Описание обновления

9 декабря 2025 г.

Overwatch 2 Retail Patch Notes - December 9, 2025

Winter Wonderland

From 12/9 to 1/7, Winter Wonderland is back to Overwatch!

New Modes
  • Weeks 1-2: From December 9 - 22, you'll have the chance to play one of Overwatch's favorite modes - Mischief & Magic! But now, in a wintery landscape of Kings Row with winter props! Check out the mode in the Arcade or the "Game Modes" tab in the event.
  • Weeks 3-4: From December 23 - January 5, the mode gets another dollop of mischief with Mischief & Magic Wonderland - a variant of the mode that allows the props to defend themselves! Now, when you're hiding as Rogue Kiriko in prop form, you can taunt and stun the Genji Knights to gain ultimate charge and then use your ultimate and supercharged health to take them down while you scurry away! Find the mode in the Arcade or the "Game Modes" tab in the event.
Complete Challenges & Collect Cookies
  • Play both new winter modes (Mischief & Magic and Mischief & Magic Wonderland) to earn special cookies through completing challenges. In the Winter Wonderland event home page, you can then gift your holiday cookies to one of three mystical winter spirits - Tracer the Elf, Santa Torbjörn, or Junkrat Krampus. Each spirit has their own rewards to give you as a thank you for the cookies - lootboxes, Battle Pass tier skips, and awesome cosmetics!
Returning Modes
  • Weeks 1-4: From December 9 - January 5, your favorite returning winter modes are back! Mei's Snowball Offensive, Snowball Deathmatch, Yeti Hunter, and Freezethaw Elimination will be available in the Arcade and new "Game Modes" tab in the Winter Wonderland event.

General Updates

Saves for Overhealth
  • All heroes that apply overhealth to allies can now get Saves for this if the application is well timed (only a few could in the past).
Aim Assist
  • Increased Aim Assist strength by 7%
  • New extra sensitivity options:
    • Extra Horizontal Sensitivity at Max Deadzone
    • Extra Vertical Sensitivity at Max Deadzone
    • Extra Sensitivity Ramp-up delay (0 - 1 second) - Amount of time right stick needs to be held for max sensitivity to kick in
    • Extra Sensitivity Ramp-up time (0 - 1 second) - Amount of time for the extra sensitivity to accelerate to full once ramp-up delay is finished.
    • Disable Aim Assist at Max Deadzone
  • Friendly Aim Assist Changes:
    • Only affects Ana, Juno, Illari
    • New option in the Hero/HUD option - Friendly Aim Assist Health threshold - Aim assist will only activate on allied targets below the set health % value of this field. Default is 99% so that full health allies are not targeted now.
    • Set default friendly aim assist strength to 100% for Juno/Ana/Illari.
  • New Aim Assist Ease-in settings in All Heroes options:
    • Projectile heroes aim assist ease in
    • Hitscan heroes aim assist ease in
    • Melee heroes aim assist ease in
    • Allows players to tweak the ease in value for the diff types of heroes through the all heroes menu. Players can still individually change a specific hero's ease in value through the per hero option

Removed Aim Assist Legacy Mode

Disabled Antarctic Peninsula
  • Antarctic Peninsula has been disabled from gameplay at this time

We are removing Antarctic Peninsula from the game for 2 seasons. The team has long since wanted to rework parts of the map and we're really excited about the changes! We hope players will be excited when the changes go live. We can't wait to share the updates with you all, but in the mean time - we hope you won't miss it too much (and the penguins). We'll see you in Antarctica in S22!

