Overwatch in a nutshell
In the most simple terms, Overwatch is a competitive first person shooter, in which two teams of 6 players compete to attack or defend objectives. It’s played out over 12 maps, with each player choosing from a cast of 21 playable heroes, each falling into one of 4 categories: Offence, Defence, Tank and Support.
Each hero in Overwatch has a primary attack, 2 basic abilities and an ultimate ability, with some heroes gaining additional passives and secondary attacks on their weapons. This article will not go into each hero in specificity, instead it will give a brief summary of what each of the heroes is about and what sort of play style they accommodate. More detailed descriptions of the heroes will come out during the first weeks of the full release of the game. You can switch heroes at any time during a match, and doing so is important if you’re current hero is not contributing enough to the team. Hover your mouse over the bold hero names to read the in game descriptions of their abilities (I do know how to use apostrophes but they break the tool tip boxes currently, apologies).
[simple_tooltip content=’Cyber-Agility (Passive ability): Thanks to his cybernetic abilities, Genji can climb walls and perform jumps in mid-air.
Shuriken (Fan of Blades): Genji throws three deadly throwing stars in quick succession in a straight line. Alternatively, he can throw three shuriken in a wider spread.
Deflect: With lightning-quick swipes of his sword, Genji reflects an oncoming projectile and sends it rebounding towards his opponent.
Swift Strike: Genji darts forward, slashing with his katana and passing through foes in his path. If Genji eliminates a target, he can instantly use this ability again.
Dragonblade (Ultimate ability): Genji brandishes his katana for a brief period of time. Until he sheathes his sword, Genji can deliver killing strikes to any targets within his reach.’]Genji[/simple_tooltip] – Genji is one of the most mobile heroes, with the ability to both climb walls and double jump, giving him the ability to get in and out of combat swiftly and, with good aim his primary attacks can do strong damage in a short amount of time.
[simple_tooltip content=’Peacekeeper: McCree fires off a round from his trusty six-shooter. He can fan the Peacekeeper’s hammer to swiftly unload the entire chamber.
Combat Roll: McCree dives in the direction he’s moving, effortlessly reloading his Peacekeeper in the process.
Flashbang: McCree heaves a blinding grenade that explodes shortly after it leaves his hand. The blast staggers enemies in a small radius.
Deadeye (Ultimate ability): Focus. Mark. Draw. McCree takes a few precious moments to aim; when he’s ready to fire, he shoots every enemy in his line of sight. The weaker his targets are, the faster he’ll line up a killshot.’]McCree[/simple_tooltip] – McCree is the least mobile of the offensive heroes, but with strong accuracy and headshots he can cause large damage. Up close is where he prospers however, with a stun and the ability to fan his revolver and fire all 6 shots in quick succession he can kill people before they have any chance to react.
[simple_tooltip content=’Rocket Launcher: Pharah’s primary weapon launches rockets that deal significant damage in a wide blast radius.
Concussive Blast: Pharah looses a wrist rocket that knocks back any enemies it strikes and deals immense damage to shields and barriers.
Jump Jets: Propelled by her suit’s thrusters, Pharah soars high into the air. (Hover Jets: Pharah hovers in the air)
Barrage (Ultimate ability) Pharah directs a continuous salvo of mini-rockets to destroy groups of enemies.’]Pharah[/simple_tooltip] – Pharah isn’t the fastest hero, but her jump jets and ability to hover give her a vertical mobility that few other offensive heroes have. Her primary attack is high damage rocket projectile, that causes splash damage in a small area on contact, this along with her height advantage makes harassing a control point or choke point easy.
[simple_tooltip content=’Hellfire Shotguns: Reaper tears enemies apart with twin shotguns. Each shotgun fires off four rounds before he has to reload.
Wraith Form: Reaper becomes a shadow for a short period of time. While in this form, he takes no damage and is able to pass through enemies, but cannot fire his weapons or use other abilities.
Shadow Step: After marking a destination, Reaper disappears and reappears at that location.
The Reaping (Passive ability): After marking a destination, Reaper disappears and reappears at that location.
Death Blossom (Ultimate ability): In a blur of motion, Reaper empties both hellfire shotguns at breakneck speed, dealing massive damage to all nearby enemies.’]Reaper[/simple_tooltip] – Reaper is an incredibly high damage hero when up close, and his teleport and invulnerability abilities make it easy for him to get into a flanking position. His primary shotgun makes him perfect for taking down tanks as they easily take a whole spread of damage when up close, and his ultimate can clear an objective almost instantly. Arguably the easiest offensive hero he’s a strong hero to start with.
