#All Gadgets and Powers in Overwatch 2 Stadium

Table of Contents
Overwatch 2 Stadium is a mode so distinctive to what the hero shooter has to supply that it nearly seems like a wholly new spinoff.
OW2’s Stadium takes inspiration from video games like MOBAs and shooters like Counter-Strike, together with making it playable in third-person perspective, all to create one thing completely contemporary and fairly enjoyable.
Throughout every best-of-seven match in Stadium, heroes can earn Stadium Money to purchase upgrades often known as Powers and Gadgets to customise and construct their heroes to be fully completely different from customary OW2, and doubtlessly completely different between every recreation you play in Stadium.
Listed here are the entire Gadgets and Powers accessible in Stadium’s Armory in Overwatch 2.
Desk of contents
All Armory Gadgets and Powers in Overwatch 2 Stadium

A whole lot of Gadgets can be found throughout all heroes with their buffs, however particular person heroes have their very own Hero Gadgets together with particular Powers. Beneath, yow will discover the entire Gadgets within the Armory together with how a lot Stadium Money each prices.
After that, we have listed every hero at present accessible in Stadium, together with their Powers (as much as 4 complete could be chosen, one every at rounds one, three, 5, and 7) and hero-specific Hero Gadgets.
World Gadgets in OW2 Stadium Armory
Weapon Merchandise | Potential Merchandise | Survival Merchandise |
---|---|---|
Compensator (1,000) 5 p.c weapon energy. | Charged Plating (1,000) After you spend your final cost, achieve 25 armor and 10 p.c capacity energy for the remainder of the spherical. | Adrenaline Shot (1,000) 10 well being. Well being packs grant 20 p.c transfer velocity for 5 seconds and 50 overhealth. |
Plasma Converter (1,000) 10 p.c weapon lifesteal. | Energy Playbook (1,000) 10 p.c capacity energy. | Electrolytes (1,000) Firstly of the spherical, achieve 100 unrecoverable overhealth. |
Weapon Grease (1,000) 5 p.c assault velocity. | Shady Spectacles (1,000) 10 p.c capacity lifesteal. | Discipline Rations (1,000) Whereas on the target, restore eight life each one second. |
Ammo Reserves (1,500) 20 p.c max ammo. | Successful Perspective (1,500) 25 well being. While you die, achieve 15 p.c final cost. | Operating Footwear (1,000) Firstly of the spherical and whenever you first respawn, achieve 20 p.c transfer velocity for 10 seconds whereas out of fight. |
Frenzy Amplifier (1,500) Eliminations grant 10 p.c assault velocity and 15 p.c transfer velocity for 3 seconds. | Customized Inventory (3,750) 5 p.c weapon energy, 10 p.c capacity energy. | Armored Vest (1,500) 25 armor. |
Aftermarket Firing Pin (3,750) 10 p.c assault velocity, 5 p.c transfer velocity. | Biolight Overflow (4,000) 25 well being, 5 p.c capacity energy. While you spend your final cost, grant close by allies 50 overhealth for 3 seconds. | First Assist Equipment (1,500) 25 shields. Scale back the time earlier than you life begins regenerating by 33 p.c. |
Superior Nanobiotics (4,000) After therapeutic an ally, achieve 10 p.c assault velocity for 3 seconds. | Energized Bracers (4,000) 10 p.c capacity energy, 10 p.c capacity lifesteal. | Heartbeat Sensor (1,500) Enemies under 30 p.c life are revealed to you. |
Shieldbuster (4,000) After dealing injury to shields or armor, achieve 15 p.c assault velocity for one second. | Junker Whatchamajig (4,000) 25 p.c beginning final cost. | Siphon Gloves (1,500) Fast melee injury heals for 25 well being. |
Stockpile (4,000) 5 p.c assault velocity, 25 p.c max ammo. | Wrist Wraps (4,000) 5 p.c capacity energy, 10 p.c assault velocity. | Bolstered Titanium (3,750) When you have shields, take 10 p.c lowered capacity injury. |
Technoleech (4,500) 5 p.c weapon energy, 10 p.c weapon lifesteal. | Multi-Device (5,000) 5 p.c capacity energy, 10 p.c cooldown discount. | Cushioned Padding (4,000) 25 shields, -40 p.c incoming unfavourable impact length. When affected by stun, sleep, or hinder, restore 10 p.c of your max life over three seconds. |
Icy Coolant (5,000) 10 p.c weapon energy, 5 p.c cooldown discount. | Nano Cola (5,500) 20 p.c capacity energy. | Ironclad Exhaust Ports (4,000) 5 p.c cooldown discount. While you use a capability, achieve 25 overhealth for 3 seconds. |
Talon Modification Module (5,500) 15 p.c weapon energy. | Three-Faucet Tommygun (9,500) 10 p.c capacity energy, 10 p.c assault velocity. After utilizing a capability, your subsequent three situations of weapon injury deal extra injury equal to 3 p.c of the goal’s life. | Vishkar Condensor (4,000) 25 shields. Convert 100 well being into shields. |
Codebreaker (9,000) 15 p.c weapon energy. Ignore 50 p.c of armor’s injury discount | Biotech Maximizer (10,000) 25 well being, 10 p.c capacity energy. While you use a capability that heals, cut back its cooldown by 5 p.c for every distinctive ally it heals. | Very important-e-tee (4,000) Convert 100 well being into armor. |
Salvaged Slugs (9,500) 10 p.c assault velocity, 25 p.c elevated injury to limitations. Dealing weapon injury to limitations has a 40 p.c probability to revive one ammo. | Catalytic Crystal (10,000) 15 p.c capacity energy. Potential injury and therapeutic grants 20 p.c extra final cost. | Crusader Hydraulics (4,500) 25 armor. When you have armor, take 10 p.c lowered weapon injury. |
Volskaya Ordnance (9,500) 10 p.c assault velocity. Deal three p.c elevated weapon injury for each 100 max life the goal has greater than you, as much as 15 p.c. | Lumerico Fusion Drive (10,000) 50 armor, 15 p.c capacity energy. While you use a capability, restore 50 armor or shields over two seconds. | Iron Eyes (4,500) 25 shields. You’re taking 15 p.c lowered injury from essential hits. |
Commander’s Clip (10,000) 10 p.c assault velocity, 40 p.c max ammo. While you use a capability, restore 10 p.c of your max ammo. | Superflexor (10,000) 25 well being, 10 p.c weapon energy. While you deal weapon injury or therapeutic, achieve 5 p.c capacity energy for 3 seconds, stacking as much as 5 occasions. | Meka Z-Sequence (5,000) Eight p.c well being, armor, shields. |
Weapon Jammer (10,000) 25 armor, 10 p.c weapon energy. Dealing weapon injury negates 10 p.c of the targets bonus assault velocity and will increase your assault velocity by 10 p.c for 2 seconds. | Cybervenom (10,500) 10 p.c capacity energy, 5 p.c cooldown discount. Dealing capacity injury applies 30 p.c therapeutic discount for 2 seconds. | Genetecist’s Vial (9,000) 25 well being. The primary time you’ll die attain spherical, revive as an alternative with 200 life after three seconds. |
Amari’s Antidote (11,000) 25 well being, 15 p.c weapon energy. Whereas therapeutic an ally under 50 p.c life along with your weapon, deal 15 p.c elevated weapon therapeutic. | Iridescent Iris (11,000) 20 p.c capacity energy, 10 p.c cooldown discount. After spending your final cost, achieve 100 overhealth for 3 seconds. | Bloodbound (9,500) 50 well being. The final enemy to deal a last blow to you is revealed when close by. Deal 10 p.c extra injury to them and take 10 p.c lowered injury from them. |
Booster Jets (11,000) 20 p.c assault velocity. While you use a capability, achieve 20 p.c transfer velocity for 2 seconds. | Liquid Nitrogen (11,000) 25 well being, 10 p.c capacity energy. Dealing capacity injury slows the goal’s transfer velocity by 20 p.c for 3 seconds. | Divine Intervention (9,500) 50 shields. While you take greater than 100 injury without delay, restore 15 p.c of injury taken and begin regenerating your shields. |
El-Sa’Ka Suppressor (11,000) 10 p.c weapon energy. Crucial hits apply 30 p.c therapeutic discount to the goal for 2 seconds. | Mark of the Kitsune (11,000) 10 p.c capacity energy. While you use a capability, your subsequent occasion of weapon injury or therapeutic offers 25 bonus injury or therapeutic. | Gloomgauntlet (9,500) 50 armor, 15 p.c melee injury. Melee injury grants 10 p.c transfer velocity and restores 5 p.c of max life over two seconds. |
Hardlight Accelerator (11,000) 10 p.c weapon energy, 10 p.c cooldown discount. While you use a capability, achieve 5 p.c weapon energy for 3 seconds, stacking as much as 3 times. | Champion’s Equipment (13,500) 40 p.c capacity energy. | Martian Mender (10,000) 25 well being, 10 p.c cooldown discount. Restore three p.c of your life each one second. |
The Nearer (13,000) 20 p.c weapon energy, 10 p.c essential injury. Crucial hits reveal the goal for 3 seconds. | – | Phantasmic Flux (10,000) 10 p.c weapon energy, 10 p.c capacity energy, 15 p.c weapon lifesteal, 15 p.c capacity lifesteal. Whereas at full life, lifesteal grants as much as 100 overhealth. |
Eye of the Spider (13,500) Deal 10 p.c elevated injury to enemies under 30 p.c life. | – | Rustung Von Wilhelm (10,000) 15 p.c well being, armor, shields. Whereas under 30 p.c life, achieve 10 p.c injury discount. |
– | – | Vanadium Injection (10,000) Whereas at one hundred pc final cost, achieve 50 well being, 10 p.c weapon energy, 10 p.c capacity energy, 10 p.c assault velocity, 10 p.c cooldown discount, and 10 p.c transfer velocity. |
– | – | Nebula Conduit (11,000) 50 well being, 10 p.c weapon energy. Forestall 15 p.c of incoming injury and as an alternative take that prevented injury over three seconds. |
– | – | Ogundimu Discount Discipline (11,000) 50 armor. While you take injury, achieve 0.5 p.c injury discount for one second, stacking as much as 20 occasions. |
Tank Hero Gadgets and Powers in OW2 Stadium
D.Va