Competitive Updates

Top 500 has been upgraded to Challenger Tier
  • The Challenger Leaderboard is now organized by Challenger Score.
    • Winning a match at or above Diamond 5 in Core Competitive play or All-Star 5 in Stadium now grants Challenger Score.
      • The exact Challenger Score players get for a win is based on the highest ranked player in each match. A map of ranks to Challenger score payout is included at the end of this section.
    • Losing a match at or above Diamond 5 or All-Star 5 subtracts 33% of the Challenger Score a player would gain at their Rank according to the table below.
      • The highest ranked player in the match is not used to calculate Challenger Score for losses.
    • Challenger Score is recorded over the course of a season and reset to 0 when a season ends.
    • Challenger Score gains a Heat Bonus each consecutive week of the season of 5%. Example:
      • At the end of a 9-week season a win would be worth 40% more Challenger Score.
    • Challenger Score can't be earned in Wide matches.
    • Challenger Score earned Role Queue is applied to both the Role-specific leaderboards and the Combined Leaderboard.
    • Challenger Score earned in Open Queue and Stadium are accumulated in separate leaderboards.
    • Challenger Score has been added to the Career Profile.
    • Challenger Score has been added to the Competitive Progress screen.
  • Verified Challenger Tier players will now be able to link to their social channels directly from the Challenger leaderboards, allowing everyone to watch some of our highest skilled players live on various platforms.
    • The first wave of players with this privilege will start small and we'll expand this group over time.
    • The players that are currently live in the game client will have a red highlight on their streaming link.
  • The following requirements to appear on the leaderboards have changed (requirements not mentioned here remain unchanged):
    • Players no longer have to win a specific number of games to appear on the leaderboard.
    • There is no longer timed delay before the leaderboards appear.
    • Each leaderboard has a Challenger Score requirement. Once players meet this requirement they will immediately appear on the leaderboard. The requirements are as follows:
      • Combined - 5000
      • Open Queue - 5000
      • Stadium - 5000
      • Each Role in Core 5v5 and Stadium - 4000
    • Endorsement Level 2 is required (Endorsement Level 2 has been the default starting level for new players since Season 19).
    • For Stadium, a new challenge requiring 25 wins has been added.
  • Many usability improvements have been made to the leaderboard screen, such as the ability to scroll, the ability to search the leaderboard for a player's name, a "Go to me" button, and filters for players using the Social links described above.
  • Rewards for Challenger Tier will be improved over Top 500's, but the exact improvements will be revealed as we get closer to when they'll be awarded in Season 21...
  • Tier/Division to Challenger Score for Core Competitive Play:
    • Diamond 5 - 30
    • Diamond 4 - 32
    • Diamond 3 - 34
    • Diamond 2 - 36
    • Diamond 1 - 38
    • Master 5 - 42
    • Master 4 - 46
    • Master 3 - 50
    • Master 2 - 54
    • Master 1 - 58
    • Grandmaster 5 - 70
    • Grandmaster 4 - 82
    • Grandmaster 3 - 94
    • Grandmaster 2 - 116
    • Grandmaster 1 - 128
    • Champion 5 - 152
    • Champion 4 - 176
    • Champion 3 - 200
    • Champion 2 - 224
    • Champion 1 - 248
  • Tier/Division to Challenger Score for Stadium:
    • All-Star 5 - 85
    • All-Star 4 - 100
    • All-Star 3 - 115
    • All-Star 2 - 130
    • All-Star 1 - 145
    • Legend 5 - 175
    • Legend 4 - 205
    • Legend 3 - 235
    • Legend 2 - 265
    • Legend 1 - 295

This upgrade changes our existing leaderboards into a season-long race between the best players with better rewards and real recognition for players. A player maintaining multiple accounts on the leaderboard becomes considerably more difficult in this new paradigm (we're sure some of you will still try)! Social links on the leaderboards are intended to give aspiring creators and seasoned streamers a chance to show off what it means to be the best at the game. Challenger Score shifts the focus away from camping a high position to continually battling for top placement, and in doing so elevates the prestige of the system. Top placement at the end of a season will be more competitive than in the past, and this is very intended. The Heat Bonus ensures that as time passes in a season each new victory counts for slightly more. Overall, we believe that being on the leaderboard should be about a continual push for excellence, instead of a brief burst of high rank wins followed by a long period of inactivity that it often is today.