[simple_tooltip content=’Heavy Pulse Rifle: Soldier: 76’s rifle remains particularly steady while unloading fully-automatic pulse fire. He can also fire single shots. (Helix Rockets: Tiny rockets spiral out of Soldier: 76’s Pulse Rifle in a single burst. The rockets’ explosion damages enemies in a small radius.)
Sprint: Whether he needs to evade a firefight or get back into one, Soldier: 76 can rush ahead in a burst of speed. His sprint ends if he takes an action other than charging forward. This includes firing his weapon.
Biotic Field: Soldier: 76 plants a biotic emitter on the ground. Its energy projection restores health to Soldier: 76 and any of his squadmates within the field.
Tactical Visor (Ultimate ability): Soldier: 76’s pinpoint targeting visor “locks” his aim on the threat closest to his crosshairs. If an enemy leaves his line of sight, Soldier: 76 can quickly switch to another target. Additionally, reload time is greatly reduced while his ultimate is active.)’]Soldier 76[/simple_tooltip] – Soldier 76 is a simple hero, possessing an assault rifle, a sprint and a heal. With decent accuracy and target tracking he can give out a large amount of damage very quickly. A long with reaper he is the arguably the best place to start when playing offensive heroes.
[simple_tooltip content=’Pulse Pistols: Tracer rapid-fires both of her pistols in either short bursts or full automatic.
Blink: Tracer zips horizontally through space in the direction she’s moving, and reappears several yards away. She stores up to three charges of the blink ability and generates more every few seconds.
Recall: Tracer bounds backward in time, returning her health, ammo, and position on the map to precisely where they were 3 seconds before.
Pulse Bomb: Tracer lobs a large bomb that adheres to any surface or unfortunate opponent it lands on. After a brief delay, the bomb explodes, dealing high damage to all enemies within its blast radius.’]Tracer[/simple_tooltip] – Tracer is the ultimate backline harasser, incredibly fast with a dash and the ability to rewind time to remove damage, she’s incredibly hard to pin down she can cause real damage to either an attacking or defending team. Tracer should be at the back of the enemy dealing damage where she can and distracting her opponents from the rest of her team and the objective.
[simple_tooltip content=’Configuration: Recon: In Recon mode, Bastion is fully mobile, outfitted with a submachine gun that fires at 8 rounds per second. Damage starts at 20 per bullet, but is subject to damage fall off at long range.
Configuration: Sentry: In Sentry mode, Bastion is a stationary powerhouse equipped with a mini-gun capable of firing 30 rounds per second starting at 15 damage per bullet, but is affected by damage falloff. The guns aim can be “walked” across multiple targets, dealing devastating damage at short to medium range. When stationary, Bastion also has a weak point on its back that can be attacked for double damage.
Reconfigure: Bastion transforms between its two primary combat modes to adapt to changing battlefield conditions.
Self-Repair: Bastion restores its health; it cannot move or fire weapons while the repair process is in effect.
Configuration Tank (Ultimate ability): Bastion becomes a tank for 8 seconds. During this time, it is able to fire shells with a 4 meter explosion radius. Shells deal 205 damage, and 35 self-damage if within range. Activating Configuration: Tank will also add 150 Armor to Bastions health, but does not replenish any health.‘]Bastion[/simple_tooltip] – Bastion is a fairly immobile but high damage hero with the ability to root himself in place and transform into an incredibly high dps turret. Top that off with a self heal and his ultimate which turns him into a mobile tank and he’s hard to push against onto a point or through a choke. Be warned though, he’s vulnerable as a turret to anyone with high range and damage such as a pharah or widowmaker.
[simple_tooltip content=’Wall Climb (Passive ability): Hanzo can climb any vertical surface.
Storm Bow: Hanzo nocks and fires an arrow at his target.
Scatter Arrow: Hanzo shoots a fragmenting arrow that ricochets off walls and objects and can strike multiple targets at once.
Sonic Arrow: Hanzo launches an arrow that contains a sonar tracking device. Any enemy within its detection radius is visibly marked, making them easier for Hanzo and his allies to hunt down.
