Overwatch 1 Reworked (Newest)

Hello! So this is a project i've been working on since 2021 and, in my opinion, is finally finished. I've done A LOT of revising and editing and i'm proud of the final product. Basically i'm doing large and small hero changes along with a few big/mini reworks.

The project will still be updated with bug fixes, balance changes, etc. so make sure to keep yourself updated!

Overwatch 1 Patch Notes – December 21st, 2021


  • Assemble Heroes duration is decreased from 25 seconds to 20 seconds
  • Heroes can no longer gain ultimate charge while their ultimate is active. These affect the following heroes;
    • Ashe
    • Tracer
    • Wrecking Ball
    • Hanzo
    • Torbjorn



D.Va overall currently is a good tank, however with the amount of changes I have given a lot of these heroes, its only right to give D.Va some because if I didn't then she would be the "why pick D.Va when I can just pick X tank" type of pick which I don't want. So I decided that my goal here is to make her smoother, while also improving Defense Matrix and her Boosters by putting more power into them.
Fusion Cannons
  • Fusion Cannon's penalty has been reduced from -40% to -30%
  • Knockback increased by 20%
Defense Matrix
  • Total recharge time reduced from 7s to 6s
Micro Missiles
  • Cooldown reduced by 1.5s [8s -> 6.5s]

Currently, Orisa feels unenjoyable by many because Sigma and Orisa as a two tank comp make it incredibly boring to face, so without trashing both of them, I decided to rework Orisa with just large changes. My goal with this rework is to shift Orisa from this boring, slow, boring shield tank into a faster, more lethal and survivable tank with utility to assist her team since she lacks the shield health.
  • Armor increased from 250 to 300
  • Total HP increased from 450 to 500
Fusion Driver
  • Reduced projectile speed from 120m/s to 100m/s
  • No longer has a speed penalty
  • Damage increased from 11 to 12
  • Ammunition reduced by 30 [150 -> 120]
Protective Barrier
  • Health reduced from 600 to 300
  • Cooldown reduced from 10s to 8s
  • Fortify now grants any ally in a 6.5m radius a 20% speed boost and the Phased Out status for 1s, however if Orisa uses her primary in Fortify the speed boost doesn't apply to her
  • Cooldown increased to 14s up from 10s
  • Projectile speed increased from 20m/s to 35m/s
  • Cooldown increased to 8s up from 6s
  • Ultimate cost increased by 6%
Reinhardt is a really squishy tank, so I wanted to increase his hp so he has more of a chance. Along with Charge, I wanted to let Reinhardt have more power over it and use it more often but reducing the damage so he cant oneshot a literal 300 hp hero or just a tank in general. With his Rocket Hammer being buffed, and with his armor, he would survive more and deal more damage thus charging his ultimate crazy fast which is what broke him originally with 50 extra armor. I decided to nerf his ultimate cost to compensate for such changes.
  • Armor increased from 200 to 250
  • Total HP increased from 500 to 550
Rocket Hammer
  • Knockback reduced by 100%
  • Cancel charge by pressing the button again
  • Damage is reduced to 250 from 300
  • Cooldown reduced from 10 to 8 seconds
  • Ultimate cost increased by 7%

Roadhog is a really overpowered hero in the current state of the game, so I nerfed his distance and his damage so hes not much of a bully, while also having skill in his hook so he has to take a step forward in order to kill a 200-250 hp hero. To compensate however, I increased his ammunition and made it so if he gets an elimination he gets rewarded by a shorter hook cooldown, and since I nerfed his damage, I reduced his hook cooldown by a tiny bit just incase.
Scrap Gun
  • Damage per pellet reduced from 6.6 to 6
  • Ammunition increased by 1 [5 -> 6]
Chain Hook
  • Chain Hook's enemy placement is increased to 3.5m (up from 3m)
  • Cooldown reduced from 8s to 7s
  • Chain Hook's cooldown is reduced by 1.5s every elimination
Whole Hog
  • Ultimate cost reduced by 5%
  • Knockback reduced by 25%