Grouping Restrictions
  • Champion players now must be within 1 Division to be in a Narrow group.
  • Grandmaster and Master players now must be within 2 Divisions to be in a Narrow group.
Cheater Compensation
  • In Core Competitive modes (Role and Open Queue) players will periodically get Rank Progress returned from matches that were found to have a cheater.
    • A new pop-up will appear on login letting you know about Rank Progress being returned when the cheater is banned.
    • Rank Progress is not subtracted if you won with a cheater on your team.
    • The technology to operate this system is included in the Season 20 patch, but the system will not start returning Rank Progress immediately at the start of the season.
      • We'll start by calibrating the system and processing data behind the scenes, then after some time into Season 20 we'll start returning Rank Progress.
      • We'll start by calibrating the system and processing data behind the scenes, then after some time into Season 20 we'll start returning Rank Progress.
      • Once the system comes online completely the delay between a cheater being banned and Rank Progress being returned will be much shorter.

Tank

Junkerqueen
Junkerqueen

Carnage’s uptime is high due to its cooldown refund on individual or multiple hits. Increasing the base cooldown reduces this while preserving its rewarding potential.

Carnage

  • Cooldown increased from 8 to 9 seconds.
Hazard
Hazard

With recent adjustments to Hazard’s block effectiveness, we’re restoring some of Jagged Wall’s previous strength. These changes make the Wall a more reliable option for both defensive and offensive pressure.

Jagged Wall

  • Knockback damage increased from 40 to 50.
  • Health increased from 350 to 400.
Reinhardt
Reinhardt

Earthshatter has the potential to swing fights and is often generated quickly in close-range engagements. Increasing the ultimate cost better aligns its charge rate with its overall impact.

Earthshatter

  • Ultimate cost increased by 9%.
Sigma
Sigma

Sigma can struggle to secure eliminations in certain matchups. Increasing direct impact damage rewards precision and improves key breakpoints when comboing with the rest of his kit.

Hyperspheres

  • Impact direct damage increased from 15 to 25.

Damage

Bastion
Bastion

Recon mode damage is often weak compared to other heroes, making Bastion overly dependent on Sentry mode. A higher fire rate helps smooth out the weapon’s flow and increases his threat while in Recon mode.

Configuration: Recon

  • Fire rate increased from 5 to 6 shots per second.
Freja
Freja

Freja’s long-range kill potential primarily comes from landing two explosive bolts in quick succession. These changes shift power and breakpoints away from Take Aim and more toward her base kit, reducing distant lethality while improving her consistency elsewhere.

Revdraw Crossbow

  • Damage increased from 25 to 30.

Take Aim

  • Direct Hit damage reduced from 40 to 30.
  • Explosion damage reduced from 90 to 80.

Quick Dash

  • Distance traveled increased by 15%.

Bola Shot

  • Hinder duration on the hit target increased from 1.2 to 1.4.
  • Area slow increased from 25% to 45%.
Junkrat
Junkrat

The travel speed of Junkrat’s grenades is limiting, especially with the overall increase in hero mobility. Increasing projectile speed without altering the arc should improve consistency while preserving weapon feel. The Frag Cannon perk adjustments keep its bonus within reasonable bounds while removing the perk’s downside.

Frag Launcher

  • Projectile speed increased from 25 to 30.

Frag Cannon (Perk)

  • Projectile speed increase reduced from 40% to 25%.
  • No longer reduces ammo capacity.
Reaper
Reaper

Reaper’s sustain from his passive leads to high survivability in close-range duels. A slight reduction in lifesteal maintains his durability while reducing his self-healing reliability in extended engagements.

The Reaping

  • Lifesteal reduced from 30% to 25%.
Vendetta
Vendetta

Vendetta performed well during her hero trial though her effectiveness fell off some at the higher ranks. These changes are mainly aimed at making her abilities feel more responsive to better flow between them. We're reducing a few of the longer recovery times and making the passive easier to upkeep through the projectile speed adjustment. To help keep her engagement range in check we're reducing the maximum distance you can throw the sword with Soaring Slice, but this means it'll also take less time to perform and be a bit snappier. The survivability perks have been buffed slightly to make the choices more competitive.

