New Support Hero: Illari
- Illari’s primary fire is hitscan, which charges up between shots, up to 75 damage.
- Her primary fire only has 1.5x critical damage multiplier, compared to the standard 2x.
- Illari’s primary fire damage begins dropping off at 30m, capping out at 50m.
- Her secondary fire shoots similar to Zarya’s or Symmetra’s beams, and uses a heat system instead of ammo, overheating if you spend it all.
- Using her secondary fire pauses the charge on her primary fire.
- Illari’s Healing Pylon lasts indefinitely. It has 150 HP, with 75 being regenerating shields.
- Her ultimate requires 90 damage on a marked target to detonate, with the explosion doing 120 AoE damage, potentially starting a chain reaction.
Flashpoint
- Flashpoint is a new core game mode with 2 new maps: New Junk City & Suravasa.
- Flashpoint is similar to Control, where you win by controlling an objective until you reach 100%.
- The Flashpoint will rotate after the current one is captured, and the first team to capture 5 Flashpoints wins the game.
- Flashpoint will be enabled in competitive play later in the season.
New Junk City
PvE Story Missions
- Three new PvE Story Missions launch with Season 6: Toronto, Gothenburg, and Rio De Janeiro.
- These missions are not free, and can be purchased with the Invasion Bundle from the in-game shop.
- The missions show the Invasion of Null Sector, lead by Ramattra.
- The three story missions are 4-player co-op, and you will be matched with other players if not playing in a pre-made group.
- Each of the three missions has a limited selection of heroes to play as.
- Completing the story missions will unlock the Vigilante Sojourn Legendary Skin.
Vigilante Sojourn
King’s Row: Underworld Event
- Taking place underneath King’s Row, Underworld is a free to play PvE co-op event.
- New challenges and ways to play this event will be added weekly.
- King’s Row: Underworld runs from August 10th to September 5th.
General Updates
- Health Packs are now pingable.
- Armor health damage reduction is now additive with other sources of damage reduction and has a maximum cap of 50%.
Firing Range
- The Firing Range is a great way to practice and improve your aim with various heroes.
- It features targets of varying size, shape, and movement patterns.
- Track your points and earn high scores!
Challenges
- The number of weekly challenges required to reward Overwatch Coins has increased to 4/9/12 (was 4/8/11).
- New weekly challenge: Making Progress – Earn 8 progression levels. Rewards 150 Overwatch Credits (legacy currency).
- New challenges for the Invasion Story Missions have been added, found under the lifetime tab.
- New player progression challenges have been added for all heroes, rewarding player icons.
- Gold player title rewards have been added to Competitive Challenges.
On Fire
- Minimum Blazing time is now 10 seconds.
- Blazing now has a 3 second cooldown and the visual effects have been enhanced.
Hero Changes
Tank
D.Va
- Boosters cooldown has been reduced to 3.5s (was 4s).
- D.Va is now immune to damage for 0.4s while ejecting from her mech.
Doomfist
- Seismic Slam cooldown has been reduced to 6s (was 7s).
- Power Block now reduces damage from stuck projectiles.
Ramattra
- Nemesis Form’s Block now reduces damage from stuck projectiles.
- Annihilation’s cost has been reduced by 12%.
Sigma
- Sigma’s base movement speed while grounded has been increased to match standard hero movement.
- Dev comments: “Sigma has always had somewhat floatier movement controls than most heroes in order to match his character movement animations. However, this led players to feel like his Tank role passive ability wasn’t reducing the amount he would be knocked back since it took him longer to stop than other tanks. We’ve now adjusted this to the standard hero movement values to make the gameplay interactions feel more consistent.”
Winston
- Secondary Fire charge time reduced to 1s (was 1.2s).
- Secondary Fire recovery time increased to 0.75s (was 0.5s)
Damage
Bastion
- A-36 Tactical Grenade’s maximum explosion damage falloff reduced to 50% (was 70%).
- A-36 Tactical Grenade’s detonation time reduced to to 0.35s (was 0.5s).
- A-36 Tactical Grenade’s projectile size increased to 0.25 (was 0.2).
- A-36 Tactical Grenade’s impact damage increased to 30 (was 15).
