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Welcome to Overkill!

Overkill is a mobility-based gamemode with a fast TTK, mainly featuring Deathmatch, but with a few maps enabled for CTF, Elimination, and a modified version of Flashpoint, with 2 more objectives required to be captured (5 per team) but the capture time is drastically reduced.

Important mechanics to note:

  • Passive healing works differently; you heal every 0.096s that you're under full health, but only if you're moving. Moving faster increases the healing.
  • Each hero has 150HP (even tanks, but tank hitboxes are scaled down to compensate)
  • Hold melee while meleeing someone's back to execute them. Executions restore 75hp
  • Ult charge is lost on death, but ults are acquired generally faster in this gamemode.
  • 25% ult charge is gained when healing from health packs.

Heroes:

Tanks;


Doomfist

Passive: The Best Defense

  • Refresh all ability cooldowns after dealing a finishing blow
  • No longer generates overhealth on ability use

Hand Cannon

  • now fires with 2x faster projectile speed than his default OW Hand Cannon
  • 65% longer reload time

Rising Uppercut

  • Deals 110 damage, 4m range

Meteor Strike

  • Recover 75 HP for every enemy hit


Junker Queen

General

  • Can now double jump
  • Primary Fire rate of fire reduced

Passive: Adrenaline Rush

  • Removed

Commanding Shout

  • Increases max ammo by 1 and ult charge by 15% after a kill made while the ability is active
  • Increases fire rate (to normal speed)
  • Cooldown increased from 12 to 15 seconds

Carnage

  • Instakills enemies hit, and restores you back to full health after a kill

Jagged Blade

  • Now instakills enemies hit, restoring health by 75 HP


Winston

General

  • Can now double jump
  • Gravity reduced by 45%

Tesla Cannon

  • Can no longer primary fire
  • Deals triple its default damage, up to 150
  • Ammo reduced to 60
  • Applies backwards knockback to yourself when fired
  • Charging the weapon creates a beam trail from the cannon

Barrier Projector

  • Cooldown increased to 20s, barrier health reduced to 6


Wrecking Ball

General

  • Max move speed reduced by 20%
  • All damage increased by 25%

Adaptive Shield

  • Adaptive Shield is now Kinetic Accelerator
  • Increased damage by 2x and movement speed by 1.5x while active, but increases damage received by 2x.
  • NOTE: Wrecking Ball will lose Fireball as soon as grapple ends if not using Kinetic Accelerator!

Grappling Claw

  • Cooldown reduced from 5 to 1.5 seconds.

Piledriver

  • Cooldown reduced from 8 to 6 seconds.

DPS;


Cassidy

General

  • Can now double jump
  • Gravity reduced by 45%

Peacekeeper

  • Fan The Hammer no longer continues firing if Secondary Fire input is released
  • Fan The Hammer has reverse falloff damage; damage scales up the farther you are from your target

Combat Roll

  • Cooldown increased from 6 to 7 seconds
  • Now has 0.288s of invulnerability on startup

Flashbang

  • Now reduces enemy aim sensitivity and blinds them
  • Cooldown increased to 25s

Deadeye

  • Enter an insta-kill state for 6s


Genji

Passive: Cyber-Agility

  • Double jump now resets after wall climbing

Shurikens

  • Ammo reduced from 30 to 12
  • Reload speed reduced from whatever it was to 0.6 seconds

Dragonblade

  • Damage increased from 110 to 165


Pharah

General

  • Can now double jump

Passive: Hover Jets

  • Removed

Rocket Launcher

  • Increased knockback
  • Ammo reduced from 6 to 4

Jump Jet

  • Activating within 3m of an enemy will briefly set them on fire

Concussive Blast

  • Knockback reduced by 11%
  • Now stuns on direct hit

Jet Dash

  • Movement speed during ability increased by 50%


Sojourn

General

  • Can now double jump

Railgun

  • Now builds charge twice as fast
  • Primary Fire deals about 1.5x damage (13)
  • Secondary Fire now stuns enemies hit. Stun duration scales with the damage dealt

Disruptor Shot

  • Now heals 2 HP for every damage tick
  • Hold ability button to charge the distance it travels


Tracer

General

  • Can now double jump

Pulse Pistols

  • Damage reduced from 5.5 to 5

Blink

  • Cooldown increased from 3 to 4 seconds

Recall

  • Cooldown increased from 13 to 15 seconds


Venture

Clobber

  • Max damage Reduced from 70 to 51

Smart Excavator

  • Max ammo reduced to 6
  • Max damage reduced to 55

Drill Dash

  • Max damage reduced from 90 to 65
  • Cooldown reduced from 8 to 6 seconds

Burrow

  • Damage at full charge reduced from 110-75 to 40-27
  • Damage at min charge reduced from 55-37.5 to 20-13
  • Duration reduced from 5 to 2.5s

Tectonic Shock

  • Damage reduced from 130 to 95
  • Duration increased from 7 to 10.5 seconds


Widowmaker

General

  • Scoped headshot kills restore you to full health

Widow's Kiss (Scoped)

  • Changed from hitscan to projectile (Projectile travels at 220 meters/s, with slight gravity)
  • Damage reduced from 120 to 110
  • Critical multiplier reduced from 3x to 1.5x
  • Now emits a visual laser beam when scoped in

Grappling Hook

  • Cooldown reduced from 12 to 8 seconds
  • Cooldown now refreshes on a kill

Supports;


Juno

General

  • Gravity reduced by 45%

Mediblaster

  • Damage reduced from 90 to 80 per burst
  • Ammo reduced from 180 to 72

Pulsar Torpedos

  • Damage reduced from 85 to 75
  • Now makes enemies float in the air with reduced movement and gravity when hit
  • Projectile speed reduced

Glide Boost

  • Duration reduced from 4 to 2 seconds
  • Cooldown reduced from 6 to 2 seconds

Hyper Ring

  • Cooldown reduced from 14 to 12 seconds


Lucio

Sonic Amplifier

  • Max ammo increased from 20 to 24
  • Projectile speed doubled

Crossfade

  • Permenantly stuck to speed song

Amp It Up

  • Cooldown reduced from 12 to 10 seconds

Soundwave

  • Now knocks Lucio into the air when used while facing down, will otherwise push him backwards
  • self and enemy knockback, as well as damage, is based on Lucio's current speed (go faster to do more damage and propel yourself further up/backwards!)

Sound Barrier

  • No longer provides overhealth
  • Deals high damage within 20m; instakills within 3m

Bugs/Issues/Etc.

  • Not every health pool is exactly 150, some heroes have something like 149 or 152 and I'm too lazy to go fix it for every hero it happens with. It's effectively 150 anyway so purely visual
  • Due to the way I made everyone's health go to (or around) 150 HP, low health borders no longer show up unless you're at EXTREMELY low health (like 1 HP) I don't really know how to fix this
Players | 1 - 10
Heroes: Doomfist, Junker Queen, Winston, Wrecking Ball, Cassidy, and 8 more...
Created at:
Last updated:
Current version: 1.0

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