Energy | Hero Merchandise |
---|---|
Centered Fusion Fusion Cannon’s unfold is lowered by 66 p.c and injury falloff vary is 20 meters farther. | Dae-Hyun’s Detonator (4,000) 15 p.c capacity lifesteal. In case your mech detonates whereas mid-air, improve Self-Destruct explosion injury and vary by 200 p.c. |
Legendary Loadout Micro Missiles are positioned with six heavy rockets, which deal 350 p.c extra explosive injury and have one hundred pc elevated radius. | Mastermind’s Mitigator (4,000) Each 300 injury you mitigate with Protection Matrix reduces Micro Missiles cooldown by one second. |
Overstocked Acquire one further cost of Micro Missiles. | Vesuvius Protocol (4,000) 10 p.c capacity energy. Utilizing Self-Destruct drops lava close by that offers 30 injury each one second. |
Countermeasures While you mitigate 150 injury with Protection Matrix, mechanically fireplace two Micro Missiles. | Galvanized Core (4,000) 25 well being, 25 p.c Boosters length. |
Facetanking Protection Matrix heals you for 30 p.c of the injury it blocks. | Plot Armor (4,000) 25 armor. Whereas Protection Matrix is lively, achieve 30 p.c injury discount towards beams. |
Ultrawide Matrix Enhance the dimensions of Protection Matrix by 50 p.c and its length by 20 p.c. | Solo Spec (4,000) 25 well being. While you mitigate injury with Protection Matrix, achieve Shields equal to 10 p.c of the injury mitigated, as much as 100. Resets when your mech is destroyed. |
Ignition Burst Boosters go away a path of lava that offers 30 injury each one second. | APM Amp (9,000) 50 shields. While you use Boosters, different allies inside 16 meters achieve 25 p.c transfer velocity for 2 seconds. |
MEKA Punch Whereas utilizing Boosters, fast melee offers 75 p.c extra injury. MEKA punch eliminations reset the cooldown of Boosters. | Busan Blaster (10,000) 20 p.c capacity energy. Mild Gun positive factors a secondary fireplace, which expenses as much as fireplace an explosive piercing shot that offers 80 injury. |
Stat Enhance Through the first two seconds of Boosters, Protection Matrix recovers one hundred pc sooner. | Multi-Job Mod (10,000) 10 p.c weapon energy. Fusion Cannons can now be fired whereas utilizing Protection Matrix. |
Tokki Slam Throughout Boosters, use crouch to slam the bottom, dealing injury equal to twenty p.c of your max armor and knocking up enemies hit. | Chip-Injury Diverter (10,000) 50 well being. While you deal injury to limitations whereas in your mech, achieve shields equal to 10 p.c of the injury dealt, as much as 200. Resets when your mech is destroyed. |
Categorical Detonation Self-Destruct explodes 15 p.c sooner. | Singijeon’s Pulse Plating (10,000) 50 well being. Acquire 5 p.c of injury mitigated by Protection Matrix as final cost. |
Celebration Protector While you use Self-Destruct, allies inside Self-Destruct radius achieve 250 overhealth for eight seconds. | Nano Cola Nitrous (11,000) 50 well being. While you eject out of your mech, achieve 25 p.c elevated max well being and achieve Nano Enhance for eight seconds. |
– | Macro Missile (12,000) Micro Missiles deal 25 p.c elevated injury and have considerably elevated knockback. |
– | Onslaught Ordnance (12,000) 15 p.c capacity energy. The amount and length of Micro Missiles is elevated by 20 p.c. |
Junker Queen

