing per second decreased from 55 to 60
Guardian Angel
  • Can no longer manually superjump by pressing crouch.
  • Cooldown now resets after a successful Resurrect
New Ability 2: Angelic Devotion
  • Heals allies (and herself) within 15 meters of Mercy by 20% of their current health with a following 25 burst while also reducing all active cooldowns by 20% and granting a 20% damage resistance for 2.5 seconds.
  • Has a base cooldown of 12 seconds
  • Upon devoting a teammate, the Mercy player receives 3% ultimate charge if any amount of health was restored
  • Ability cooldown now refreshes immediately upon respawning in the spawn room like every other ability
  • Duration decreased from 15 to 12 seconds
  • Resets the cooldown of Mercy's Ability 2 upon activation
  • Healing per second increased from 60 to 70
  • Maximum beam range decreased by 50%
  • Replaces Angelic Devotion in the Ability 2 slot for the entire duration of Valkyrie
  • Now is only an accessible Ability 2 in Valkyrie
  • Cast time decreased from 1.75 to 1.2 second
  • Cooldown decreased from 30 to 5 seconds
  • Resurrected Tank heroes now spawn at 50% of their max health damage (I.x. Zarya would be resurrected at 275/550 instead of at full health)
Moira is in a pretty fine spot, but the whole change where she could use Fade in Coalescence grants her WAY too much survivability that was never needed. Reverting it and giving back her movement speed boost in Coalescence should help make her able to be punished. I also wanted to give Biotic Orb's speed a Quality of Life change as her orb was complained about being too fast back in OW1, so I think reducing it to 18m/s is a nice middle ground between its old speed and its 20m/s speed.
Biotic Grasp
  • Self-heal healing per second decreased from 24 to 22
Biotic Orb
  • Projectile speed decreased from 20m/s to 18m/s
  • Can no longer use Fade while using Coalescence
  • Movement speed boost increased from +40% to +50%
  • Any enemy hit by Coalescence now receives 20% less healing received for 2 seconds
Zenyatta as a design wise takes the role as a glass cannon, he inputs high damage and high utility in return for bad healing and low survivability. Because of his hero design, I toned down the strength of Snapkick as its ridiculous how far the knockback goes.
  • Knockback strength bonus decreased by 20%
Players | 1 - 10
Categories: Hero Adjustments
Heroes: All
Maps: Circuit Royal, Dorado, Havana, Junkertown, Rialto, and 21 more...
Created at:
Last updated:
Current version: 1.5.9



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