Dragonstrike (Ultimate ability): Hanzo summons a Spirit Dragon which travels through the air in a line. It passes through walls in its way, devouring any enemies it encounters.’]Hanzo[/simple_tooltip] – Hanzo is the almost obligatory bow and arrow hero, and one of the few true “sniper” classes in overwatch. He can climb up walls in the same way as Genji, allowing him to get into position to pick off targets with his high damage arrows, assuming the player has the aim needed. His two extra arrow types are strong for aoe damage on points, and scouting for enemies. His ultimate is also incredibly high damage in a large area, making it powerful for stopping, or aiding a push onto a point.
[simple_tooltip content=’Total Mayhem (Passive ability): Junkrats deranged sense of humor persists past his death. If killed, he drops several live grenades.
Frag Launcher: Junkrats Frag Launcher lobs grenades a significant distance. They bounce to reach their destination, and blow up when they strike an enemy.
Concussion Mine: After placing one of his homemade Concussion Mines, Junkrat can trigger it to damage enemies and send them flying… or propel himself through the air.
Steel Trap: Junkrat tosses out a giant, metal-toothed trap. Should an enemy wander too close to the trap, it clamps on, injuring and immobilizing them.
RIP-tire (Ultimate ability): Junkrat revs up a motorized tire bomb and sends it rolling across the battlefield, climbing over walls and obstacles. He can remotely detonate the RIP-Tire to deal serious damage to enemies caught within the blast, or just wait for it to explode on its own.’]Junkrat [/simple_tooltip] – Junkrat has an incredibly high damage grenade launcher, which along with a trap, remote mine and an aoe ult that does enough damage to kill any hero, makes him strong at holding a choke point. Remember to be careful when killing him as he drops high damage bombs at his body.
[simple_tooltip content=’Endothermic Blasters: Mei’s blaster unleashes a concentrated, short-range stream of frost that damages, slows, and ultimately freezes enemies in place. Mei can also use her blaster to shoot icicle-like projectiles at medium range. Projectiles cost 25 rounds of ammunition per shot.
Cryo-freeze: Mei instantly surrounds herself with a block of thick ice. She heals and ignores damage while encased, but cannot move or use abilities.
Ice wall: Mei generates an enormous ice wall that obstructs lines of sight, stops movement, and blocks attacks.
Blizzard: Mei deploys a weather-modification drone that emits gusts of wind and snow in a wide area. Enemies caught in the blizzard are slowed and take damage; those who linger too long are frozen solid.’]Mei[/simple_tooltip] – Mei is all about control, using her large ice wall, freezing autoattack and aoe freeze ukt she can make it near impposible for any team to pish against her. Her right click is a projectile that does massive damage on a headshot, getting up close, freezing someone and getting an easy headshot can make also make a powerful offensive or 1v1 hero with strong escape options.
[simple_tooltip content=’Rivet Gun: Torbjörn fires rivets at long range, or ejects molten metal from his gun in a short, close-range burst.
Forge Hammer: Torbjörn fires rivets at long range, or ejects molten metal from his gun in a short, close-range burst.
Build Turret: Torbjörn constructs an enemy-tracking autocannon. He can use the scrap he collects from dead enemies and allies to repair it. Upgrading it increases its health and ammunition, adding a second cannon barrel and a rocket launcher.
Scrap Collector (Passive ability): Torbjörn collects scrap dropped by fallen enemies
Armour Pack: Torbjörn deploys an armour upgrade; either he or his allies can pick it up to gain 75 armour.
Molten Core (Ultimate ability): After overheating his personal forge, Torbjörn gains a significant amount of armor. He also attacks (and builds and repairs turrets) far faster than normal. During this time, Torbjörns sentry is upgraded to level 3.’]Torbjorn[/simple_tooltip] – Torbjorn is the main builder of Overwatch, with his main mechanic being building a turret which auto fires on targets, which is built and upgraded using scrap that his passive collects. Knowing maps well to position turrets well is key to good Torbjorn play, as similarly to Bastion his stationary turret can be vulnerable to certain heroes.
[simple_tooltip content=’Widows Kiss: Widowmaker’s versatile sniper rifle is ideal for scope-aimed shots at distant targets. Should targets close to medium range, the rifle can also be fired in fully-automatic or single-shot mode. Sniper shots cost 3 rounds.
Grappling Hook: Widowmaker launches a grappling hook towards the location she’s aiming at – when the hook connects with a scalable surface, she’s quickly drawn towards it, allowing her to expand her view of the battlefield and evade or flank targets.
