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Overwatch 2 Patch Notes: Hero Reworks

Overwatch 2 Patch Notes

Understanding all the changes that occurred in Overwatch 2 can be rather difficult to comprehend. It seems like a lot, but at the same time, the game arguably still feels kind of the same. But whatever the case, these Overwatch 2 Patch Notes are sure to help players closely observe and therefore understand the key differences that are present. Also, there’s a link that goes into more of the different changes, providing more analysis than straight statistics. So be sure to check that out as well!

[Related: Overwatch 2 Changes from Overwatch 1]

Overwatch 2 Patch Notes: Tank hero changes

  • Moved from Damage to Tank role
  • Base health increased from 250 to 450


  • Ability removed

Hand Cannon

  • Damage reduced from six to five per pellet
  • Ammo regeneration rate increased from once every 0.65 seconds to 0.4 seconds

Rocket Punch

  • Impact damage range reduced from 50 – 100 to 15 – 30 damage
  • Wall slam damage range reduced from 50 – 150 to 20 – 40 damage
  • Maximum charge up time reduced from 1.4 to 1.0 seconds
  • Impacting a target now causes a secondary larger cone area check to grab extra targets
    to potentially knock them back as well

Power Block

  • New Ability 2
  • Enter a blocking stance, reducing damage taken from the front by 90 percent
  • Blocking at least 100 damage causes Doomfist’s gauntlet to become supercharged,
    empowering the next Rocket Punch in the following ways:

    • Increases damage by 50 percent
    • Travels 50 percent faster and further
    • The area-of-effect blast that knocks back additional targets is twice as large
    • Targets impacting a wall will be stunned for an additional 0.5 to 1.0 seconds,
      depending on charge amount

Seismic Slam

  • Moved from Ability 2 to Ability 1 (Shift Key by default)
  • Now launches Doomfist into the air in the direction the player is aiming
  • Creates a wide arc shockwave upon landing, dealing 50 damage and slowing enemy movement speed by 30 percent
  • No longer has different behavior between being activated in the air or on the ground
  • No longer pulls in enemies
  • Can be canceled by pressing the ability key again

Meteor Strike 

  • Damage range reduced from 15 – 200 to 15 – 100
  • Impact damage at the center one meter radius unchanged from 300 damage
  • Knockback removed
  • Now additionally slows the movement speed of all enemies hit by 50 percent for two seconds
  • Cast time reduced from 1.0 to 0.5 seconds
  • Base armor increased from 200 to 250
  • Base health increased from 200 to 250

Augmented Fusion Driver

  • New Primary Fire
  • Now rapidly fires 10 plasma projectiles per second
  • Projectiles start out large and shrink as they travel
  • Damage starts at 10.5 and scales down to four damage over 35 meters
  • Uses a heat mechanic instead of ammo. Firing the weapon increases heat. Cools down
    while not firing
  • If the weapon overheats, a forced release of heat prevents the weapon from being fired for three seconds

Energy Javelin

  • New Secondary Fire
  • Orisa throws a spear forward, impacting the first enemy in its path
  • Deals 80 damage
  • Stuns enemies for 0.2 seconds and knocks them back six meters
  • If the enemy collides with a wall while being knocked back, they take 40 more damage and are stunned an additional 0.3 seconds


  • Now slows Orisa’s movement speed by 20 percent while active
  • Now provides 125 extra health while active
  • Reduces heat generation from Orisa’s weapon by 50 percent while active
  • Duration increased from four to 4.5 seconds

Javelin Spin

  • New Ability 2
  • Orisa rapidly spins a spear for 1.75 seconds, destroying incoming projectiles
  • Increases forward movement speed by 60 percent while active and by 20 percent for two seconds after the spinning ends
  • Rapidly damages enemies in her path, dealing up to 90 damage and constantly knocking them back

Terra Surge 

  • New Ultimate Ability
  • Orisa pulls in nearby enemies and becomes fortified, charging up an area-of-effect attack over four seconds. Releasing the charge deals up to 225 damage based on how long it was channeled
  • While charging, it deals minor damage over time and slows nearby enemy movement
    speed by 30 percent
Wrecking Ball
  • Base armor increased from 100 to 150
  • Base health increased from 500 to 550

Adaptive Shield 

  • Radius increased from eight to 10 meters
  • Health gained per target increased from 75 to 100 health
  • Base health increased from 200 to 250
  • Base shields increased from 200 to 225