- Primary fire reload time reduced to 1.2s (was 1.5).
- Transforming into Configuration Artillery now repairs 50 armor health.
- Ultimate targeting speed increased to 25m/s (was 20m/s)
Cassidy
- Base health increased to 225 (was 200).
- Peacekeeper damage falloff range rescaled to 25-35m (was 25-45).
- Magnetic Grenade slow amount reduced to 25% (was 30%).
- Magnetic Grenade now has a max travel time of 1.5s.
Hanzo
- Primary Fire arrow draw progress is no longer preserved while wall climbing.
- Dev comments: “Despite being conceptually strange, this gameplay mechanic felt good and fluid to use as Hanzo. However, it often resulted in some frustrating behavior for enemy players that can be alleviated without impacting Hanzo’s overall effectiveness too significantly.”
Soldier: 76
- Helix Rocket explosion damage reduced to 80 (was 90).
- Tactical Visor’s cost increased by 10%.
Sombra
- EMP cost increased by 15% and no longer destroys Lifeweaver’s Tree of Life.
Torbjörn
- Weapon swap time reduced to 0.4s (was 0.5s).
- Primary fire recovery time reduced to 0.48s (was 0.55s).
- Forge Hammer swing time reduced to 0.6s (was 0.75s).
Support
Ana
- Primary fire damage and healing per shot reduced to 70 (was 75).
- Unscoped projectile size increased to 0.1 (was 0).
Brigitte
- Barrier Shield HP reduced to 250 (was 300).
- Rally cost increased by 6%.
Kiriko
- Protection Suzu’s knock back has been removed.
- Protection Suzu’s healing reduced to 40 (was 50). It now heals and additional 30 health when cleansing a negative effect.
- Kunai damage increased from 40 to 45.
- Kunai recovery time reduced to 0.5s (was 0.55s).
- Kunai critical damage multiplier reduced to 2.5x (was 3x).
Lifeweaver
- Base health reduced to 175 (was 200).
- Base shield health increased to 50 (was 0).
- Thorn Volley Reduced spread for one of the two Thorn Volley projectiles fired per shot by 25%.
- Rejuvenating Dash healing increased to 50 (was 25).
- Life Grip Mobility lockout duration increased to 0.75s (was 0.4s).
- 50% of Tree of Life’s overhealing is now converted to overhealth with a cap of 100.
Lúcio
- Crossfade self-healing penalty is now reduced from 60 to 0% for the duration of Amp It Up.
Mercy
- Damage boost reduced to 25% (was 30).
Blizzard
Overwatch 2: Invasion is now available! Enjoy the new Invasion Story Missions, all-new skins, and cosmetic rewards in the Invasion Battle Pass, the new core PVP game mode Flashpoint, and the new Support Hero Illari!
Introducing Illari
Using solar threading augmentation, Illari strikes down her enemies by harnessing the power of the sun.
New Game Mode – Flashpoint
Flashpoint is the newest core game mode available on two of the biggest maps to date: Suravasa and New Junk City. Gameplay begins with both teams pursuing a central objective called a Flashpoint, aiming to capture it before the opposing team does. Capture progress for Flashpoint is like the Control game mode, but plays out faster.
A point is captured by a team once a Flashpoint reaches 100% capture progress. If the Flashpoint is being contested by a member of the opposite team currently not in control when the capture progress reaches 99%, Overtime will activate until either the team in control can remove all remaining opponents off, or until the contesting team can retake control of the Flashpoint.
A point is scored when a Flashpoint is fully captured by a team, however, gameplay continues when a new Flashpoint located somewhere else on the map is activated, and both teams must immediately race to capture it. As additional Flashpoints unlock, the spawn locations of each team will be of generally equal distance to the currently activated Flashpoint.
The team to be the first to successfully capture three of the five flashpoints wins the match.
Flashpoint is available now in Unranked modes and will be available for Competitive Play later this season.
Invasion Story Missions
Players who purchase the Invasion Bundle from the in-game shop can play in all-new Story Missions with their friends or others in queue. These massive co-op experiences will have players face against the invading forces of Null Sector, who have launched an all-out global offensive. Play through all of them and unlock the Overwatch 2 hero Sojourn, along with her new Vigilante Legendary skin.