General

  • Reduced recovery times of Palatine Fang overhead, Whirlwind Dash, and Projected Edge by about 15%

Projected Edge

  • Projectile speed increased from 33 to 37 meters per second

Soaring Slice

  • Max throw distance reduced from 16 to 14 meters

Siphoning Strike - Perk

  • Lifesteal increased from 30% to 40%

Swift Vengeance - Perk

  • Overhealth increased from 125 to 150
Venture
Venture

Venture’s shield generation on ability use provides strong and consistent survivability. Reducing the shield amount slightly maintains their gameplay loop while offering more opportunities for opponents to apply pressure.

Explorer’s Resolve

  • Shield health gained per ability reduced from 30 to 25.

Support

Baptiste
Baptiste

While Immortality Field remains one of the stronger abilities in the game, its extremely long cooldown can feel difficult to use effectively for such a reactive tool. Reducing the cooldown gives Baptiste more flexibility without increasing its overall effectiveness.

Immortality Field

  • Cooldown reduced from 25 to 22 seconds.
Illari
Illari

Captive Sun’s projectile size allows it to be intercepted from farther distances than intended. Reducing the hit volume clarifies its perceived size and improves counterplay for enemies.

Captive Sun

  • Projectile size reduced from 0.75 to 0.45.
Juno
Juno

Juno has limited defensive options against close-range threats. Allowing Mediblaster to critically hit improves her ability to defend herself while rewarding accuracy.

Mediblaster

  • Mediblaster can now deal critical damage against enemies.
Kiriko
Kiriko

Kiriko’s Kunai has strong damage output given its high critical damage and lack of falloff. Reducing projectile size increases the accuracy requirement while maintaining her lethality.

Kunai

  • Base projectile size reduced from 0.15 to 0.12.
Wuyang
Wuyang

Wuyang’s movement burst from Rushing Torrent allows for quick repositioning but can be difficult to punish due to how high the speed bonus is over its duration. Slightly reducing the boost lessens how elusive he becomes throughout the ability.

Rushing Torrent

  • Movement speed boost reduced from 50% to 40%.

Stadium Updates

  • Challenger Tier support for Stadium
  • All new rewards for Top 500 players coming in Season 21

We are very excited to bring Challenger Tier support to Stadium for Season 20! This not only brings top 500 support to Stadium, but also inclues many of the new features and upgrades of the Challenger Tier system.

New Heroes Added

  • New heroes added to the roster
Doomfist
Doomfist

Jab Cross - Power

  • After you use an ability, gain 50% [Quick Melee] Attack Speed and increase [Quick Melee] Range by 1m for 3s

Rising Uppercut - Power

  • Ability: Your next [Quick Melee] becomes a [Rising Uppercut], dealing 10 extra damage (12s Cooldown).

The Bestest Defense - Power

  • [Quick Melee] hits and [Hand Cannon] critical hits trigger [The Best Defense] at 35% effectiveness.

Aftershock - Power

  • [Seismic Slam]'s shockwave repeats itself after a 1.5s delay, dealing 50% damage.

Seismic Rally - Power

  • Every 1s while leaping with [Seismic Slam], grant Overhealth equal to 3% of your Max Life to all allies within line of sight for 3s.

Slam Wham

  • Increase [Seismic Slam]'s damage by 2%, and range by 4% for every 1m traveled downward.

Boomfist - Power

  • Hitting multiple enemies with [Rocket Punch] grants 5% Ultimate Charge and reduces the cooldown of [Power Block] by 0.5s for each extra enemy hit.

Overpowered - Power

  • [Rocket Punch] can be further empowered when blocking 150% more damage with [Power Block], granting 25% more damage and 50% more range.

Asteroid Smash

  • Ability: Crouching while airborne will trigger a mini [Meteroid Strike], dealing up to 150 direct hit damage based on distance traveled downward (15s cooldown).

Block Party - Power

  • While [Power Block] is active, heal yourself for 3% of Max Life and all other allies within 8m for 10% of Max Life every 1s.

Helping Hand - Power

  • [The Best Defense] grants bonus Overhealth equal to 8% of Bonus Max Life. Whenever you gain Overhealth from yourself, grant 25% to the nearest ally.