Venom Mine: Widowmaker adheres a swiftly-arming venom mine to nearly any surface. When a target wanders within range of the mine’s motion trigger, it explodes, delivering poison gas to any enemies in the vicinity.
Infra-Sight: Widowmaker’s recon visor allows her to see the heat signatures of her targets through walls and objects for a moderate amount of time. This enhanced vision is shared with her allies.’]Widomaker[/simple_tooltip] – Widowmaker is the quintessential sniper. Her grappling hook lets her get to hard to reach vantage points and get good angles on targets. Similarly to tf2 (sadly my first comparison) being scoped in longer makes a shot do more damage, with a fully charged shot able to kill a tracer or zenyatta with a body shot, and most heroes other than tanks with a headshot. With the right player Widomaker is a powerful tool for removing heroes both on offensive and defensive.
[simple_tooltip content=’Fusion Cannons: D.Vas mech is equipped with twin short-range rotating cannons. They lay down continuous, high-damage fire without needing to reload, but slow D.Va’s movement while they’re active.
Boosters: D.Vas mech launches into the air, her momentum carrying her forward. She can turn and change directions or barrel through her enemies, knocking them back. This also allows her to get to low ledges if given an upward trajectory.
Defense Matrix: D.Va can activate this forward-facing targeting array to shoot incoming projectiles out of the air. While this is active, D.Va cannot attack with her primary weapon but can move.
Eject (Passive ability): D.Va ejects out of her mech when it is destroyed.
Self-Destruct (Ultimate Ability): D.Va ejects from her mech and sets its reactor to explode, dealing massive damage to nearby opponents.‘]D.Va[/simple_tooltip] – D.Va is a mobile tank who has high damage at close range and good escape abilities. Her ultimate is a massive aoe explosion that kills any enemy (or D.Va) in its radius and is one of the most powerful tools for clearing an objective in the game. Running out of health when in her mech activates here passive, “eject,” which replaces her ult with recalling her mech.
[simple_tooltip content=’Rocket Hammer: Reinhardts Rocket Hammer is an exemplary melee weapon, able to deal punishing damage in a wide arc with every swing.
Barrier Field: Reinhardt projects a broad, forward-facing energy barrier, which can absorb substantial damage before it is destroyed. Though Reinhardt can protect himself and his companions behind the barrier, he cannot attack while sustaining it.
Charge: Reinhardt charges forth in a straight line, grabbing hold of enemies in his path. If he collides with a wall, foes he’s carrying suffer extreme damage.
Fire Strike: By whipping his Rocket Hammer forward, Reinhardt slings a flaming projectile which pierces and damages any enemies it touches.
Earthshatter: (Ultimate ability): Reinhardt forcefully slams his rocket hammer into the ground, knocking down and damaging all enemies in front of him.’]Reinhardt[/simple_tooltip] – Reinhardt is the only melee only character in Overwatch, and with a stunning charge, and his aoe stunning ultimate he can close gaps quickly to kill low health targets. His strongest mechanic is a shield that he holds in front of himself that can block large amounts of damage for him and his team.
[simple_tooltip content=’Scrap Gun: Roadhogs Scrap Gun fires short-range blasts of shrapnel with a wide spread. Alternatively, it can launch a shrapnel ball that detonates farther away, scattering metal fragments from the point of impact.
Take A Breather: Roadhog inhales a gas that restores his health.
Chain Hook: Roadhog hurls his chain at a target; if it catches, he yanks them into close range.
Whole Hog: After cramming a top-loader onto his Scrap Gun, Roadhog pours in ammo. For a short time, he can crank out a stream of shrapnel that knocks back enemies.’]Roadhog[/simple_tooltip] – Roadhog is an offensively strong tank who can kill low and medium health targets very quickly, using his hook, then a melee attack and shotgun blast. His heal can heal up to half of his health on a low cooldown which makes his tanking strong.
[simple_tooltip content=’Tesla Cannon: Winstons weapon fires a short-range electric barrage for as long as he holds down the trigger. The electricity arcs to any enemy in its blast radius, and may damage multiple enemies at once.
Jump Pack: Assisted by his energy pack, Winston lunges through the air, dealing significant damage and staggering nearby enemies when he lands.
Barrier Projector: Winstons barrier projector extends a bubble-shaped field that absorbs damage until its destroyed. Allies protected by the barrier can return fire from within it.