Energy | Hero Merchandise |
---|---|
Thrill of Battle Adrenaline Rush additionally heals allies inside 12 meters for 50 p.c of the quantity it heals you. | Gutpunch Gauntlet (4,000) 10 p.c weapon energy. Whereas not holding Jagged Blade, fast melee offers 75 p.c extra injury and knocks again. |
Royal Bullets Scattergun essential hits towards targets inside 12 meters applies wound for 30 injury over three seconds. | Monarch’s Decree (4,000) 5 p.c weapon energy. Commanding Shout grants you 15 p.c assault velocity. |
Twist the Knife Scattergun essential hits lengthen the length of all wounds on the goal by 0.5 seconds. | Greater Magnet (4,000) 10 p.c capacity energy. Jagged Blade’s pull power is elevated by 35 p.c. |
Blade Parade Holding Jagged Blade expenses it, rising its injury by as much as 35 p.c and inflicting it to knockback. | Dez’s Injury Dampeners (4,000) 25 well being, 50 p.c knockback resist. When knocked again, achieve 25 p.c elevated transfer velocity for 3 seconds. |
Minimize ’em, Gracie! Every enemy hit by Jagged Blade whereas it returns to you reduces its cooldown by one seconds. | Rebellious Spirit (4,000) 25 well being. When wound will get eliminated as an alternative of expiring, achieve 10 p.c of max life as overhealth, as much as 150. |
Let’s Go Win Eliminations reset the cooldown of Commanding Shout. | Slicing Spree (4,000) 10 p.c transfer velocity. Whereas inside 12 meters of an enemy with a wound, achieve 10 p.c transfer velocity and 5 p.c assault velocity. |
Cruel Magnetism Utilizing Commanding Shout causes your Jagged Blade to house in on a goal. | Tinker Tracksuit (9,500) 5 p.c cooldown discount, 10 p.c capacity lifesteal. Rampage and Carnage hits grant 10 p.c assault velocity for 4 seconds. |
Reckoner’s Roar Utilizing Commanding Shout wounds enemies inside 10 meters for 30 injury over three seconds. | Shred and Lead (10,000) 33 p.c max ammo, 10 p.c weapon lifesteal. While you wound an enemy, achieve 10 p.c assault velocity for 4 seconds, stacking as much as 3 times. |
Chop Chop Carnage positive factors a further cost, however its cooldown discount per hit is lowered to 1 second. | Scav Scraps (10,000) 50 well being, 5 p.c cooldown discount. Carnage and Jagged Blade affect injury grants overhealth equal to 40 p.c of injury dealt. |
Hovering Stone Carnage turns into a leaping strike if you happen to leap throughout its solid time | Thick Cranium (10,000) 50 armor. Whereas casting Ramapge or Carnage, achieve 50 p.c injury discount. |
Bloodcrazed Rampage and Carnage offers 15 p.c of max life as overhealth per hit. | Timeless Loyalty (10,000) 50 well being, 30 p.c Commanding Shout overhealth. Allies affected by Commanding Shout are healed for 5 p.c of Junker Queen’s life each second. |
Bow Down Rampage now additionally knocks down enemies hit for 1.5 seconds. | Booming Voice (11,000) 25 p.c capacity energy, 50 p.c Commanding Shout radius. Commanding Shout will have an effect on allies which might be out of line of sight. |
– | Bloodhound Masks (12,000) 15 p.c weapon energy. Acquire 5 p.c weapon energy for every enemy with a wound inside 12 meters. |
Orisa

Energy | Hero Merchandise |
---|---|
Scorched Earth While you overheat, apply burning to enemies inside six meters, dealing injury equal to 10 p.c of your max life over 5 seconds. | Electro Lights (4,000) 10 p.c assault velocity. Get well from being overheated 25 p.c sooner. |
Protect Divergence While you overheat, deploy a barrier with 600 well being in entrance. | Enhanced Goal Sensors (4,000) Deal 25 p.c extra injury to enemies farther than 12 meters away. |
Superior Throwbotics While you use Javelin Spin, launch an Power Javelin with 50 p.c much less injury. | Arcfinder (4,000) Power Javelin offers 25 p.c elevated injury to enemies farther than 12 meters away. |
Scorching Rotate-o Javelin Spin positive factors 35 p.c cooldown discount however now generates warmth. | Elite Rotator Cuff (4,000) 10 p.c capacity energy, 35 p.c Javelin Spin length. |
Spynstem Replace Javelin Spin now deflects projectiles and grants 20 p.c of injury dealt from deflecting as final cost. | Refraction Tiles (4,000) 25 armor. Whereas Javelin Spin is lively, achieve 50 p.c injury discount from beams. |
Manufacturing facility Reset Whereas Fortify is lively, Javelin Spin and Power Javelin achieve 25 p.c cooldown discount. | Charged Chassis (4,000) 25 well being. Fortify grants extra overhealth equal to 10 p.c of your max life. |
Hooves of Metal After Fortify ends, achieve shields equal to 50 p.c of the injury obtained throughout Fortify. Resets whenever you subsequent use Fortify. | Siphonic Spear (4,000) While you deal injury with Power Javelin, heal 10 p.c of your max life over three seconds. |
Restortify Whereas Fortify is lively, heal for 10 p.c of your max life each one second. | Photo voltaic Regenergy (4,000) 25 well being. After utilizing a capability, restore armor equal to 5 p.c of your max life. |
Trip With Me Whereas Fortify is lively, grant allies in line of sight 30 p.c transfer velocity and overhealth equal to 10 p.c of your max life. | Optimized Power (5,000) 10 p.c weapon energy. Crucial hits cut back your warmth by 5 p.c. |
Lassoed On affect, Power Javelin will pull enemies inside 4 meters in the direction of itself. | Efi’s Theorem (10,000) 20 p.c capacity lifesteal, 50 p.c Fortify length. |
Centripetal Cost 25 p.c final value discount. After utilizing Terra Surge, reset your capacity cooldowns. | Hollagram Helmet (10,000) 50 armor. While you use Fortify, allies inside line of sight achieve Unstoppable for 2 seconds. |
Supercharger While you use Terra Surge, drop a Supercharger that will increase the injury of close by allies by 25 p.c for 15 seconds. | 3D-Printed Lance (11,000) 15 p.c capacity energy. Power Javelin cooldown is lowered by 15 p.c, however every use generates 25 warmth. |
– | Oladele-copter Blades (12,000) 15 p.c capacity energy. Whereas utilizing Javelin Spin, achieve free flight and 20 p.c transfer velocity. |
Reinhardt

Energy | Hero Merchandise |
---|---|
Amplification Barrier Pleasant projectiles that move by means of your Barrier Discipline deal 15 p.c extra injury. | Ironclad Cleats (3,750) 25 armor, 5 p.c weapon energy, 40 p.c knockback resist. |
Barrier Reconstruction While you deal injury with Rocket Hammer or Fireplace Strike, restore well being to Barrier Discipline equal to 10 p.c of its max well being. | Crusader’s Remedy (3,750) 25 well being. Utilizing Cost cleanses all unfavourable results. |
To Me, My Pals! Whereas Barrier Discipline is lively, allies inside 5 meters are healed equal to 3 p.c of your max life each one second. | Chimera’s Maw (4,000) 10 p.c capacity energy, 50 p.c Fireplace Strike radius. |
Wilhelmwagen Whereas Barrier Discipline is deployed, you heal for 15 p.c of the injury it mitigates and achieve 30 p.c transfer velocity. | Overclocked Barrier (4,000) 25 well being, 25 p.c Barrier Discipline Well being, 25 p.c Barrier Discipline measurement. |
Protect Stampede 50 p.c Cost knockback energy. Throughout Cost, mechanically deploy Barrier Discipline. | Rocket Boots (4,000) Holding crouch will increase the peak of your subsequent leap by as much as 200 p.c. |
Vanguard Cost grants close by allies overhealth equal to 10 p.c of your max life and 20 p.c transfer velocity for 3 seconds. | Enhance Recycler (4,000) 10 p.c capacity energy. If Cost is interrupted by the enemy, refund 50 p.c of Cost cooldown. |
Vroom Increase Increase Throughout Cost, colliding with a wall triggers an explosion that offers 30 p.c of Cost’s pin injury. | Dampener Grip (10,000) 10 p.c capacity energy, 10 p.c assault velocity. While you deal injury with Rocket Hammer, cut back the cooldown of your talents by one second. |
Blazing Blitz After utilizing Earthshatter, each Rocket Hammer swing launches a Fireplace Strike for 4 seconds. | Gryphon Glider (10,000) 25 well being, 10 p.c capacity lifesteal. Now you can fly throughout Cost. |
Impression Burst Fireplace Strike triggers an explosion the primary time it hits an enemy, dealing 20 p.c of its injury in a three-meter radius. | Rocket Strike (10,000) 20 p.c capacity energy, 50 p.c Fireplace Strike projectile velocity. |
Magma Strike If Fireplace Strike is solid twice inside two seconds, the second strike leaves a path of lava that burns enemies for 50 p.c of Fireplace Strike injury. | Infusion Generator (10,000) 25 well being. Enhance Barrier Discipline well being by one hundred pc of your max life. |
Feeling the Burn Each third Rocket Hammer swing applies burn, dealing 30 p.c Rocket Hammer injury over two seconds. | Phoenix Protocol (10,000) 25 well being. Barrier Discipline regenerates 50 p.c sooner and begins regenerating 50 p.c sooner after being destroyed. |
Smashing! While you deal injury with Rocket Hammer, achieve 5 p.c transfer velocity and 4 p.c weapon lifesteal for 3 seconds, stacking as much as 5 occasions. | Plan Z (11,000) 10 p.c weapon energy. Acquire three p.c assault velocity each 100 lacking life, as much as 30 p.c. |
Zarya