Loaded Knuckles - Legendary Hero Item

  • 25 Armor -20% Melee Damage
  • [Quick Melee] hits restore 1 ammo. [Rocket Punch] hits restore 100% of your ammo
  • Cost: 10,000

Wing Clipper - Legendary Hero Item

  • 10% Ability Power
  • [Meteor Strike] pulls airborne enemies to the ground
  • Cost: 4,500

Power Bank - Legendary Hero Item

  • 25 Health
  • 5% Ability Power
  • You can charge [Rocket Punch] indefinitely. After 2.5s of charging [Rocket Punch], become Unstoppable for the duration of that [Rocket Punch].
  • 4,000

Friendly Fissure - Legendary Hero Item

  • 25 Health
  • 10% Ability Power
  • [Meteor Strike] Area of affect grants all other allies Overhealth Equal to 20% of your Max Life for 5s.
  • Cost: 9,000

Charm Crusher - Legendary Hero Item

  • 15% Ability Power
  • 15% [Seismic Slam] Leap Distance
  • Cost: 11,000

Quickcharger - Legendary Hero Item

  • 15% Ability Power
  • [Power Block] adds 10% progress for empowering [Rocket Punch]. [Power Block] no longer resets progress for empowering [Rocket Punch].
  • Cost: 12,000

Dual Layer Dampener - Legendary Hero Item

  • 25 Armor
  • 10% Increased [Power Block] Damage Reduction
  • [Power Block] now also reduces damage against Burn and other Damage Over Time effects.
  • Cost: 4,000

Zoomfist - Legendary Hero Item

  • 50 Armor
  • Whenever you gain Overhealth from yourself, heal for 15% of Overhealth gained over 1s and gain 15% Move Speed for 3s.
  • Cost: 9,500

Power Matrix - Legendary Hero Item

  • 50 Armor
  • [Power Block] absorbs projectiles for the first 1s, gaining Overhealth equal to 1% of your max Life for each projectile absorbed.
  • Cost: 11,000
Wuyang
Wuyang

Paindrops - Power

  • After using [Guardian Wave], Wuyang can shoot 2 additional water orbs for 8s. Each deals 40% damage.

Undertow - Power

  • For each Primary fire hit, gain 5% healing resource and reduce [Rushing Torrent] cooldown by 1.0s

Wave Lance - Power

  • Non-empowered Primary Fire shoots straight and gains 100% increased projectile speed.

Flow State - Power

  • While [Rushing Torrent] is active, every 50 healing with Active [Restorative Stream] extends the duration of [Rushing Torrent] by 2s.

Shore Up - Power

  • Using Active [Restorative Stream] on ally heals Wuyang for 75% of healing.

Tidekepper - Power

  • Every 1s during Active [Restorative Stream] reduces [Guardian Wave] cooldown by 1.5s.

Puddle Stomp - Power

  • While [Rushing Torrent] is active, landing from a jump heals all allies within 6m for 65 for every 1s spent falling.

Splish Splash - Power

  • While [Rushing Torrent] is active, airborne [Quick Melee] activates a 50% short [Guardian Wave] and a splash attack with 60 damage per every second dropped. (15s cooldown)

Streamline - Power

  • While [Rushing Torrent] is activated, place Passive [Restorative Stream] on all allies within line of sight.

Ebb and Flow - Power

  • [Guardian Wave] rewinds to its starting location with 50% damage.

Storm Surge - Power

  • [Guardian Wave] creates a second wave that splashes to targets within 6m around Wuyang.

Tidal Save - Power

  • [Guardian Wave] heals allies with Passive [Restorative Stream] for an extra 100% over 4s.

Oscillation Orb - Legendary Hero Item

  • 10% Weapon Power
  • Empowered Orb can be steered more freely
  • Cost: 4,000

Tidefill Basin - Legendary Hero Item

  • 25 Shields
  • 15% Max Ammo
  • While [Rushing Torrent] is active, gain 3 Ammo and 5% Healing Resource every 1s.
  • Cost: 4,500

Oceanic Ointment - Legendary Hero Item

  • 35% Empowered Orb Splash Radius
  • Empowered Orb's splash can remove burn and give 50% of its splash damage as temporary Overhealth to all allies, up to 100.
  • Count: 9,000