Primal Rage (Ultimate ability): Winston embraces his animal nature, significantly boosting his health and making him very difficult to kill, strengthening his melee attack, and allowing him to use his Jump Pack ability more frequently. While raging, Winston can only make melee and Jump Pack attacks.’]Winston[/simple_tooltip] – Winston, along with D.Va, is the most mobile tank in the game due to his jump pack. His weapon is a powerful tool against mobile heroes such as tracer as it hits everyone in its arc. His shield and ultimate make him and his team hard to kill and are powerful tools for holding or attacking a point.
[simple_tooltip content=’Particle Cannon: Zaryas mighty Particle Cannon unleashes a short-range beam of destructive energy. Alternatively, Zarya can lob an explosive charge to strike multiple opponents. The charge costs up to 25 rounds per shot.
Particle Barrier: The Particle Cannon can emit a personal barrier that shields Zarya against incoming attacks, redirecting their energy to enhance her weapons damage and the width of its beam.
Projected Barrier: Zarya surrounds one of her teammates with an energy barrier that simultaneously absorbs fire and boosts the power of her Particle Cannon.
Energy (Passive ability): Damage blocked by Particle Barriers or Projected Barriers passively increases the Particle Cannons damage.
Graviton Surge (Ultimate Ability): Zarya launches a gravity bomb that draws in enemy combatants and deals damage while theyre trapped.’]Zarya[/simple_tooltip] – Zaryas main mechanic is placing shields on herself and her allies, which give her bonus damage when attacked, which can give her low ranger beam weapon very high damage. Her ultimate pulls everyone into a small radius and stuns them, making it a strong tool when coupled with other ultimates such as Pharahs or Junkrats.
[simple_tooltip content=’Sonic Amplifier: Lucio can hit his enemies with sonic projectiles or knock them back with a blast of sound.
Crossfade: Lucio continuously energizes himself—and nearby teammates—with music. He can switch between two songs: one amplifies movement speed, while the other regenerates health.
Amp it up: Lucio increases the volume on his speakers, boosting the effects of his songs.
Wallride (Passive ability): Lucio rides along a wall. This has a slight upwards angle, allowing him to ascend the wall.
Sound Barrier (Ultimate ability): Protective waves radiate out from Lucios Sonic Amplifier, briefly providing him and nearby allies with personal shields.’]Lucio[/simple_tooltip] – Lucio is a versatile support who can switch between passive healing or passive speed boost in an area around him, both of which effects he can boost for a short amount of time. His ultimate gives 500 armour in an area around him. His massive aoe supports make him strong for standing on objectives and keeping his team alive and strong.
[simple_tooltip content=’Caduceus Staff: Mercy engages one of two beams that connect to an ally. By maintaining the beams, she can either restore that allys health or increase the amount of damage they deal.
Caduceus Blaster: Mercy shoots a round from her sidearm. Its best reserved for emergency personal defense.
Guardian Angel: Mercy flies towards a targeted ally, allowing her to reach them quickly and provide assistance in crucial moments.
Angelic Descent: Propelled by her Valkyrie suit, Mercy slows the speed of her descent from great heights.
Ressurect (Ultimate ability): Mercy radiates restorative power, bringing nearby dead allies back into the fight with full health.’]Mercy[/simple_tooltip] – Mercy is the classic healer, with her primary beam weapon swapping between a heal or a damage boost, and her secondary weapon a fairly weak pistol. While she’s strongest at keeping single targets alive she still has aoe support with her ult, which revives allies around her.
[simple_tooltip content=’Photon Projector: Symmetra’s weapon emits a short-range beam that homes in on a nearby enemy, dealing continuous damage that increases the longer it is connected. The projector can also release a charged energy ball that deals high damage. It requires up to 20 rounds per ball fired.
Sentry Turret: Symmetra sets up a small turret that automatically fires speed-reducing blasts at the nearest enemy within range. Up to 6 turrets can be built on the battlefield at once.
Photon Shield: Symmetra surrounds an ally with a hard-light shield that absorbs damage and persists as long as that ally remains alive.
Teleporter: Symmetra places a teleporter exit pad at her current location, and connects it to a teleporter entry pad at her team’s starting point. Allies can travel through the entry pad to the exit pad instantly, enabling them to return to the fight swiftly after being defeated.’]Symmetra[/simple_tooltip] – Symmetra is the only support without an actual heal, although she can give shields to allies with a low cooldown skill. Her weapon deals more damage the longer it’s attacking and her ability to place multiple turrets she can deal good damage to single targets. Arguably her most powerful tool is her ultimate, which places a teleporter from your teams spawn to where you place it on the map, making it easier to get to the fight until it’s destroyed.