Particle Barrier 

  • Particle Barrier now has a 10-second cooldown on a shared two-charge system with Projected Barrier
  • Cooldown now begins immediately on ability use instead of when the barrier has expired
  • Barrier’s duration increased from two to 2.5 seconds

Projected Barrier

  • Projected Barrier now has a 10-second cooldown on a shared two-charge system with Particle Barrier
  • Cooldown now begins immediately on ability use instead of when the barrier has expired
  • Barrier’s duration increased from two to 2.5 seconds
  • Barrier targets cannot be targeted again by the ability for two seconds

Energy (Passive) 

  • Energy degeneration increased from 1.8 to 2.2 per second
  • Base Health increased from 300 to 450
  • Base Armor reduced from 300 to 200

Fusion Cannons

  • Primary Fire movement penalty reduced from 50 percent to 40 percent
  • Weapon spread reduced from four to 3.5
  • Base health increased from 600 to 700

Take a Breather

  • Total healing increased from 300 to 350 health
  • Base shields increased from 100 to 200


  • Damage increased from 70 to 100

Experimental Barrier

  • Barrier regeneration rate reduced from 120 to 100
  • Base armor increased from 200 to 300
  • Base health increased from 300 to 350

Steadfast (Passive)

  • Replaced by Tank role passive

Barrier Field

  • Health reduced from 1600 to 1200
  • Regeneration rate reduced from 200 to 144 health per second


  • Steering turn rate increased by 50 percent
  • Can now be manually canceled
  • Charge Pin wall impact damage reduced from 300 to 225
  • Cooldown from 10 to eight seconds

Fire Strike

  • Now has two ability charges
  • Damage reduced from 100 to 90
  • Base armor increased from 150 to 200

Tesla Cannon Secondary Fire 

  • New Secondary Fire
  • Hold Secondary Fire to charge, release to fire a 30-meter range jolt of electricity
  • Deals up to 50 damage
  • Costs up to 20 ammo

Barrier Projector

  • Barrier Projector health increased from 650 to 800
  • Barrier Projector duration reduced from nine to eight seconds
  • Cooldown reduced from 13 to 12 seconds

Primal Rage 

  • Ultimate cost increased by 10 percent

Overwatch 2 Patch Notes: Damage hero changes



•   Bob base health reduced from 1200 to 1000



  • Ability removed and replaced by A-36 Tactical Grenade

Configuration: Tank (Ultimate)

  • Ability replaced with Configuration: Artillery

Ironclad (Passive)

  • Ability removed

Configuration: Recon

  • Weapon damage increased from 20 to 25
  • Fire rate reduced from eight to five shots per second
  • Weapon spread removed
  • Ammo reduced from 35 to 25

Configuration: Assault

  • Renamed from Configuration: Sentry
  • Bastion is now able to move in this form at 35 percent reduced movement speed
  • Now has a six-second duration and 12-second cooldown
  • Now has infinite ammo for its duration
  • Weapon spread is now a constant two degrees and no longer becomes more accurate as
    you fire
  • Damage reduced from 15 to 12

A-36 Tactical Grenade

  • New Secondary Fire
  • This ability replaces self-repair, but it is bound to Alternate Fire instead of E by default
  • Launches a grenade that can bounce off walls but sticks to players or the ground. It explodes after a short delay, dealing up to 130 damage

Configuration: Artillery 

  • Locks Bastion into place to fire up to three long-range artillery shells
  • These shells deal high damage in a large area, but the damage falloff is significant
  • The targeting works similarly to Doomfist’s Meteor Strike ultimate, but you can click three
    times to launch projectiles
  • The projectiles come straight down from the air at the targeted locations, but they are projectiles in every other sense and can be blocked or destroyed by abilities


  • Ability removed and replaced by Magnetic Grenade


  • Secondary fire “Fan the Hammer” fire rate increased by around 7.5 percent

Magnetic Grenade

  • New Secondary Fire
  • Throws a grenade that can stick to enemies
  • Automatically homes in on an enemy close to the reticle when thrown within 10 meters of the target and can chase up to 13 meters
  • Deals 131 damage split between: one impact damage, 65 explosion damage, and an additional 65 damage to the stuck target at the time of detonation


  • Now grants 40 percent damage reduction while channeling the ultimate
  • Damage now builds at 130 damage-per-second for the first two seconds and then at 260 damage-per-second for the remaining duration. (This was originally 100 DPS for 0.8 seconds, then 275 DPS for 0.7 seconds, and finally 550 DPS for the remaining duration)
  • Maximum duration increased from six to seven seconds
  • Ultimate cost increased by 10 percent