Sigma is a very interesting hero to balance, his main power resides in his Shield and Kinetic Grasp which makes him a Main/Off tank combination which makes him REALLY powerful. Instead of messing with his shield health or anything like that, I made Kinetic Grasp appear less often but better to use.
Kinetic Grasp
  • Can now cancel
  • Cooldown increased to 12s to 13s
  • Whenever Sigma takes out/away Experimental Barrier, Sigma cannot use Kinetic Grasp for 1.5 seconds
Sigma experimental barrier icon
Experimental Barrier
  • Health gain increased from 80p/s to 100p/s

Winston will most likely struggle being a strong tank since everyone is being changed, mainly buffed. So my goal was to give him a QoL buff for his shield, and have him output more damage with his primary.
Tesla Cannon
  • Ammunition increased from 100 to 150
Barrier Projector
  • Cooldown reduced from 13s to 12s
Wrecking Ball
Wrecking Ball is a very strong tank since hes very fast, has a high healthpool, and can knockback players. His main annoyance is his ultimate and mobility though his mobility is what makes him fun. I decided to let Wrecking Ball players have more fun with him via his claw but make his ultimate disappear faster since 20s is too long anyway.
Grappling Claw
  • Cooldown resets when Wrecking Ball spawns
Adaptive Shields
  • Cooldown reduced by 2.5s [15 -> 12.5]
  • Duration reduced to 15s down from 20s

Zarya has been seen as a very weak tank ever since her damage scale nerf, so instead of buffing her damage I decided to buff her secondary so its more fun and smoother to use while also making her self bubble appear more often since she could have trouble killing players since her damage was nerfed.
Particle Cannon - Secondary Fire
  • Knockback increased by 100%
  • Ammo consumption reduced from 25 to 20
Particle Barrier
  • Reduced cooldown from 10s to 8s seconds


Ashe is another hero that needs help since shes so dependant on Mercy, but because of the workshops limitations I cannot edit damage boost's effect on Ashe so the best I could do is make her feel better to play as and against, while giving her back more of her range.
The Viper - Take Aim
  • Movement penalty reduced from 30 to -10%
  • Damage now scales back at 50% at maximum fall-off range up from 30%
  • Knockback against enemies reduced by 100%
  • Cooldown reduced to 8s from 10s
  • Damage increased from 6 per pellet to 8 per pellet
  • Cooldown increased to 14s up from 12s

Bastion struggles frequently because its an immobile damage dispenser. Its good in the lower ranks and bad in the higher ranks, so I wanted to fix that a bit. I made it's ultimate more better by giving it armor so it survives longer while also reducing its healing per second on its secondary, though increasing the duration of it so Bastion can still heal successfully.
  • Duration increased from 3.33s to 3.66s
  • Healing per second reduced to 85 down from 90
  • Bastion is affected by knockbacks 30% less.
Configuration: TANK
  • Now grants Bastion +100 armor
That extra 25 health made Cassidy way too bulky, but I know removing it can be weak without some buffs. I gave him more mobility so he can escape easier, but I also gave him his range back so he doesnt have to get really close in the fight. I reduced his flashbang's duration but not by much so higher mobility heroes can still get countered.
  • Health reduced from 225 to 200
Peace Keeper - Primary Fire
  • Damage now scales back at 50% at maximum fall-off range up from 30%
Peace Keeper - Secondary Fire
  • Now has a cooldown of 4.5 seconds
Combat Roll
  • Cooldown reduced to 5s down from 6s
  • Cooldown resets upon gaining an elimination
  • Duration reduced from 0.8s to 0.75s
  • Ultimate cost reduced by 4%
Doom is weak currently, but no one likes him when hes strong. So a good way to balance him would to give him some QoL's, make his ultimate more threating, reduce his oneshot power and make him more survivable since thats his main problem.
Hand Cannon
  • Reload speed reduced to 0.33s down from 0.4s
Rocket Punch
  • Initial damage reduced from [50 - 100] to [37.5 - 75]
  • Damage from impacting a wall reduced from [50 - 150] to [37.5 - 112]
Meteor Strike
  • Outer ring damage falloff now starts at 250 damage (up from 200 damage)
  • Inner ring damage falloff now starts at 375 damage (up from 300)
  • Ultimate cost increased by 6%
The Best Defense...
  • Shields increased from 30 to 35
Echo is VERY powerful in the right hands, her power lays directly in her bombs and beam so thats the two abilities I nerfed. To compensate I increased her projectile speed so she has an easier time hitting her shots which makes up the damage from her bombs and beam.
  • Projectile speed increased by 20%
Sticky Bombs
  • Cooldown increased to 8s up from 6s
Focusing Beam
  • Damage per second reduced from 200 to 175