Players can access the Story Missions can be accessed through Winston’s Desk in the Missions card in the play menu, where players can explore the Story Missions hub and new Intel Database. Playing missions and completing various goals will unlock lore entries, movies, never-before-revealed details about your favorite heroes and characters, and clues about the future of the world of Overwatch!
New Limited Time Event: King’s Row – Underworld
Stop Null Sector from taking over the Omnic Underworld in this new co-op event that’s free to play for everyone! Reactivate a combat modified TS-1 Utility Bot to aid in liberating endangered omnics, but be warned: massive amounts of Null Sector forces have occupied King’s Row. And that’s not all—a powerful new support unit will be healing the deadly OR-14 attack bot in your path.
Every week, we’ll be adding new challenges and ways to play this new co-op event. Keep checking back! The King’s Row – Underworld event runs from August 10 to September 5.
General Updates
Firing Range
- Train your aim with an all-new addition to the Practice Range! Use
targets large and small, stationary and mobile, to perfect your
crosshair tracking skills. Rack up points and strive to set the high
score!
Challenges
- Added a new Weekly challenge: Making Progress – Earn 8 Progression
Levels. Instead of rewarding additional Battle Pass XP, this
challenge rewards 150 Overwatch Credits to buy items from the Hero
Gallery and counts as a challenge to earn Overwatch Coins when you
complete multiple weekly challenges. - Weekly Overwatch Coins reward requirements are updated from 4/8/11 to
4/9/12. - Added a new set of challenges for the “Invasion” story missions. They
can be found under the Lifetime tab. - Added Player Progression challenges for all 38 heroes. Player Icons
can now be earned through these challenges. - Added Gold player title rewards to Competitive challenges.
Developer Comments: We’ve adjusted the second and third tiers to 9 and 12, but expect players to complete “Making Progress” on their way to those thresholds, which should leave the difficulty to complete weekly challenges unchanged. We’ve kept the first tier requirement at 4, which should be easier to earn with the introduction of the new weekly challenge.
On Fire
- Increased minimum Blazing time to 10 seconds.
- Added a 3-second cooldown to Blazing to prevent the sound effect from
playing too frequently. - The visual effects for Blazing have been enhanced.
Ping System
- Changed Symmetra’s personal Teleporter pings to work like Illari’s
personal Healing Pylon pings so that the waypoint UI is removed when
these objects are pinged. - Fixed Lifeweaver pinging enemy Petal Platforms as if they belong to
him. - Health Packs are now pingable.
Text Chat
- The ‘Unfiltered’ setting for all text chat channels has been removed.
Players will have a choice on their chat settings between Friendly
and Mature. Players that had previously set Text Profanity Filters to
Unfiltered will now have applicable filters set to Mature. - Regardless of text chat filter settings, please continue to report
those using inappropriate chat using the in-game report tool.
Competitive Play Updates
Top 500 Leaderboards
- The number of wins required to appear on the Top 500 Leaderboard has
been increased from 25 to 50 for consistency with our other
Competitive game modes.
Hero Updates
- Armor health damage reduction is now additive with other sources of damage reduction and has a maximum cap of 50%.
Developer Comments: Armor damage reduction was multiplicative with damage reduction from abilities, creating situations where certain heroes were much more difficult to damage than intended, since they were bypassing the damage reduction cap. This change will smooth out some of the extreme spikes in survivability.
TANK
D.Va
Developer Comments: Once D.Va’s mech was destroyed, there was a window of time where the pilot could be damaged or killed before the player fully had control over their character. With this change, D.Va can no longer be damaged by things like explosions or melee attacks before the player fully transitions control from the mech to the pilot.
Boosters
- Cooldown reduced from 4 to 3.5 seconds.
Eject Mech
- Pilot is now damage immune for 0.4 seconds while ejecting.