[simple_tooltip content=’Orbs of Destruction: Zenyatta projects his destructive energy orbs either individually, or in a rapid-fire volley after a few seconds spent gathering power. The volley requires up to 5 orbs.
Orb of Harmony: Zenyatta casts an orb over the shoulder of a targeted ally. So long as Zenyatta remains alive, the orb slowly restores health to his ally. Only one ally can receive the orbs benefit at a time.
Orb of Discord: Attaching the orb of discord to an opponent amplifies the amount of damage they receive by 50% for as long as Zenyatta lives. Only one opponent can suffer the orbs effects at a time.
Transcendence (Ultimate ability): Zenyatta enters a state of heightened existence for a short period of time. While transcendent, Zenyatta cannot use abilities or weapons, but is immune to damage and automatically restores his health and that of nearby allies.’]Zenyatta[/simple_tooltip] – Zenyattas main mechanic is placing orbs on heroes, a harmony orb on allies which heal them, or a discord orb on his enemies which multiplies damage done to them. His ult is also a strong aoe heal which makes zenyatta himself invulnerable for its duration, adding to his supporting ability.
Each hero will be gone into in much more depth in articles in the near future.
There are 4 game modes currently in overwatch: assault, escort, hybrid and control, each with three maps they are played on.
Assualt: Hanamura, Temple of Anubis, Volskaya Industries
Assault features two control points, which one team has to capture one after the other while the other stops them. Each control point has two checkpoints along its capture, and the faster you take the first point the longer you have to attack the second.
Escort: Dorado, Watchpoint Gibralta, Route 66
Escort sees one team pushing a payload through the map while the other tries to stop them. Similarly to capturing the control points in assault, the payload goes through checkpoints and the faster you push one, the more time you get for the next one. The more people you have in ranger of the payload the faster it goes. The payload heals you when you are pushing it, and can only be pushed by up to 3 people at a time.
Hybrid: King’s Row, Numbani, Hollywood
Hybrid is a mixture of assault and escort, in which you have to attack one control point and then push a payload past two checkpoints.
Control: Nepal, Lijang Tower, Ilios
Control is a best of three king of the hill map. Each map has three variants, played in a random order, each of which has one control point. When captured by a team a timer will start counting up in percent, and when it reaches 100%, the team wins. You need to win two maps to win the match.
Similarly to heroes, these maps and modes will be gone into in more detail soon.
Armour – Armour is an add-on to health points that lowers the amount of damage taken by 5 points for each instance of damage. So if an attack was going to do 120 damage, it would do 115. Armour is most effective against heroes such as Soldier 76 and Tracer who have high rate of fire but low damage on each hit. Armour can’t reduce damage below 50% of what it would be (e.g. anything less than 10 will be reduced to 5, not lower).
Headshots – The majority of hero primary attacks and a lot of hero abilities can deal double damage on headshots. This is something that will be gone into in slightly more when the heroes are explained in more detail.
Innate Armour and Shields – An innate armour or shield is one that a hero has without being given it by another hero (Torbjorn for armour and Zarya and Symmetra for shields). The difference is neither is lost on death, and innate armour can be healed while torbjorns armour cannot.
Medals – Medals can be earned in the categories of eliminations (not getting the killing blow but being involved in a kill), damage done, objective kills, healing done and objective time. Being the best, second best or third best in your team will give you a gold, silver and bronze medal respectively, each of which give you more account experience at the end of the game.
“On-Fire” – The meter underneath your health bar is you “on-fire” meter. It’s built up through actions such as kills, objectives, healing and stopping objectives. When you’re “on-fire” you’re hero gets a fiery profile picture, giving teams an idea of who is performing well on their opponents team.
Overtime – If the timer on an objective gets to 0 seconds (or a control point gets to 99% in king of the hill) while it is still contested, it goes into overtime, which is depicted by an orange bar at the top of the screen. This bar will decrease when the point becomes uncontested and the game will end when it reaches the end.
Shields – Shields are another augment to health points, and take the damage before armour or HP. They also start to regenerate passively if they take no damage for 3 seconds.
Ultimate meter – Your ultimate is filled by doing damage and killing heroes. Certain heroes can built it differently, like Torbjorn through his turrets actions and Mercy through healing.
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