Energy | Hero Merchandise |
---|---|
No Limits Most Power elevated to 150. Power all the time decays above 100 Power at a 150 p.c sooner fee. | Blastproof Boots (3,750) 25 well being, 5 p.c transfer velocity. Particle Cannon’s secondary fireplace self knockback is elevated by one hundred pc and now not damages your self. |
Particle Accelerator Acquire 15 p.c assault velocity for Particle Cannon’s secondary fireplace. After utilizing a capability, quadruple this bonus for 5 seconds. | Past Barrier (4,000) 10 p.c capacity energy, 20 p.c Projected Barrier vary. |
Piercing Beam Above 80 Power, Particle Cannon’s main fireplace will pierce enemies. | Hybrid Battery (4,000) 5 p.c weapon energy. Power can’t be lowered under 20. |
Pre-Exercise Acquire weapon lifesteal and talent lifesteal equal to twenty p.c of Power. | Jumper Cables (4,000) 25 shields, 5 p.c capacity energy. After utilizing a Barrier, begin regenerating shields immediately. |
Barrier Advantages When Obstacles expire, grant overhealth equal to 50 p.c of remaining Barrier well being to the goal for 3 seconds. | Protein Shake (4,000) 25 well being, 15 p.c melee injury. Whereas Particle Barrier is lively, grow to be unstoppable and fast melee knocks again enemies. |
Containment Protect Barrier heals 25 life, elevated by Power, and grants 20 p.c transfer velocity whereas lively. | Mild Launcher (10,000) 15 p.c weapon energy. Consecutive Particle Cannon secondary fireplace pictures eat 20 p.c much less ammo, as much as 60 p.c, to your present journal. |
Fission Discipline Projected Barrier additionally applies to 1 extra ally inside 10 meters, however has 20 p.c lowered length. | Lynx’s Datadrive (10,000) 25 well being, 15 p.c capacity energy. Casting Projected Barrier on an ally refunds 20 p.c of Barrier cooldown. |
Right here to Spot You Projected Barrier Pulls you to the focused ally and heals you for 15 p.c of max life over three seconds. | Superconductor (10,000) 25 well being, 15 p.c capacity energy, 40 p.c Barrier length. |
Lifelift +50 p.c Particle Barrier measurement. Enhance Particle Barrier well being by one hundred pc of bonus max life. | Greater Beam (11,000) 10 p.c weapon energy. Particle Cannon’s main fireplace vary is elevated by 20 p.c. |
Main Flex Barrier knocks again and offers 25 injury, elevated by Power, to enemies inside 5 meters each one second. | – |
Volskaya Vortex After a Barrier is solid, Particle Cannon’s subsequent secondary fireplace spawns a slowing vortex that offers 100 injury over two seconds. | – |
Graviton Anomaly 25 p.c final value discount. Base injury is elevated to 30 and elevated by Power, however has 50 p.c lowered length. | – |
Injury Hero Gadgets and Powers in OW2 Stadium
Ashe

Energy | Hero Merchandise |
---|---|
Head Honcho Every unscoped shot you land will increase the injury of the following scoped shot you land by three p.c, as much as 30 p.c. Resets on reload. | Maxed Magazine (4,000) 5 p.c assault velocity. Acquire three p.c assault velocity for every remaining ammo above 50 p.c of your max ammo. |
Incendiary Rounds Whereas scoped, hitting the identical goal with out lacking offers 30 further injury. | Tripod (4,000) The Viper, Coach Gun, and Dynamite deal 10 p.c extra injury to enemies which might be under you. |
My Enterprise, My Guidelines While you deal injury to a burning enemy with The Viper, cut back the cooldown of your talents by 10 p.c. | Furnace Gasoline (4,000) 25 well being, 5 p.c capacity energy. Cleansed burns grant three p.c final cost. |
Reload Remedy While you reload a shot, heal three p.c of your life. | Silver Lighter (4,000) 10 p.c capacity energy. Injury dealt to burning targets grants 20 p.c extra final cost. |
Calamity Utilizing Coach Gun reloads two ammo. The Viper’s subsequent two hits deal 40 extra injury over three seconds. | Silver Spurs (4,000) 25 well being. After utilizing Coach Gun, achieve 20 p.c transfer velocity for 3 seconds. |
Double Barreled Coach Gun positive factors a further cost. | Greased Loader (5,000) 25 p.c max ammo, 15 p.c reload velocity. |
Incendiary Blast Coach Gun applies burning, dealing 100 injury over 5 seconds. If the goal was burning, deal 75 extra injury immediately. | Infrared Lenses (10,000) 15 p.c capacity energy. Deal 25 p.c elevated injury to burning enemies. |
Early Detonation Taking pictures Dynamite reloads 5 ammo and reduces the cooldown of Dynamite by three seconds. | Stacked Sticks (10,000) 15 p.c capacity energy, 40 p.c Dynamite explosion radius. |
Molten Munitions When Dynamite explodes on the bottom, it leaves lava that burns enemies for 50 each one second. | Construct-a-Blast Buckshot (10,000) 10 p.c cooldown discount. Coach Gun has 50 p.c elevated self knockback. |
Out with a Bang When Dynamite explodes, it spawns three sticky explosives that deal 66 p.c lowered injury. | B.O.B. Wire Protection (10,000) 50 well being, 25 armor. When B.O.B. finishes charging, B.O.B. positive factors 300 armor. |
B.O.B. Jr. B.O.B. prices 50 p.c much less final cost however has lowered life, 50 p.c lowered assault velocity, and is considerably smaller. | Firestarter (10,000) 50 well being. Your burning results achieve 35 p.c lifesteal. |
Companions in Crime You might be healed for one hundred pc of B.O.B.’s injury dealt, and B.O.B. is healed for one hundred pc of your injury dealt. | Ironsights (11,000) 10 p.c assault velocity. When the goal is additional than 10 meters, scoped shot positive factors one p.c injury for every meter. |
– | Sidewinder (11,000) 10 p.c assault velocity. When the goal is inside 10 meters, unscoped shot positive factors 15 p.c elevated injury. |
Cassidy