Genji needs a little help, so I put power into his shurikens again but I reduced the ammo of it so hes not so brutal to tanks and squishies. To compensate, I increased his ultimate cost again becausde with 30 damage shurikens, Genji gets his ultimate really fast.
  • Ammuntion reduced to 24 down from 30
  • Damage increased from 29 to 30
  • Ultimate cost increased by 5%
  • Doublejump resets everytime Genji wall climbs
Hanzo's arrows feel horrible and cheesy to go against, especially for tanks. So I decided to nerf the damage for Storm Bow so the headshot damage is 200 instead of 250 so his headshot and bodyshot damage isn't so cheesy to face. Storm Arrows is like the best tank busting ability, so I nerfed its power level. To compensate, I increased his arrows travel time and made his lunge better.
Storm Bow
  • Damage reduced from 125 to 100
  • Increased projectile speed from 110 to 125
Storm Arrows
  • Damage increased from 70 to 80
  • Quantity reduced from 5 to 4
  • Cooldown reduced by 1s [5 -> 4]
Pharah struggles as a hero in general because her kit is so reliant on Mercy, so without reworking her I decided to give Pharah shields so she doesn't need to keep dropping for heals. To compensate I reduced her time in the air and slightly increased her knockback's cooldown.
  • Health reduced from 200 to 125
  • Shields increased from 0 to 75
  • Total HP stays at 200
Concussive Blast
  • Cooldown increased from 9s to 10s
Hover Jets
  • Recharge rate is reduced by 8 (43 to 35)
  • Vertical speed is increased by 6%
  • If the Crouch button is held, you can now accelerate downwards.
Reaper struggles to do his job which is flanking, so I reduced Shadowsteps cooldown. I also gave him a nice buff for Wraith Form which lets him escape faster, and I increased his damage slightly so he still has the busty power level against tanks and squishes.
Hellfire Shotguns
  • Damage per pelelt increased from 6 to 6.5
  • Cooldown reduced to 8s down from 10s
  • Now grants a +50% movement speed buff when exiting Wraith Form
Soldier: 76
Soldier: 76's recent buff to his damage is VERY powerful, but i've seen him with 19 so instead of lowering it I lowered his ammuniton instead. His Helix Rockets are a very good dps ability and are annoying so I reduced its uptime.
Heavy Pulse Rifle
  • Ammunition reduced to 25 down from 30
Biotic Field
  • Healing per second increased from 35 to 40
Helix Rockets
  • Cooldown increased from 6 to 8s
Sombra is another hero that is difficult to balance for overwatch, mainly because she relies heavily on her utility to make good plays. My goal here is to make her output more damage and have her Hack appear less often, but also increasing her speed including with Translocater so she can flank easier and get in/out of fights faster. To compensate however, I increased her ultimate cost because it still is a VERY good ultimate.
Machine Pistol
  • Damage increased from 8 to 9 [480 -> 540]
  • Cooldown is reduced from 6s to 4s
  • Cooldown is increased from 8s to 10s
  • Ultimate cost increased by 8%
Symmetra is a good hero, though shes only good as a taxibot. I basically just implemented her OW2 changes but made some tweaks, along to also make her not so powerful in GM+ because of the King of The Hill maps.
Photon Projector
  • Secondary Fire damage reduced from 120 to 100
  • Projectile speed increased from 25m/s to 50m/s
  • Ammunition increased from 70 to 80
  • Reload speed reduced from 1.35s to 1.15s
Sentry Turret
  • Cooldown is reduced from 10s to 8s
  • Projectile speed increased from 15m/s to 20m/s
  • Now has a duration of 8 seconds
  • Can no longer be destroyed manually
  • Cooldown now starts on placement
  • Goes on a 6 second cooldown when the match time begins
Photon Barrier
  • Ultimate cost increased by 6%