Focusing Beam

  • Maximum damage-per-second reduced from 200 to 175

Duplicate (Ultimate)

  • Echo copies the target’s combined health value including health, armor, and shields up
    to total of 300 health

    • e.g., A duplicated Tracer will have 150 health and a Reinhardt will have 300

Storm Arrows

  • Damage reduced from 70 to 65

Steel Trap

  • No longer prevents all movement for its target
  • Now slows its target by 65 percent until they reach its max chain length, then it breaks
  • Still prevents movement abilities from being activated
  • Damage increased from 80 to 100
  • Projectile speed increased from 10 to 17

Endothermic Blaster

  • Freeze stun removed
  • Now immediately slows targets by a constant 50 percent instead of building up over time
  • Slow duration reduced from 1.0 to 0.5 seconds
  • Damage-per-second increased from 55 to 100
  • Ammo increased from 120 to 150


  • No longer removes Sigma Gravitic Flux effect

Ice Wall

  • Pillar health reduced from 400 to 250
  • Range reduced from 35 to 20 meters


  • Ultimate cost increased by 15 percent

Hellfire Shotguns

  • Damage per pellet reduced from six to 5.4
  • Spread increased from six to eight
Sojourn (NEW)


  • Rapid firing projectiles that generate energy on hit

Railgun Alt Fire

  • High impact shot that consumes stored energy

Disruptor Shot 

  • Launch an energy burst that snares and deals damage to enemies within it

Power Slide

  • Ground slide that can cancel into a high jump


  • Railgun energy auto-charges for a short duration and shots pierce enemies

Machine Pistol

  • Damage reduced from eight to seven
  • Spread reduced by 10 percent


  • Cooldown reduced from eight to four seconds
  • Cooldown is no longer reduced when hacking health packs
  • Cast time increased from 0.65 to 0.85 seconds
  • Health pack hack duration reduced from 60 to 30 seconds
  • Ability lock duration reduced from five to one second
  • Now reveals hacked enemies through walls to Sombra’s team for eight seconds
  • Interrupting Hack during the channel time now incurs the full cooldown
  • Stun duration on Bob reduced from five to two seconds
  • Now destroys Baptiste’s Immortality Field when it is hacked


  • Fade-in time reduced by 50 percent
  • Enemy detection radius increased from two to four meters
  • Can now use Hack during Stealth without ending the Stealth ability, but is revealed to enemies while hacking and for 0.75 seconds after hacking

Passive: Opportunist

  • Damage dealt to hacked targets is now increased by 40 percent


  • In addition to hacking them, now also deals 40 percent of current health as damage to enemies
  • No longer deals additional damage to base shield health pools but still deals massive damage to barriers

Pulse Pistols

  • Damage reduced from six to five
  • Base health increased from 175 to 200

Overwatch 2 Patch Notes: Support hero changes


Sleep Dart

  • Cooldown increased from 12 to 15 seconds

Biotic Launcher

  • Primary fire minimum falloff range reduced from 25 to 20 meters

Regenerative Burst

  • Total healing increased from 75 to 100 health

Shield Bash

  • No longer stuns enemies
  • Cooldown reduced from seven to five seconds
  • Distance traveled increased from seven to 12 meters
  • Movement is no longer stopped when impacting barriers
  • Damage increased from one to 50


  • Now also triggers from Shield Bash damage

Sound Barrier (Ultimate) 

  • Ultimate cost reduced 12 percent


  • Now increased the Support passive healing by 50 percent



  • Fixed some crashes

  • Fixed a bug where the hero info screen could get locked over the in-game screen Heroes


  • Fixed a bug where Mercy’s chain heal was not working

In Conclusion

The Overwatch 2 Patch Notes included a ton of changes to the existing character roster. From entire reworks to small tweaks, these Overwatch 2 Patch Notes definitely make the beta an enjoyable experience. As of now, these changes are definitely preemptive. The game is only in beta, therefore it’s highly likely that the developers are testing the waters. Expect more changes in the future, when the game officially drops or maybe even when the beta’s availability wraps up.

Note: Overwatch 2 is a “true beta”, and not a demo or vertical slice. There may be bugs, and not all visuals are final. Treat the article as an analysis of the beta, not the final game.

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