Doomfist
Developer Comments: Doomfist is performing well overall but tends to have more deaths on average compared to other Tank heroes. Lowering the Seismic Slam cooldown will reduce downtime in his ability rotations and translate into more survivability due to the increased mobility and potential for generating overhealth more often with his passive ability. Additionally, Power Block will now always reduce explosive damage from a projectile stuck directly to Doomfist, even though normally you have to face the direction of the incoming damage to block it.
Seismic Slam
- Cooldown reduced from 7 to 6 seconds.
Power Block
- Now reduces damage from stuck projectiles.

Ramattra
Developer Comments: Similar to Doomfist’s Power Block change, Ramattra’s Block ability will now always apply damage reduction to projectiles stuck directly to him. His Annihilation ultimate ability was being generated slightly too quickly for how impactful it can be, so we are increasing its ultimate cost.
Block (Nemesis Form)
- Block now reduces damage from stuck projectiles.
Annihilation
- Ultimate cost increased 12%.
- Block now reduces damage from stuck projectiles.

Sigma
Developer Comments: Sigma has always had somewhat floatier movement controls than most heroes in order to match his character movement animations. However, this led players to feel like his Tank role passive ability wasn’t reducing the amount he would be knocked back since it took him longer to stop than other tanks. We’ve now adjusted this to the standard hero movement values to make the gameplay interactions feel more consistent.
- Base movement ground deceleration increased to match standard heroes
movement.

Winston
Developer Comments: Winston’s Tesla Cannon ranged attack had a decently long charge time relative to the damage it deals. These adjustments will make it more responsive to charge and fire, which can be useful for situations such as finishing off low health enemies attempting to flee, or poking at enemies before leaping in. This comes at the cost of taking a longer time to recover after firing, which in some cases will be weaker as a burst-damage combo with Jump Pack and primary fire.
Tesla Cannon
- Secondary fire charge time reduced from 1.2 to 1 second.
- Secondary fire recovery time increased from 0.5 to 0.75 seconds.
DAMAGE

Bastion
Developer Comments: There are several small tuning adjustments to Bastion here with the goal of improving overall effectiveness, as Bastion’s weakness of being a large and immobile target has proven tough to overcome, even with such powerful damage potential.
A-36 Tactical Grenade
- Maximum explosion damage falloff reduced from 70% to 50%.
- Detonation time reduced from 0.5 to 0.35 seconds.
- Recoil adjusted to recover more quickly.
- Projectile size increased from 0.2 to 0.25.
- Impact damage increased from 15 to 30.
Configuration: Recon
- Reload time reduced from 1.5 to 1.2 seconds.
Configuration: Assault
- Transforming into Configuration Assault now repairs 50 armor health.
Configuration: Artillery
- Targeting state movement speed increased from 20 to 25 meters per
second.

Cassidy
Developer Comments: Even with the powerful and reworked Magnetic Grenade, Cassidy has still been underperforming, so we are reverting his maximum health back up to 225, having his gun damage falloff reach its full reduction sooner, and restricting the maximum range on magnetic grenade to help solidify his position as a close-to-mid range damage dealer.
- Base health increased from 200 to 225.
Peacekeeper
- Peacekeeper damage falloff range rescaled from 25-45 meters to 25-35
meters.
Magentic Grenade
- Projectile now has a maximum travel time of 1.5 seconds.
- Slow amount reduced from 30 to 25%.

Hanzo
Developer Comments: Despite being conceptually strange, this gameplay mechanic felt good and fluid to use as Hanzo. However, it often resulted in some frustrating behavior for enemy players that can be alleviated without impacting Hanzo’s overall effectiveness too significantly.
Storm Bow
- Arrow draw progress is no longer preserved while wall climbing.

Soldier: 76
Developer Comments: Soldier: 76 became much more deadly after his last round of changes so we are reverting the Helix Rocket explosion damage to lower his burst damage. We are also increasing his Tactical Visor ultimate cost to help account for his overall increased damage output, both during the ultimate and leading up to it.
Helix Rocket
- Explosion damage reduced from 90 to 80.
Tactical Visor
- Ultimate cost increased 10%.

Sombra
Developer Comments: EMP frequency is a little too high given its relative power so we are increasing its cost. It will now also deal the usual percentage of max health damage to Lifeweaver’s Tree of Life ultimate instead of treating it like a barrier and destroying it instantly.
EMP
- Ultimate cost increased 15%.
- No longer destroys Lifeweaver’s Tree of Life.

Torbjörn
Developer Comments: We are continuing to add power into the Rivet Gun, as the previous changes didn’t quite make up for the turret damage decrease. In addition, we are also improving the Forge Hammer swing speed so that it is more effective to repair a turret while it is under fire.
- Weapon swap time reduced from 0.5 to 0.4 seconds.
Rivet Gun
- Primary fire recovery time reduced from 0.55 to 0.48 seconds.
Forge Hammer
- Swing recovery time reduced from 0.75 to 0.6 seconds.
SUPPORT

Ana
Developer Comment: Ana’s damage breakpoint change has proven too effective overall given her long range so we are reverting it back to its previous value. We are also increasing the size of unscoped projectiles when firing at enemies (her projectiles have always had a larger size for allies) which should help them land more consistently against close-ranged threats.
Biotic Rifle
- Damage and healing per projectile reduced from 75 to 70.
- Unscoped projectile size increased from 0 to 0.1.

Brigitte
Developer Comment: Brigitte’s overall effectiveness and survivability have been high relative to other heroes, so we are reducing the Barrier Shield health. We’re also slightly adjusting the ultimate cost of Rally, as it has become more effective after its rework.
Barrier Shield
- Barrier Shield health reduced from 300 to 250.
Rally
- Ultimate cost increased 6%.