Metal College Module - Legendary Hero Item

  • 15% Weapon Power
  • While using [Rushing Torrent], gain 35% Attack Speed.
  • Cost: 11,000

Aquajet Amplifier - Legendary Hero Item

  • 10% Weapon Power
  • 25% Active [Restorative Stream] Healing Power
  • 25% [Restorative Stream] Healing Range
  • Cost: 10,000

Water College Hat - Legendary Hero Item

  • 25 Shields
  • 50% Passive [Restorative Stream] Duration
  • Passive [Restoration Stream] also gives 10 Overhealth per second, up to 30 ability power.
  • Cost: 4,000

Wuxing Waveriders - Legendary Hero Item

  • 10% Weapon Power
  • 10 Ability Power
  • While [Rushing Torrent] is active, float upward. Jump to cancel or press crouch to get lower.
  • Cost: 9,000

Ye Family Visor - Legendary Hero Item

  • 15% Ability Power
  • 50% [Guardian Wave] increased healing effect duration
  • Enemies hit by [Guardian Wave] are revealed for 5s.
  • Cost: 10,000

Hydrocache

  • 25 Shields
  • 10% Weapon Power
  • 25% [Restorative Stream] Max Resource
  • Cost: 5,500

Reservoir Refresher - Legendary Hero Item

  • 25 Shields
  • 10% Ability Power
  • For each target hit by [Guardian Wave], gain 10% Healing Resource.
  • Cost: 5,000

Hydro Mender - Legendary Hero Item

  • 25 Shields
  • Restore 2% of your shield every second.
  • While [Rushing Torrent] is active, restore an additional 10% every second.
  • Cost: 9,000

Waterfall Westsuit - Legendary Hero Item

  • 25 shields
  • 10% Cooldown Reduction
  • For each target hit by [Guardian Wave], Wuyang gains 20 Overhealth, up to 80 ability power.
  • Cost: 11,000

Torrential Transistor

  • 50 shields
  • [Tidal Blast] gives allies within 12m of the target 50 temporary Overhealth every 1s.
  • While Wuyang has shield, gain 15% increased Ultimate Charge.
  • Cost: 10,000

Hero Reworks

Cassidy
Cassidy

We wanted to address some of Cassidy's least-picked Powers and create viable builds across his entire kit. Several new Fan the Hammer powers, such as Buck Wild, as well as the reworked Frankie's Fixer, should nudge Cassidy's close-range build towards building more tanky, rather than a glass cannon that deletes tanks. Cassidy's crit build has also gotten some love with the new Dead Man Walkin', which rewards him for taking aggressive duels and beating the odds in dangerous situations. We were also unhappy with Cassidy's High Noon build, feeling that it took too many powers and items to come online. Three powers have been condensed down to two, allowing the build to spike earlier in a match, while the new forgiveness mechanic in It's 12 O'clock Somewhere should allow Cassidy to recover quicker if his Ultimate scores no eliminations. Condensing the powers also allows Cassidy to branch out his AP options. No longer do you have to go all in on High Noon, instead Cass can flex into a ranged AP build built around Flashbang and the new Sticky Grenade Power or a close-range build with Barrel Roll (while both still having access to the powerful AP scaling on High Noon).

Full House (New) - Power

  • Original functionality removed.
  • (New) Flashbang hits reduce Fan the Hammer's spread by 25% for 2s.

Bang Bang (New) - Power

  • Peacekeeper hits against enemies recently damaged by Flashbang (within 2s) reduce its cooldown by 0.5s.

Buck Wild (New) - Power

  • Peacekeeper hits grant 1% Move Speed for 5s, stacking up to 15 times. At Max Stacks, gain 10% Damage Reduction.

Dead Man Walkin' (New) - Power

  • Original functionality removed.
  • (New) Enemies below 30% HP have their heads marked. Marked heads are larger and Critical Hits against marked enemies have 50% Weapon Lifesteal.

Hot Potato (New) - Power

  • Original functionality removed.
  • (New) Flashbang becomes magnetic and has 50% increased throw distance.

Bullseye (New) - Power

  • Flashbang hits and Critical Hits reduce Combat Roll's cooldown by 2s.