Energy | Hero Merchandise |
---|---|
Bullseye Crucial hit reduces Fight Roll’s cooldown by two seconds. | Quickload Chamber (4,000) 20 p.c reload velocity. Reloading inside six meters of an enemy provides 20 p.c of max ammo as further ammo. |
Lifeless Man Strolling Eliminating an enemy you have not too long ago critically hit grants one max ammo for the spherical. | Blackwatch Tech (4,000) 10 p.c capacity energy. Deadeye eliminations cut back Flashbang max cooldown by 10 p.c, as much as 40 p.c for the spherical. |
Full Home For every ammo accessible, Peacekeeper’s main fireplace positive factors one p.c elevated injury, as much as 25 p.c. | Needed Poster (4,000) 25 well being. Deadeye eliminations reward further 500 Stadium Money every. |
Fast Draw After utilizing Fight Roll, Peacekeeper’s subsequent main fireplace can auto-aim inside 9 meters whereas underneath cooldown. | Streamlined Poncho (5,000) 10 p.c cooldown discount. Fight Roll reduces Flashbang cooldown by two seconds. |
Assume Flasht While you begin a Fight Roll, go away a Flashbang behind. | Frankie’s Fixer (10,000) 50 well being. Heal 10 life for every ammo loaded utilizing Fight Roll. |
Barrel Roll Fight Roll takes you 50 p.c additional and offers 65 injury to enemies. | Aggressive Evaluation (11,000) 20 p.c weapon lifesteal. Deal 15 p.c elevated main fireplace injury to enemies within the Injury function. |
Simply Roll With It Throughout Fight Roll, forestall all incoming injury. After Fight Roll ends, heal 30 p.c of your life over three seconds. | Improvised Dynamite (11,000) 20 p.c capacity energy, 10 p.c cooldown discount. Flashbang explosion radius is elevated by 50 p.c. |
Flash within the Pan Eliminating an enemy not too long ago broken by Flashbang grants 15 p.c final cost. | Eagle Eye (12,000) 50 well being. Take 25 p.c much less injury from enemies farther than 12 meters. |
Scorching Potato Flashbang provides three further ammo on hit till Peacekeeper is reloaded. | – |
Straightforward Rider Whereas utilizing Deadeye, achieve 100 overhealth and 25 p.c transfer velocity. | – |
Dawn Utilizing Deadeye slows all seen enemies for 1.5 seconds. | – |
Sundown Deadeye eliminations grant 15 p.c final cost every. | – |
Genji

Energy | Hero Merchandise |
---|---|
Cybernetic Velocity Dealing injury with Shuriken grants two p.c Shuriken assault velocity for 3 seconds, stacking as much as 15 occasions. | Spiked Grip (3,750) 30 p.c max ammo. Whereas climbing, restore 20 p.c of your ammo each one second. |
Hashimoto’s Bane After utilizing a capability, your subsequent secondary fireplace throws two further Shuriken that search enemies however deal 50 p.c much less injury. | Traversal Kinetics (3,750) Swift Strike cooldown is lowered by 50 p.c if it offers no injury. |
Sacred Shuriken Shuriken’s main fireplace throws two extra Shuriken that do not eat any ammo. | Ninja Soles (4,000) 5 p.c cooldown discount, 15 p.c transfer velocity throughout Deflect. |
Hanamura Therapeutic Crucial hits and Swift Strike grant overhealth equal to 25 p.c of their injury dealt for 5 seconds. | Anti-Beam Coating (4,000) Deflect now blocks beam assaults. |
Hidden Blade Acquire 50 p.c melee lifesteal and improve fast melee injury by 25. | Equilibrium Gear (4,000) 25 well being. Whereas climbing, heal 5 p.c of your life each one second. |
Laceration Swift Strike offers 25 p.c extra injury over three seconds to enemies hit. | Sparrowhawk Feather (4,000) 25 well being. Acquire a further leap. |
Wyrm’s Maw Targets hit by Shuriken take 10 p.c extra injury from Swift Strike for 4 seconds, stacking as much as 5 occasions. | Ambusher Optics (10,000) 25 p.c melee injury. Fast melee can critically hit when hanging enemies from behind, dealing 50 p.c elevated injury. |
Deflect-O-Bot +50 p.c deflected projectile velocity. Through the first 1.5 seconds of Deflect, mechanically deflect projectiles in the direction of enemies. | Enduring Edge (10,000) 10 p.c weapon energy, 4 seconds Dragonblade length. |
Solid Underneath Fireplace Whereas Deflect is lively, heal for 60 p.c of the injury it prevents. | Swift Loader (10,000) 10 p.c assault velocity, 30 p.c max ammo. Damaging an enemy with Swift Strike restores 20 p.c of your ammo. |
Iaido Strike After Deflect ends, shortly swing your Dragonblade as soon as. | Clear Sweep (10,000) 10 p.c capacity energy, 15 p.c capacity lifesteal, 50 p.c Swift Strike width. |
Spirit of Sojiro When Deflect stops incoming injury, cut back the cooldown of Swift Strike by one second, as much as 5 seconds. | Deflecting Sprint (10,000) 15 p.c capacity energy. Throughout Swift Strike, deflect incoming projectiles towards your reticle. |
Dragon’s Breath Dragonblade swings launch a big piercing projectile that offers 50 p.c of Dragonblade’s injury. | Slicy Coolant (10,000) 50 armor, 5 p.c cooldown discount, one second Deflect length. |
– | Transference Delta (10,000) 15 p.c final value discount. Convert 100 well being into armor. Utilizing Dragonblade heals your armor absolutely. |
Mei

Energy | Hero Merchandise |
---|---|
Extendothermics Endothermic Blaster’s main fireplace vary is elevated by six meters. | Coldspot (4,000) 25 well being. Main fireplace and Blizzard can take away burn. |
Frost Armor Acquire armor equal to 5 p.c of the first fireplace injury you deal, as much as 100, till the tip of the spherical. | Meicicle (4,000) 25 well being. Cryo-Freeze length is elevated by 25 p.c. |
Permafrost Enhance your max well being by 50 p.c of your capacity energy. | Centered Flurries (10,000) 15 p.c assault velocity. Max ammo is elevated by 75 p.c however reloading takes 50 p.c longer. |
Slowball Endothermic Blaster’s secondary fireplace now shoots a snowball that applies 40 p.c gradual for one second on essential hit. | Snowboot (10,000) Frozen floor elevated Mei’s motion velocity by 35 p.c. |
Iceberg Ice Wall spawns a mini Blizzard that slows enemies. | Himalayan Hat (10,000) 10 p.c assault velocity. Whereas inside Blizzard, achieve 10 p.c assault velocity. |
Snowball Flight Leaping whereas mid-air creates a big Ice Wall pillar underneath you (12 second cooldown). | Sturdy Snowfort (10,000) 15 p.c capacity energy. Potential energy is elevated by 5 p.c per spawned Ice Pillar. |
Twice as Ice While you use Cryo-Freeze, reset the following cooldown of Ice Wall. | Ecopoint Cryobed (10,000) On close to dying, go into Cryo-Freeze and achieve 15 p.c final cost. Can occur as soon as each spherical. |
Coulder Cryo-Freeze now encases you in a rolling iceball that may knock again enemies and deal 10 injury. | Icy Veins (10,000) 10 p.c capacity energy. Blizzard offers one hundred pc elevated base injury. |
Cryclone Cryo-Freeze Spawns a mini Blizzard that slows enemies. | Ice Sheet (10,000) 25 well being. Ice Wall length is elevated by one second, and well being is elevated by one hundred pc. |
Frost Nova When Cryo-Freeze ends, knock again close by enemies, dealing 60 injury. | – |
Avalanche Seen enemies inside 20 meters of Blizzard are slowed by 25 p.c. | – |
Blizznado Whereas inside Blizzard, heal 5 p.c of your life each one second. | – |
Reaper