Kiriko
Developer Comment: Protection Suzu now rewards more deliberate usage by increasing its healing when cleansing negative effects. It will no longer knockback enemies, as it wasn’t particularly important to its overall design and was there to provide feedback for the impact. These Kunai changes will make the weapon damage output more consistent and reduce some of the disparity between landing critical hits or not.
Protection Suzu
- Knockback removed.
- Healing reduced from 50 to 40.
- Now heals for an additional 30 health when cleansing a negative
effect.
Kunai
- Damage increased from 40 to 45.
- Recovery time reduced from 0.55 to 0.5 seconds.
- Critical damage multiplier reduced from 3 to 2.5x.

Lifeweaver
Developer Comments: The Tree of Life outputs substantial healing but often doesn’t provide enough value for an ultimate ability. To increase its utility, any overhealing done via the Tree is now converted to overhealth. Thorn Volley’s spread is now less random, with half the projectiles having a smaller base spread to promote better mid-range consistency. Life Grip now has a longer mobility lockout duration to prevent accidental cancels by the affected ally using a movement ability immediately after the pull being started. Finally, we are supplementing Lifeweaver’s survivability with an increase to his overall health pool by converting some of it to shield health in order to account for the large petal hit volume on his back, as well as increasing the healing done by Rejuvenating Dash.
- Base health reduced from 200 to 175.
- Base shield health increased from 0 to 50.
Thorn Valley
- Reduced spread for one of the two Thorn Volley projectiles fired per
shot by 25%.
Rejuvenating Dash
- Healing increased from 25 to 50.
Life Grip
- Mobility lockout duration increased from 0.45 to 0.75 seconds.
Tree of Life
- 50% of Tree of Life’s overhealing is now converted into Overhealth –
up to 100 maximum Overhealth.

Lúcio
Developer Comment: In order to help bring Lucio’s survivability more in line with the rest of the Support heroes, Crossfade self-healing during Amp It Up is now a more effective survival option for Lucio.
Crossfade
- Crossfade self-healing penalty is now reduced from 60 to 0% for the duration of Amp It Up

Mercy
Developer Comment: Damage amplification effects have been an often discussed topic lately, and Mercy has been performing strongly at all skill ranks. We’re reducing the potency of Mercy’s damage boost beam but want to make sure it stays powerful enough to feel like an effective and interesting gameplay choice, as making the decision between healing or damage boosting is core to Mercy’s gameplay.
Caduceus Staff
- Secondary fire damage boost reduced from 30 to 25%.
CO-OP MODE HERO UPDATES
With the introduction of Overwatch 2: Invasion Story Missions, we will have specific hero balance changes for multiple heroes to ensure players have a continuous challenge when playing in co-op modes like Story Missions and Event Missions.
- Heroes no longer passively gain ultimate charge over time.
- Ultimate costs increased in co-op game modes.
TANK

Winston
Tesla Cannon
- Secondary fire now chains up to 4 additional nearby enemies, dealing
depreciating damage each chain.
Jump Pack
- Landing damage now increases while in the air, up to 250% more damage
over 2.5 seconds.
Map Updates
New Map – New Junk City
Explore deep beyond the gates of Junkertown and discover more secrets of the destroyed Omnium now inhabited by the Junkers in this massive Flashpoint map!
New Map – Suravasa
Discover the enchanting gardens and aqueducts of Suravasa. This Flashpoint map will host brawls across its intricate markets, temples, and ruins.
Lighting for Season 6
Push
- New Queen Street – Dawn
- Colosseo – Morning
- Esperança – Morning
Hybrid
- Blizzard World – Night (New)
- Eichenwalde – Morning
- Hollywood – Night
- King’s Row — Night
- Midtown — Morning
- Numbani — Morning
- Paraíso — Evening (New)
Escort
- Dorado — Evening
- Havana – Morning
- Watchpoint: Gibraltar — Morning
- Junkertown — Morning
- Circuit royal – Morning
- Rialto – Evening
- Route 66 — Morning
- Shambali Monastery — Night
Control
- Antarctic Peninsula – Night
- Busan – Morning
- Ilios — Evening
- Lijiang Tower — Dawn
- Nepal — Morning
- Oasis — Morning
Flashpoint
- New Junk City — Morning (New Map)
- Suravasa — Morning (New Map)






























