EnterHere's an overview of each hero's abilities in Overwatch 2, including how to use them effectively:
Damage (DPS) Heroes:
Ashe:
•Primary Fire: The Viper - Semi-automatic rifle for long-range engagements.
•Secondary Fire: Dynamite - Throws dynamite that deals damage over time and can be shot to explode.
•Ability 1: Coach Gun - A short-range blast that knocks back enemies and provides mobility.
•Ability 2: B.O.B. (Deployable Ultimate) - Calls B.O.B., a robot that charges and shoots at enemies.
•Ultimate: B.O.B. - Same as Ability 2.
•Effective Use: Use Ashe for long-range damage, save dynamite for clustered enemies or objectives like payloads, and use Coach Gun for escape or to push enemies off cliffs. B.O.B. is best used to disrupt enemy pushes or protect your team during objectives.
Bastion:
•Primary Fire: Configuration: Recon - Standard rifle mode.
•Secondary Fire: Configuration: Sentry - Transforms into a turret with a high rate of fire.
•Ability 1: A-36 Tactical Grenade - Throws a grenade that damages and knocks back enemies.
•Ability 2: Self-Repair - Heals over time.
•Ultimate: Configuration: Artillery - Calls down artillery strikes.
•Effective Use: Use Sentry mode in chokepoints or to defend objectives, switch to Recon for mobility, and grenade for area denial. Artillery is excellent for area denial or forcing enemies to move.
Cassidy:
•Primary Fire: Peacekeeper - Powerful revolver.
•Secondary Fire: Fan the Hammer - Rapid-fire all remaining bullets.
•Ability 1: Combat Roll - Quick dodge that reloads.
•Ability 2: Flashbang - Stuns enemies in a small radius.
•Ultimate: Deadeye - Lines up shots on enemies, dealing massive damage if not interrupted.
•Effective Use: Peacekeeper for headshots, Fan the Hammer for close encounters. Use Combat Roll for repositioning or to reload, Flashbang to initiate or escape engagements. Deadeye is best used when you can predict enemy movements or when they're distracted.
Echo:
•Primary Fire: Tri-Shot - Fires a spread of bullets.
•Secondary Fire: Sticky Bombs - Launches bombs that stick to surfaces or enemies.
•Ability 1: Flight - Short burst of flight.
•Ability 2: Focusing Beam - High-damage beam that requires close range.
•Ultimate: Duplicate - Copies an enemy hero, gaining their health and abilities.
•Effective Use: Echo excels at harassing from above with Tri-Shot and Sticky Bombs, use Flight to position or escape, and Focusing Beam to secure kills. Duplicate should be used on high-impact heroes to turn the tide of battle.
Genji:
•Primary Fire: Shuriken - Throws three shurikens at once.
•Secondary Fire: Shuriken - Throws a single, accurate shuriken.
•Ability 1: Swift Strike - Dashes forward, dealing damage.
•Ability 2: Deflect - Deflects incoming projectiles.
•Ultimate: Dragonblade - Melee weapon replaces primary fire, dealing high damage.
•Effective Use: Use Shurikens for poke damage, Swift Strike to engage or disengage, and Deflect to counter enemy ults or projectiles. Dragonblade is best used with a team to dive key targets or during coordinated attacks.
Hanzo:
•Primary Fire: Storm Bow - Charged shots for high damage.
•Secondary Fire: Storm Arrow - Fires multiple arrows quickly.
•Ability 1: Sonic Arrow - Reveals enemies in its area of effect.
•Ability 2: Lunge - Quick dash for mobility.
•Ultimate: Dragonstrike - Summons a dragon that travels through barriers.
•Effective Use: Hanzo is great for one-shot potential with headshots, use Storm Arrow for close quarters or against shields, Sonic Arrow for scouting, and Lunge for positioning. Dragonstrike is effective in narrow corridors or to clear points.
Junkrat:
•Primary Fire: Frag Launcher - Explosive grenades.
•Secondary Fire: Mine - Throws a remote-detonated mine.
•Ability 1: Concussion Mine - Launches with force, can be used for mobility.
•Ability 2: Steel Trap - Sets a trap that immobilizes the first enemy who steps on it.
•Ultimate: RIP-Tire - Controls an explosive tire.
•Effective Use: Spam chokepoints with grenades, use mines for area denial or mobility, and traps in predictable paths. RIP-Tire is excellent for catching enemies off-guard or finishing off weakened foes.
Mei:
•Primary Fire: Endothermic Blaster - Slows enemies with frost.
•Secondary Fire: Icicle - Long-range, high-damage shot.
•Ability 1: Cyro-Freeze - Encases Mei in ice, healing her.
•Ability 2: Ice Wall - Creates a wall of ice for blocking or elevation.
•Ultimate: Blizzard - Creates a storm that freezes enemies
•Effective Use: Use primary fire to control movement, Icicles for sniping, Cyro-Freeze for survival, and Ice Wall to disrupt or create new paths. Blizzard is powerful when enemies are grouped or during objective fights.
Pharah:
•Primary Fire: Rocket Launcher - Shoots explosive rockets.
•Secondary Fire: Hover Jets - Sustained flight.
•Ability 1: Jump Jet - Propels her upward.