Energy | Hero Merchandise |
---|---|
Backstabber After utilizing a capability, your subsequent shot offers 50 p.c extra injury over three seconds to enemies struck from behind. | Spectral Slugs (4,000) 5 p.c assault velocity, 25 p.c max ammo. Utilizing Shadow Step restores one hundred pc of your ammo. |
Harvest Fest Hellfire Shotgun hits have a ten p.c probability to spawn a Soul Globe. When picked up, restore 25 p.c life, 25 p.c 2ammo, and achieve 25 p.c transfer velocity for 3 seconds. | Devastation (4,000) 15 p.c capacity lifesteal. Every Demise Blossom elimination will increase your well being by 25 till the tip of the spherical, as much as 100 well being. |
Revolving Damage Shut-range Hellfire Shotgun hits grant 5 p.c assault velocity for one second, stacking as much as eight occasions. | Neverfrost (4,000) 25 well being, 5 p.c weapon energy. Scale back effectiveness of enemy slows by 50 p.c. |
Shared Siphon The Reaping additionally heals the closest ally inside 10 meters for 30 p.c of Reaper’s injury dealt. | Pocket Mist (4,000) 25 well being. Whereas under 50 p.c life, achieve 20 p.c transfer velocity. |
Shrouded Shrapnel Utilizing Wraith Type will increase the variety of pellets per shot in your subsequent journal by 25 p.c and its unfold by 50 p.c. | Nightcreeper (9,500) 10 p.c transfer velocity, 30 p.c Shadow Step solid velocity. Utilizing Wraith Type reduces the cooldown of Shadow Step by two seconds. |
Spirited to Slay Eliminations reset your cooldowns. | Onslaught (10,000) 25 p.c max ammo. Each third shot fires each of your Hellfire Shotguns. The additional shot doesn’t eat ammo however offers 80 p.c lowered injury. |
Vampiric Contact Hits with fast melee mark enemies for 5 seconds. Allies achieve 20 p.c lifesteal towards marked enemies. | Wreath of Damage (10,000) 20 p.c capacity energy, 25 p.c Demise Blossom radius, 20 p.c transfer velocity throughout Demise Blossom. |
Demise Step After utilizing Shadow Step, solid Demise Blossom for 1.5 seconds with 50 p.c lowered injury. | Wretched Wings (10,000) 25 well being. Whereas utilizing Wraith Type, achieve the flexibility to fly and achieve 20 p.c transfer velocity. |
Silent because the Grave Your footsteps and Shadow Step are considerably quieter. | Dauntless Draught (10,000) 50 well being, 15 p.c transfer velocity throughout Wraith Type, 33 p.c Wraith Type length. |
Strangle Step After utilizing Shadow Step, double your lifesteal for 3 seconds. | Crowd Management (11,000) 15 p.c capacity energy. Demise Blossom positive factors 5 p.c capacity energy for every enemy inside its vary. |
Ghosted Whereas in Wraith Type, passing by means of enemies slows their transfer velocity and assault velocity by 30 p.c for 3 seconds. | Crimson Cloak (11,000) 25 well being, 10 p.c capacity energy. Utilizing Demise Blossom grants you overhealth equal to fifteen p.c of your max life. |
Wraith Renewal Whereas in Wraith Type, restore 10 p.c of your life each one second. Double this whereas under 50 p.c life. | – |
Soldier: 76

Energy | Hero Merchandise |
---|---|
Peripheral Pulse Throughout Tactical Visor, Pulse Rifle shoots at one extra enemy, dealing 50 p.c injury. | Pulse Converter (4,000) 5 p.c assault velocity, 5 p.c cooldown discount. While you use Helix Rocket, restore 20 p.c of your ammo. |
Tremendous Visor After utilizing Helix Rocket, activate Tactical Visor for 0.75 seconds. | Battery Pack (4,000) 10 p.c capacity energy, 30 p.c Biotic Discipline length. |
Chaingun Whereas constantly taking pictures Pulse Rifle, every shot grants 0.5 p.c weapon energy, stacking as much as 100 occasions. | Bomb Diffusal Boots (4,000) 25 well being, 5 individual weapon energy, 90 p.c lowered Helix Rocket self-damage. While you injury your self with Helix Rocket, it knocks you again 200 p.c additional. |
Man on the Run Throughout Dash, restore 10 p.c of your ammo each one second and improve your max ammo by 10 p.c till you reload, stacking as much as 10 occasions. | Compression Fatigues (4,000) 25 well being, 5 p.c assault velocity, 25 p.c Dash transfer velocity. |
Cratered Enhance Helix Rocket explosion radius by 40 p.c and explosion injury by 25 p.c. | Endgame Equalizer (10,000) 25 well being, 15 p.c capacity energy. While you spend your final cost, reset all cooldowns. Whereas Tactical Visor is lively, achieve 20 p.c cooldown discount. |
Double Helix Helix Rocket fires a second homing Helix Rocket that offers 70% lowered injury. | Fast Response Radius (10,000) 10 p.c capacity energy, 30 p.c Biotic Discipline radius. Biotic Discipline heals allies under 50 p.c life 10 p.c extra. |
Hunker Down When Helix Rocket offers injury, create a Biotic Discipline with a 70 p.c lowered length at your place. | Iron Lung (10,000) 25 well being. Whereas utilizing Dash, achieve Overhealth equal to 5 p.c of your max life each one second, as much as 25 p.c, for 5 seconds. |
Again Off Enemies inside your Biotic Discipline take injury equal to one hundred pc of its therapeutic output. | – |
Biotic Bullseye Whereas in Biotic Discipline, essential hits restore 5 p.c max ammo and lengthen the length of Biotic Discipline by 0.5 seconds, as much as 5 seconds. | – |
Frontliners Allies in vary of your Biotic Discipline when it spawns achieve overhealth equal to 30 p.c of your max life for 3 seconds. | – |
On Me! Biotic Discipline strikes with you and grants you 20 p.c elevated max life whereas lively. | – |
Monitor and Discipline Throughout Dash, Biotic Discipline cooldown refreshes 150 p.c sooner. | – |
Help Hero Gadgets and Powers in OW2 Stadium
Ana

Energy | Hero Merchandise |
---|---|
No Scope Wanted Touchdown unscoped pictures with Biotic Rifle grants 10 p.c assault velocity for 2 seconds, stacking as much as 3 times. | Goal Tracker (4,000) 15 p.c Biotic Grenade length. For every enemy or ally affected by Biotic Grenade, achieve 5 p.c assault velocity, as much as 25 p.c. |
Pinpoint Prescription Biotic Rifle can now critically hit each allies and enemies. | Double Dosage (4,000) 25 well being. Touchdown a Sleep Dart on a goal affected by Biotic Grenade reduces its cooldown by 35 p.c. |
Tactical Rifle Whereas scoped, Biotic Rifle will lock-on to allies for assured hits. | Sprint Boots (4,000) 5 p.c transfer velocity. Leaping in mid-air will sprint you a brief distance. |
Comfortable Cloud Sleep Dart explodes on contact, hitting targets inside three meters, however sleep has a 50 p.c lowered length. | Perfected Components (4,000) 25 shields, 15 p.c Nano Enhance length. |
Dreamy Sleep Darts can hit allies, therapeutic one hundred pc of their max life over eight seconds as an alternative of placing them to sleep. | I.V. Drip (4,000) Whereas Affected by Biotic Grenade, Ana positive factors 100 overhealth. |
Sleep Routine Acquire 50 well being. While you apply sleep to an enemy, achieve 10 well being, as much as 150. | Deadly Dose (9,000) 50 p.c capacity lifesteal. Sleep Dart direct hit offers 100 bonus injury. |
Dwelling Treatment Biotic Grenade grants overhealth equal to one hundred pc of its therapeutic. | Eye of Horus (9,000) 50 shields. Nano Enhance can goal allies by means of partitions, and its vary is elevated to 60 meters. |
Time Out Biotic Grenade now knocks enemies again and reduces their transfer velocity by 50 p.c for 1.5 seconds. | Cluster Core (10,000) 25 p.c capacity lifesteal. Biotic Grenade cooldown is lowered by one second for every goal it hits. |
Venomous Biotic Grenade offers a further 40 injury over its length to enemies affected. | Tranquilizer (10,000) Sleep Dart positive factors 500 p.c collision measurement, one hundred pc projectile velocity, 20 p.c sleep length. |
My Flip Nano Enhance additionally applies to your self for 50 p.c of its length. | Unscoped Sources (11,000) 4 max ammo. Unscoped Biotic Rifle pictures have a 50 p.c probability to not eat ammo. |
Our Flip Nano Enhance additionally impacts different allies in your line of sight, but it surely has a 50 p.c lowered length on them. | Grenadius Pin (12,000) 20 p.c capacity energy, 30 p.c Biotic Grenade radius. |
Your Full Potential Nano Enhance additionally grants the goal 20 p.c final cost and 200 overhealth. | – |
Juno