It's 12 O'clock Somewhere (New) - Power

  • Deadeye eliminations grant 25% Ultimate Charge each. If you get no eliminations with Deadeye, refund 33% Ultimate Charge.

Sunset - Power

  • Removed and combined into It's 12 O'Clock Somewhere.

Easy Rider (New) - Power

  • Eliminating an enemy recently damaged by Flashbang grants 20% Ultimate Charge. While using Deadeye, gain 100 Overhealth and 25% Move Speed.

Flash in the Pan - Power

  • Removed and combined with Easy Rider.

Sunrise - Power

  • Removed and converted to a Hero Item (Snakebite).

Snakebite (New) - Item

  • +25 Health
  • +15% Ability Power
  • Using Deadeye slows all visible enemies by 20% for 2.5s

Duck and Roll (New) - Item

  • +25 Health
  • +5% Cooldown Reduction
  • +50% Combat Roll distance.

Frankie's Fixer - Item

  • +50 Health
  • (New) - Heal 2.5% of your Max Life for each Ammo loaded using Combat Roll.
  • Now heals a percentage of your Max Life per ammo instead of a flat number.

Competitive Analysis (New) - Item

  • +15% Weapon Power
  • Gain 20% Weapon Lifesteal against enemies in the Damage role.
  • Swapped the conditional stat and main stat.

Tank

Hazard
Hazard

Hazard’s primary fire oriented powers weren’t keeping pace so Bonerot and Twin Fang are getting some extra bite to help him feel more threatening when he commits. On the other hand, Ability Power oriented builds were doing a little too much while being easy and cheap to build.

Bonerot - Power

  • Damage increased to 20 (Up from 10).

Twin Fang - Power

  • Damage increased to 75% (Up from 65%).

Touch-Up's Touch Up - Epic Ability Hero Item

  • Ability Power decreased to 5% (Down from 10%).
  • Spike Guard damage decreased to 20% (Down from 25%).
  • Duration decreased to 3s (Down from 5s).
  • Cost increased to 12000 (Up from 10000).

Phreak Foil - Epic Ability Item

  • Cost increased to 13000 (Up from 10000).
Orisa
Orisa

This update aims to strengthen Orisa’s sustain and reliability during extended engagements. Restorify used to perform perhaps too well when it used to be 10% so we are trying to find the sweet spot.

Restortify - Power

  • Healing increased to 8% (Up from 5%).
Winston
Winston

Winston is a polarizing hero where in good hands he overperforms but on average he is not as threatening. We are still trying to pinpoint adjustments for Winston at higher levels but here is an initial change that will make him less threatening overall.

Circuit Breaker - Power

  • Damage decreased to 2% (Down from 5%).

Electro Cluster - Power

  • Damage decreased to 2% (Down from 3%).

Damage

Genji
Genji

These changes broaden Genji’s build diversity and reinforce his identity as a highly mobile, high-skill-cap assassin. Powers like Forged Under Fire and Hanamura Healing received significant stat increases to enhance survivability and reward aggressive play. Weapon items such as Spiked Grip and Swift-Loader now offer more meaningful tempo boosts, improving Genji’s ability to chain engagements fluidly. Ability and survival items have been tuned to strengthen mobility, cooldown management, and defensive expression. Overall, this update aims to make more of Genji’s item paths viable and exciting without pushing his burst lethality beyond intended limits.

Forged Under Fire - Power

  • Healing increased to 125% (Up from 60%).

Hanamura Healing - Power

  • Damage increased to 35% (Up from 25%).
  • Overhealth duration is now infinite (Up from 5s).

Spiked Grip - Rare Weapon Hero Item

  • Ammo restore increased to 35% (Up from 20%).
  • Added: +10% Attack Speed
  • Cost increased to 4000 (Up from 3750).

Swift-Loader - Epic Weapon Hero Item

  • Redesigned to: Using [Swift Strike] restores 20% ammo and gives 20% Attack Speed for 2.5s.
  • Cost increased to 12000 (Up from 10000).

Traversal Kinetics - Rare Ability Hero Item

  • Added:+10% Weapon Power, +10% Ability Power
  • Cost increased to 5000 (Up from 3750).