•Ability 2: Concussive Blast - Knocks back enemies.
•Ultimate: Barrage - Rapidly fires rockets in a wide spread.
•Effective Use: Control the sky with rockets, use Hover Jets for positioning, Jump Jet for quick height gain, and Concussive Blast for crowd control or environmental kills. Barrage should be deployed when enemies are grouped or on objectives.
Reaper:
•Primary Fire: Hellfire Shotguns - Short-range, high spread.
•Secondary Fire: Wraith Form - Becomes invulnerable and moves quickly.
•Ability 1: Shadow Step - Teleports to a targeted location.
•Ability 2: The Reaping - Gains health from damage (passive).
•Ultimate: Death Blossom - Deals massive damage in all directions.
•Effective Use: Close the distance with Shadow Step or Wraith Form, use shotguns at very close range, Wraith for escape or reload, and Death Blossom when enemies are grouped or in tight spaces.
Soldier: 76:
•Primary Fire: Heavy Pulse Rifle - Automatic rifle.
•Secondary Fire: Helix Rockets - Launches a rocket for splash damage.
•Ability 1: Sprint - Increases movement speed.
•Ability 2: Biotic Field - Deploys a healing zone.
•Ultimate: Tactical Visor - Auto-aims at enemies.
•Effective Use: Use rifle for consistent damage, Helix Rockets for burst, Sprint for repositioning, and Biotic Field for self-sustain or team support. Tactical Visor is perfect for cleaning up fights or securing objectives.
Sombra:
•Primary Fire: Machine Pistol - High rate of fire.
•Secondary Fire: Hack - Disables enemy abilities or takes control of health packs.
•Ability 1: Stealth - Turns invisible.
•Ability 2: Translocator - Throws a beacon to teleport back to.
•Ultimate: EMP - Disables all enemy abilities and barriers in a large area.
•Effective Use: Hack key targets or health packs, use Stealth for positioning or escape, Translocator for surprise attacks or escapes, and EMP to neutralize defenses during key moments.
Symmetra:
•Primary Fire: Photon Projector - Beam that increases in damage over time.
•Secondary Fire: Photon Projector - Shoots a short-range energy ball.
•Ability 1: Sentry Turret - Places turrets that slow and damage enemies.
•Ability 2: Teleporter - Creates a short-distance teleporter.
•Ultimate: Photon Barrier - Creates a large, moving barrier.
•Effective Use: Use the beam in close combat, place turrets in chokepoints or for area denial, teleport for quick positioning or to bypass enemy lines, and the Photon Barrier to block ultimates or push forward.
Torbjörn:
•Primary Fire: Rivet Gun - Shoots rivets at range.
•Secondary Fire: Rivet Gun - Launches a short-range shotgun blast.
•Ability 1: Forge Hammer - Repairs turrets and provides armor to allies.
•Ability 2: Deploy Turret - Places an automatic turret.
•Ultimate: Molten Core - Throws pools of molten slag.
•Effective Use: Use the Rivet Gun for both range and close combat, repair turrets during downtime, deploy turrets in key areas for control, and Molten Core to force enemies out of cover or to secure objectives.
Tracer:
•Primary Fire: Pulse Pistols - High rate of fire, short range.
•Secondary Fire: Blink - Short teleport for mobility.
•Ability 1: Recall - Rewinds Tracer's position and health.
•Ability 2: - (Passive) - Regenerates health when not taking damage.
•Ultimate: Pulse Bomb - Sticks to enemies for high damage.
•Effective Use: Use Blink to approach or escape, Recall to fix mistakes or escape, and Pulse Bomb when you can stick it to a key target or group of enemies.
Widowmaker:
•Primary Fire: Widow's Kiss - Sniper mode for high damage at range.
•Secondary Fire: Widow's Kiss - Automatic rifle for closer engagements.
•Ability 1: Grappling Hook - Launches to a point for positioning.
•Ability 2: Venom Mine - Detects and damages enemies.
•Ultimate: Infra-Sight - Reveals enemy health through walls.
•Effective Use: Position with the Grappling Hook for sniping vantage points, use Venom Mines for area control or escape warnings, and Infra-Sight for team coordination or to find key targets.
Tank Heroes:
D.Va:
•Primary Fire: Fusion Cannons - Close-range, high spread.
•Secondary Fire: Defense Matrix - Blocks projectiles.
•Ability 1: Boosters - Propels D.Va forward at high speed.
•Ability 2: Micro Missiles - Fires a volley of small rockets.
•Ultimate: Self-Destruct - Ejects from mech, leaving it to explode.
•Effective Use: Use Fusion Cannons in close quarters, Defense Matrix to absorb ultimates or dangerous projectiles, Boosters for dive or escape, and Micro Missiles for burst damage. Self-Destruct is perfect for area denial or clearing points.
Doomfist:
•Primary Fire: Hand Cannon - Short-range shotgun.
•Ability 1: Seismic Slam - Slams down from above.
•Ability 2: Rising Uppercut - Launches enemies into the air.
•Ultimate: Meteor Strike - Leaps into the air, then slams down.
•Effective Use: Engage with combos of Rising Uppercut, Seismic Slam, and punches to maximize damage, use the Hand Cannon for finishing blows, and Meteor Strike for surprise attacks or to clear space.