Energy | Hero Merchandise |
---|---|
Medimaster Mediblaster can now critically hit each allies and enemies. | Vantage Shot (4,000) 5 p.c weapon energy. Whereas airborne, Mediblaster offers 15 p.c extra injury. |
Stinger Mediblaster offers a further 10 injury to enemies over one second (doesn’t stack). | Lock-On Protect (4,000) 10 p.c capacity energy. Whereas aiming Pulsar Torpedoes, achieve overhealth equal to 50 p.c of your max shields. |
Cosmic Coolant Pulsar Torpedoe’s cooldown is lowered by one second for every goal it hits. | Lux Loop (4,000) 10 p.c capacity energy, 25 p.c Hyper Ring length. |
Medicinal Missiles Pulsar Torpedoes heal for an additional 30 life and causes allies hit to obtain 50 p.c extra therapeutic for 3 seconds. | Boosted Rockets (4,000) 25 shields, 25 p.c Glide Enhance length. |
Pulsar Plus Pulsar Torpedoes positive factors one extra cost. | Gravitational Push (10,000) 15 p.c weapon energy. Throughout Glide Enhance, achieve 20 p.c assault velocity, and your fast melee knocks enemies again. |
Blink Boosts Glide Enhance positive factors two extra expenses and has a 65 p.c lowered cooldown, however has 75 p.c lowered length. | Pulstar Destroyers (10,000) 15 p.c capacity energy. Pulsar Torpedoes explode on hit, dealing 20 injury. |
Torpedo Glide Throughout Glide Enhance, each 50 injury you deal reduces the cooldown of Pulsar Torpedoes by one second. | Photo voltaic Shielding (10,000) 25 p.c capacity energy. Allies affected by Hyper Ring restore 25 shields each second. |
Black Gap Hyper Ring slows the transfer velocity of enemies who move by means of it by 35 p.c for one second. | Purple Promise Regulator (10,000) 50 shields, 15 p.c capacity energy. While you use Orbital Ray, reset your cooldowns. |
Hyper Healer Allies affected by Hyper Ring achieve 50 overhealth. | Forti-Glide (10,000) 75 shields. Throughout Glide Enhance, achieve 10 p.c injury discount. |
Rally Ring Scale back Hyper Ring’s cooldown by one second when an ally passes by means of it. | Sunburst Serum (10,000) 75 shields. Orbital Ray positive factors 25 p.c elevated therapeutic. |
Orbital Alignment Enemies within Orbital Ray lose 35 p.c transfer velocity. Allies within it achieve 25 p.c transfer velocity. | Pulse Spike (11,000) 10 p.c assault velocity, 35 p.c Pulsar Torpedoes projectile velocity. After utilizing Pulsar Torpedoes, achieve 25 p.c assault velocity for 4 seconds. |
Stellar Focus Orbital Ray now follows you and its length is elevated by 35 p.c. | Lengthy Vary Blaster (12,000) 15 p.c weapon energy. Mediblaster offers 15 p.c elevated injury and therapeutic to targets farther than 12 meters away. |
Kiriko

Energy | Hero Merchandise |
---|---|
Cunning Fireworks After reloading, your subsequent three thrown Kunai explode on contact, dealing 20 injury to close by enemies. | Asa’s Armaments (4,000) 10 p.c assault velocity. Kunai bounce off surfaces one time. |
Eager Kunai Kunai essential hits lower lively capacity cooldowns by 15 p.c and refund three ammo. | Eye of the Yokai (4,000) 10 p.c capacity energy, 35 p.c Kitsune Rush length. |
Triple Risk After utilizing Swift Step, for 4 seconds, your secondary fireplace throws two extra Kunai in a variety that deal 50 p.c much less injury. | Kitsune Kicks (4,000) 10 p.c transfer velocity. Acquire the flexibility to double leap. |
Leaf on the Wind Therapeutic Ofuda bounces to a different ally as much as two occasions, therapeutic for 30 p.c of the conventional quantity. | Farsight Focus Sash (5,000) 10 p.c weapon energy. While you deal injury, achieve 200 p.c Therapeutic Ofuda projectile velocity for 5 seconds. |
Self-Care While you use Therapeutic Ofuda, heal your self for 5 p.c of your max life. | Teamwork Toolkit (5,000) 10 p.c weapon energy. While you heal an ally, grant them 10 p.c transfer velocity for 3 seconds. |
Supported Taking pictures When Therapeutic Ofuda heals allies, grant them 20 p.c elevated assault velocity for 3 seconds. | Ryota’s Reloader (10,000) 35 p.c reload velocity. After utilizing a capability, restore one hundred pc of your ammo. |
Clone Conjuration After utilizing Swift Step, create a clone of your self that lasts for 5 seconds. | Donut Supply (10,000) 10 p.c capacity energy. Swift Step heals close by allies by 80 life over two seconds. |
Fleet Foot Swift Step can be utilized directionally and not using a goal. | Our Bikes (10,000) 25 well being, 15 p.c capacity energy. Allies affected by Kitsune Rush are healed for 80 each one second. |
Cleaning Cost While you cleanse unfavourable results with Safety Suzu, achieve 5 p.c final cost for every hero cleansed. | Talisman of Velocity (10,000) 15 p.c capacity energy. Safety Suzu grants 25 p.c assault velocity and 25 p.c transfer velocity for 4 seconds. |
Two-zu Safety Suzu positive factors a further cost. | Goddess’s Aura (10,000) 25 well being. After utilizing Swift Step, achieve 100 overhealth for 4 seconds. |
Crossing Guard Kitsune Rush now additionally reduces enemies transfer velocity by 50 p.c for 2 seconds. | Talisman of Life (11,000) 20 p.c capacity energy. Safety Suzu grants 100 overhealth for 5 seconds. |
Spirit Veil Utilizing Kitsune Rush cleanses Kiriko of unfavourable results, and makes her invulnerable for 4 seconds. | Spirits’ Steerage (12,000) 15 p.c weapon energy, one hundred pc therapeutic ofuda projectile velocity. |
Lucio