Clean Sweep - Epic Ability Hero Item

  • Cost decreased to 9000 (Down from 10000).

Deflecting Dash - Epic Ability Hero Item

  • Cost decreased to 9000 (Down from 10000).

Equilibrium Gear - Rare Survival Hero Item

  • Added: +5% Cooldown Reduction.

Sparrowhawk Feather - Rare Survival Hero Item

  • Added: [Swift Strike] resets additional jumps.
  • Cost decreased to 3750 (Down from 4000).

Slicy Coolant - Epic Survival Hero Item

  • Added: Deflect now deflects attacks from both sides.
  • Cost increased to 11000 (Up from 10000).

Support

Juno
Juno

MediMaster - Power

  • Critical Hit additional damage increased from 150% to 200%.
  • Critical Hits now reduce the cooldown of [Hyper Ring] by 0.2s

General Item Changes

Reflex Coating - Common Survival General Item

  • Removed cooldown for Overhealth from being stunned, hindered, slept, or anti-healed.
  • Health reduced to 10 (Down from 25).

Nano Cola - Rare Ability General Item

  • Ability Power reduced to 15% (Down from 20%).
  • Cost reduced to 5500 (Down from 6000).

Iridescent Iris - Epic Ability General Item

  • Cost increased to 12000 (Up from 11000).

Champion's Kit - Epic Ability General Item

  • Cost increased to 14500 (Up from 14000).

Salvaged Slugs - Epic Weapon General Item

  • Bonus damage to Barriers increased to 50% (Up from 30%).

Divine Intervention - Epic Survival General Item

  • Effect now also triggers on any damage that Stuns, like Doomfist's Rocket Punch or Orisa's Energy Javelin.

Exo Springs - Common Gadget

  • Maximum Charge time reduced to 0.75s (Down from 1.5s).

Med Kit - Common Gadget

  • Cooldown reduced to 15s (Down from 20s).

Kitsune Charm - Epic Gadget

  • Cooldown reduced to 20s (Down from 35s).

Colossus Core - Epic Gadget

  • Duration increased to 5s (Up from 3s).
  • Cooldown reduced to 25s (Down from 35s).

Necrotic Repellant - Epic Gadget

  • Added Hinder for 1s.
  • Range reduced to 4m (Down from 8m).
  • Stats changed to 50 Armor and 5% Cooldown Reduction.

Cost reduced to 9000 (Down from 9500).

We're beefing up some of the counter options in the general items, particularly against Doomfist. We're also shaving off some power from some of the vertical Ability Power items, to reduce the burst from pure damage Ability Power builds and encourage more diverse itemization there.

New Stadium Map

Wuxing University - Water College - Control

  • New control map added to Stadium rotation

Bug Fixes

General Fixes
  • Fixed some additional issues that caused FPS drops when matches receive a backfill.
  • Resolved an issue where "move speed" for some heroes were incorrect in the Advanced Info Panel
  • Fixed an issue where using some types of navigation on a controller would not work on the hero select screen.
  • Fixed Advanced Info Panel where in Stadium, Ashe's Mini-Bob would show its health as lower than intended.
Hero Fixes
  • Fixed a bug that incorrectly allowed Vendetta multiple concurrent overhead swings
  • Fixed an issue that prevented the hop on Vendetta's overhead swing from getting reset when interrupted with a melee
  • Resolved missing VFX if you reached maximum Onslaught stacks using Soaring Slice
  • Fixed a bug with Projected Edge not piercing breakables such as railings or boxes
Stadium
  • Fixed an issue where the cooldown of the Super Serum gadget was inconsistent when used with D.Va.
  • Fixed an issue where Torbjorn's Item Oververloader wasn't scaling properly with Max Armor.
  • Fixed an issue where Commander's Clip was overriding Tracer's reload during Blink.
В начало
Описание обновления: нояб.нояб.
Описание обновления игры

Здесь перечислены общие изменения основной версии Overwatch. Обновление баланса касается режимов «Быстрая игра», «Соревновательная игра», «Аркада» и «Своя игра».