Torb is a difficult hero to balance because he relies in pure damage and damage from his turret, but he's also really tanky in Overload. My goal with him is to reduce his tankiness and tank busting potential but in compensation, I made him smoother to play as.
Rivet Gun
  • Secondary Fire consumption increased from 2 to 3
  • Ammunition is increased from 18 to 20
  • Reload speed reduced to 1.5s down from 2s
  • Reduced reload speed from 1.4s to 1s
  • Armor reduced from 100 to 75 (350 to 325)
  • Cooldown increased to 12s up from 10s
Molten Core
  • Ultimate cost increased by 8%
Just a small nerf to make Tracer less survivable in lethal situations that she should usually die in.
  • Cooldown increased from 12s to 14s
Widow is another difficult hero to balance. But I decided that my goal with her is to make her ultimate more lethal, have her automatic fire do more dmg and have her mine appear more often because her automatic fire sucks via damage and because Venom Mine is the worst ability in the game.
Widow's Kiss
  • Automatic Fire damage increased from [3.9 - 13] to [4.48 - 15]
  • Ammunition reduced from 35 to 30
Venom Mine
  • Cooldown decreased from 15s to 8s
  • Projectile speed increased from 20m/s to 25m/s
  • Ultimate cost increased by 5%
  • Now grants Widowmaker a 25% damage boost
  • Duration reduced from 15s to 10s


Ana is a very fun hero, but mainly because shes VERY strong so I decided that the way to balance her is to reduce her grenade uptime and reduce sleep's duration, but also increasing her ammunition to compensate. However, I took notice that the increase in her ammo can grant Nano-Boost really fast so I nerfed its cost.
Ana sleep dart icon
Biotic Rifle
  • Ammunition increased from 12 to 15
  • Reload speed reduced by 0.35s [1.5 -> 1.15]
Ana sleep dart icon
Sleep Dart
  • Duration reduced from 5s to 4s
Ana sleep dart icon
Biotic Grenade
  • Cooldown increased from 10s to 12s
Ana sleep dart icon
Nano Boost
  • Ultimate cost increased by 5%
Baptiste is honestly such a stupid hero, who thought Immortality on cooldown was okay? Eitherway I can't change it because of the workshop so the best I can do is make it appear less often. I also decided to make his ultimate more challenging by reducing its duration but having it appear more often. I'll keep an eye on Baptiste though.
  • Projectile speed is increased by 17%
Brigitte Repair Pack icon
Immortality Field
  • Cooldown increased by 5s [25 -> 30]
  • Now goes on a 15 second cooldown whenever he respawns
Brigitte Inspire icon
Amplification Matrix
  • Ultimate cost reduced by 15%
  • Duration reduced by 3.5s [10 -> 6.5]
Brigitte hero icon
Brigitte in the current state of the game is a hero that is hard to pick up but honestly pretty easy to master. Once you do master her, she becomes this super cheesy hero who gets a lot of value just by surviving. My goal here is to shift her from this "backline support protecter" and into this "midline tanky support" so she has power damage wise and she can survive better, but she has a lower end HPs to compensate. I'll keep my eye on her however.
  • Health increased from 150 to 175
  • Total HP increased from 200 to 225
Brigitte Repair Pack icon
Repair Pack
  • Healing per second reduced from 55hp/s to 45hp/s
  • Cooldown reduced from 6s to 5s
  • Range reduced from 30m to 15m
Brigitte Inspire icon
  • Cooldown increased from 4 to 4.5s
Brigitte Barrier Shield icon
Barrier Shield
  • Movement penalty reduced from 30 to -20%
  • Size increased by 5%
  • Health regen increased from 85 to 92.5
Brigitte Shield Bash icon
Shield Bash
  • Cooldown increased from 7s to 8.5s
  • Stun duration reduced from 0.75s to 0.65s
  • Damage increased from 5 to 40
Brigitte Rally icon
  • Rally now caps Brigitte at 75 armor (325 hp to 300)
  • Ultimate cost reduced by 5%
Brigitte Inspire icon
  • Healing per second reduced from 15 to 12.5 (90 total to 75)
  • Healing halts once Brigitte dies
Lucio is a hero who should be easily balancable, however his reliance on other heroes makes him struggle because hes being kept so weak to the point he sucks without a Reinhardt. These changes are to help assist Lucio in being more smoother gameplay wise.
Sonic Amplifier
  • Reload speed reduced from 1.5s to 1.25s
  • Ultimate cost reduced by 15%