Energy | Hero Merchandise |
---|---|
Quick Ahead Whereas above 50 p.c transfer velocity, improve injury by 25 p.c. | Velocity Skates (3,750) 25 well being. After wallriding, achieve 40 p.c transfer velocity for 2 seconds. |
Signature Shift After utilizing ana bility, your subsequent Sonic Amplifier shot shoots a volley of six ammo with 20 p.c elevated projectile measurement. | #1 Single (4,000) 10 p.c capacity energy. When allies go away your Crossfade space, the impact lingers for 2 seconds. |
Sonic Increase Sonic Amplifier injury heals all allies affected by Crossfade equal to twenty p.c of injury dealt. | LoFly Beats (4,000) 5 p.c weapon energy, 5 p.c capacity energy. Whereas in Velocity Enhance, Soundwave additionally knocks you again. |
Mixtape When switching to Therapeutic Enhance, Crossfade heals for 50 p.c of Crossfade therapeutic for each one second Velocity Enhance was lively. | Nano Boop (4,000) 5 p.c cooldown discount. Environmental kills grant Nano Enhance for 5 seconds. |
Megaphone +20 p.c Amp It Up length. Whereas Amp It Up is lively, Crossfade radius is elevated by 150 p.c. | Hip Hop (9,000) 25 well being. After wallriding, achieve a further leap whereas airborne. |
Radio Edit After utilizing Amp It Up, set off a Sound Barrier with 85 p.c lowered overhealth. | B-Aspect Bop (10,000) 25 well being, 25 p.c melee injury. After utilizing Soundwave, your subsequent fast melee grants decaying overhealth equal to 200 p.c of injury dealt. |
Vivace Whereas wallriding or airborne, Soundwave cooldown refreshes 25 p.c sooner and provides one max ammo per one second till you reload. | Riff Repeater (10,000) 15 p.c weapon energy. Sonic Amplifier projectiles ricochet off partitions 3 times. |
Wallvibing Whereas wallriding or airborne, achieve short-term overhealth equal to 3 p.c of your life each one second, as much as 30 p.c. | Airwaves (10,000) 25 well being, 15 p.c capacity energy. Sound Barrier effectiveness is elevated by 25 p.c for each one second Sound Barrier is channeled, as much as 25 p.c. |
Crowd Pleaser After utilizing Soundwave, heal all allies affected by Crossfade for 200 p.c of Crossfade therapeutic. | All-Out Auditiva (11,000) 20 p.c capacity energy, 33 p.c Amp It Up length. |
Let’s Bounce Soundwave has 30 p.c elevated knockback and offers 40 bonus injury if the goal hits a wall. | – |
Reverb Acquire one further cost of Soundwave. | – |
Beat Drop 20 p.c final value discount. Touchdown on an enemy with Sound Barrier offers as much as 200 injury. | – |
Mercy

Energy | Hero Merchandise |
---|---|
Distortion Allies boosted by Caduceus Workers achieve 20 p.c lifesteal. | Mid-Air Mobilizer (4,000) Whereas airborne, achieve 5 p.c weapon energy and 10 p.c assault velocity. |
Glass Further Full Therapeutic from Caduceus Workers focusing on full well being allies is transformed to overhealth, as much as 50. | Lengthy-Distance Wings (4,000) 10 p.c capacity energy, 33 p.c Guardian Angel vary. |
Protecting Beam Caduceus Workers targets above 80 p.c life achieve 10 p.c injury discount. | Aerodynamic Feathers (4,000) 25 well being. Whereas affected by Angelic Descent, constantly achieve 10 p.c transfer velocity each one second as much as 60 p.c. |
Serenity Sympathetic Restoration heals for 20 p.c extra and heals you even if you are therapeutic a full well being ally. | Angeleisure Put on (4,000) Whereas affected by Angelic Descent or Guardian Angel, heal three p.c of your life each second. |
Threads of Destiny Caduceus Workers chains to your earlier goal for 3 seconds at 50 p.c effectiveness. | Blessed Boosters (9,000) 50 well being. Your launch velocity is elevated by 25 p.c when canceling Guardian Angel with crouch or leap. |
Battle Medic Each one second your Workers is connected, Caduceus Blaster positive factors 4 p.c assault velocity (stacks 10 occasions) till you reload or swap to your Workers. | Caduceus Ex (10,000) 10 p.c weapon energy, 33 p.c Caduceus Workers vary. |
Equal Change You might have three expenses of Resurrect with 33 p.c lowered solid time, however their cooldowns solely reset in the beginning of a spherical. | Celestial Clip (10,000) 10 p.c weapon energy, 33 p.c max ammo. Caduceus Blaster has a ten p.c probability to fireside an additional shot that does not eat extra ammo. |
First Responder While you Resurrect an ally, you each achieve 250 overhealth for six seconds. | Resurrection Rangefinder (10,000) 10 p.c cooldown discount, 75 p.c Resurrection vary. |
Renaissance After efficiently utilizing Resurrect, activate Valkyrie for 5 seconds. | Angelic Acrobatics (10,000) 15 p.c Gurdian Angel transfer velocity. Guardian Angel’s cooldown begins as quickly as you leap or crouch. |
The Whambulance When Guardian Angel ends, heal your goal for 4 life for each one meter you traveled. | Chain Evoker (10,000) 50 armor, 5 p.c Caduceus Workers injury increase, 15 p.c final cost from injury increase. |
Triage Unit When utilizing Guardian Angel on allies under 50 p.c life, Caduceus Workers heals them 30 p.c extra for 3 seconds. | – |
Crepuscular Circle Whereas Valkyrie is lively, the therapeutic and injury increase of Caduceus Workers are mechanically utilized to close by allies. | – |
Moira

Energy | Hero Merchandise |
---|---|
Chain Grasp After utilizing Biotic Orb, Biotic Grasp’s secondary fireplace chains to 2 extra targets inside 10 meters for 3 seconds. | Bio-Needles (4,000) 10 p.c assault velocity. Biotic Grasp’s secondary fireplace restores 50 p.c extra Biotic Power. |
Deconstruction After you spend 50 Biotic Power, deal 20 p.c elevated injury for six seconds. | Excessive Capability Tubing (4,000) 10 p.c weapon energy, 50 max Biotic Power. |
Empowering You Biotic Grasp’s secondary fireplace can goal allies, rising their injury by 15 p.c. | Sensible Orbs (4,000) 5 p.c capacity energy. Biotic Orb strikes 50 p.c slower whereas it’s therapeutic or dealing injury. |
Ethereal Excision Whereas aiming at an enemy’s head with Biotic Grasp’s secondary fireplace, achieve 30 p.c transfer velocity, 30 p.c lifesteal, and restore one hundred pc extra Biotic Power. | Abyss Boots (4,000) 25 well being. Whereas utilizing Fade, you leap 30 p.c larger. |
Optimum Overflow After you spend 50 Biotic Power, launch the final chosen Biotic Orb with 75 p.c lowered length. | Levitation Scarf (4,500) 10 p.c capacity energy. Throughout Coalescence, achieve free flight. |
Precarious Efficiency Allies healed by your Biotic Grasp are healed for a further 20 p.c of Biotic Grasp’s therapeutic over 5 seconds. | Various Power (10,000) 10 p.c capacity energy, 15 p.c assault velocity. While you use Fade, refill your Biotic Power. |
Cross-orbal Biotic Orb launches a further Biotic Orb of the opposite sort with 50 p.c lowered capability. | Coalegion (10,000) 25 well being, 15 p.c capacity energy. Allies healed by Coalescence deal 15 p.c elevated injury. |
Multiball Biotic Orb launches two extra orbs of the chosen sort with 85 p.c lowered effectiveness. | Subatomic Splitter (11,000) 10 p.c weapon energy, 15 p.c Biotic Grasp secondary fireplace vary. |
Illusion While you use Fade, spawn a stationary copy of the final chosen Biotic Orb with 50 p.c lowered length. | Extendrils (11,000) 15 p.c capacity energy, 30 p.c Biotic Orb tendril vary. |
Scientific Deathod Whereas utilizing Fade, passing by means of enemies grants 5 p.c final cost and overhealth equal to fifteen p.c of your max life. | – |
Voidhoppers Fade additionally phases different allies inside eight meters for 0.25 seconds and grants them overhealth equal to twenty p.c of your max life. | – |
Destruction’s Divide Coalescence could be toggled between pure therapeutic or pure injury, with 25 p.c higher impact. | – |
This text can be up to date each time there may be new info for OW2 Stadium, comparable to new heroes, patch notes, or different modifications. The mode goes dwell in OW2 on April 22 as a part of season 16.
The put up All Gadgets and Powers in Overwatch 2 Stadium appeared first on Destructoid.