Mercy was a Main Healer in the early stages of Overwatch, then she was reworked into a pocket support which just made problems for the game. I decided that my goal in reworking her is to shift her from this restrictive, weak support and into this more funner, less restrictive and more impactful support. I gave her a burst healing utility ability called Enlighten which should help in fights since it adds overhealth and an instant heal while cleanses players. Locking Resurrect in Valkyrie is smart because this way I don't have to remove her identity, and instead buff Resurrect while also buffing Valkyrie to make her way more faster!
  • Now has 2 charges
  • Resurrect now spawns an ally at 50% of their max health (I.x. Genji spawns at 100/200)
  • Cast-time reduced from 1.75s to 0.6s
  • Guardian Angel goes on cooldown each resurrect
  • Is now only accessible behind Valkyrie instead of her base kit
New Ability 2: Enlighten
  • Has a maximum range of 15 meters
  • Has a cast time of 0.6 seconds
  • Has a cooldown of 15 seconds
  • Heals 75 health instantly and grants 25 overhealth for 1.75 seconds
  • Cleanses any ally in the 15m radius of the Asleep & Burning status effects
  • Can not be used while Mercy has the Hacked, Asleep, Knocked Down, Frozen, or Stunned status effects
  • Has a visual ring displaying its maximum range
  • Duration reduced from 15s to 10s
  • Ultimate cost increased by 10%
  • Guardian Angel's speed is increased by 25%
  • Healing per second increased to 75 up from 60
  • Now has a numbered timer displaying the duration

Moira is a hero who keeps getting smacked in the face with nerfs, and then people and the developers wonder, "why is she so bad?". So instead of reverting A LOT of those nerfs, I decided to make her more interesting by giving her utility in her ultimate and by making shifts from her healing and into her damage capabilities. Though obviously reducing her healing too much will make her trash so I increased her healing amount and her healing regain rate. Also note that since Biotic Orb is slower, it will take in more healing than originally.
Biotic Grasp
  • Resource consumption reduced from 12.5 to 11
  • Regeneration rate increased from 3.84% to 4.25%
  • Damage per second increased from 50 to 55
  • Self-heal increased from 24 to 27
Biotic Orb
  • Total damage increased from 200 to 225
  • Total healing reduced from 300 to 250
  • Projectile speed reduced from 20m/s to 18m/s
  • Grants allys in a 5m radius the Invincible status effect for 0.75 seconds
  • Cooldown is increased to 7s up from 6s
  • Any enemy damaged by Coalescence has their healing received reduced by 25% for 4 seconds
  • Duration reduced from 8s to 6s
Players | 1 - 12
Categories: Hero Adjustments
Heroes: D.va, Orisa, Reinhardt, Roadhog, Sigma, and 27 more...
Maps: Dorado, Havana, Junkertown, Rialto, Route 66, and 11 more...
Created at:
Last updated:
Current version: 1.3.4



Similar Codes

Elo Hell Logo_H-M-Dark
Join the Elo Hell Workshops Discord