One of my biggest fears for the sequel is that talents will only be for the heroes chosen for Story missions. I wanted to see how hard it would be to make talents for all 31 heroes. It only took me a day, so if I could do it I don't see why the entire Blizzard team couldn't.
Reinhardt has at least 7 talents, so I came up with 8 talents for each hero to round it out.
(Talents with * are official talents revealed in gameplay or BlizzCon)
Tank Talents
D.va
Level 1
Game Over- When Mech health reaches 0, mech will fall apart as usual, but each piece explodes to deal 50 damage
Landing Zone- Call Mech produces larger shockwave that knocks enemies back and deals 100 damage
Level 10
Shooting Star- Ram into enemy with Boosters to set them on fire
Micro Flares- Micro Missiles shoots flares that can intercept projectiles in midair
Level 20
Build Up Charge- Mech draws in enemies before it Self Destructs
Disassembly Matrix- Barriers do not block projectiles while under Defense Matrix, enemies covered by Matrix take more damage
Level 50
Defensive Dome- Defense Matrix covers 360 degrees in 7.5 meter radius
Photon Cannon- Micro Missile fires the projectiles from Pilot D.va's Light Gun instead
Orisa
Level 1
Mobile Barrier- Protective Barrier hovers in front of Orisa instead of being placed on the ground
Charger Shield- The Supercharger is protected by a 300 HP barrier
Level 10
Fusion Charge- Critical hits from Fusion Driver charges your Ultimate faster
Cease!- Halt! stuns all enemies it passes through before it activates
Level 20
Ubercharger- Supercharger gives Fortify effect to all allies boosted by it
Citizen's Arrest- Halt! holds enemies in place for 4 seconds, but they spin around the way they used to in Zarya's ultimate
Level 50
Immovable Object- If you are hit by a melee attack while Fortified (Talon Assassin or Talon Heavy's charge) the damage is deflected back to attacker and they are stunned
Fortification- Fortify increases health by 300 Armor
Reinhardt
Level 1
*Fire Burst- Fire Strike explodes every time it deals damage, lighting nearby enemies on fire
*Frenzy- Rocket Hammer swings faster after consecutive hits
Level 10
*Impact Converter- Rocket Hammer damage recharges your Barrier Field
*Amplification Field- Barrier Field increases damage of friendly projectiles passing through it
Level 20
*Balderich's Stand- Gain armour and damage when your barrier breaks
*Fault Line- Earthshatter does more damage in a narrower cone
Level 50
*Epicentre- Earthshatter travels in all direction
Forward Assault- Charge can pin up to 3 enemies at once
Roadhog
Level 1
Barbed Hook- Chain Hook stuns enemy even after they are released
Sinker- Scrap Gun reloads automatically when you successfully hook an enemy
Level 10
Slag Metal- Whole Hog sets enemies on fire
Junk Ball- Scrap Gun alternate fire headshot does triple damage if it hits before detonation
Level 20
Stored Fat- Gain 150 additional HP if Take a Breather is used at full health, for a total of 750 HP
Funnel- Whole Hog fires in a tighter spread instead of a cone
Level 50
Chem Pump- Damage taken during Take a Breather heals for 50% of damage taken
Scrap Blast- At point blank range Scrap Gun knocks back enemy
Sigma
Level 1
Iron Core- Accretion knocks down enemy for maximum amount of time regardless of distance
Reconstruction- Experimental Barrier is restored by 50% of max health when taken down
Level 10
Asteroid- Accretion launches in straight line at faster speed
Kinetic Converter- Kinetic Grasp heals and boosts healing received from allies
Level 20
Optimal Barrier- Experimental Barrier does not take damage while it is being deployed
Gravity Anomaly- Gravitic Flux draws in enemies into area of effect and deals constant damage until the slam
Level 50
Gravity Well- Enemy is briefly held in place if both Hyperspheres hit
Black Hole- Kinetic Grasp draws in every projectile that enters a 5 meter radius and gives shields for 100% of the damage
Winston
Level 1
Primeval Rage- Surrounded by electricity during Primal Rage to deal extra damage
Take Off- Surrounding enemies are set on fire when Jump Pack is triggered
Level 10
Re-entry- Enemies get knocked down if you land on them with Jump Pack
Projector Error- Barrier Projector explodes when it expires
Level 20
Electrobarrier- All enemies inside Barrier Projector are electrocuted
Primal Beast- The extra 500 HP during Primal Rage is converted to armor
Level 50
Malfunction- Tesla Cannon does extra damage to barriers and reloads while damaging them
Giga Coils- Tesla Cannon reloads and increases damage by 33% with each kill, maxes out at 100%
Wrecking Ball
Level 1
Multi Claw- Grappling Claw has 3 charges
Blazing Speed- At high speed enemies struck are set ablaze
Level 10
Meteor Mines- Mines float above out of sight and come crashing down when enemy is detected below
Adaptive Drop- Gain 100 shields for every enemy hit by Piledriver
Level 20
Rocketball- Use Piledriver even when on the ground
Billiards- Enemies take bonus damage if they are knocked into each other or walls
Level 50
Volatile Mines- Destroy one mine to set off entire field at once instead of each individual going off automatically
Eruptive Shield- Whenever Adaptive Shield takes damage, it explodes and deals damage to nearby enemies
Zarya
Level 1
Frontline- Damage boosted when shield health is depleted
Plasmathrower- Particle Cannon sets enemy on fire at high energy
Level 10
Power Surge- The more enemies caught in Graviton Surge the higher Particle Cannon damage is
Particle Charge- Damage blocked by barriers give extra ultimate charge
Level 20
Event Horizon- Enemies caught in Graviton Surge take extra damage
Damage Conversion- Damage blocked by Projected Barrier boosts ally's damage
Level 50
Shield Network- Projected Barrier covers up to 3 allies in a group
Energy Conversion- Plasma Barrier converts damage into healing by 50%
Damage Talents
Ashe
Level 1
Double Barrel- Coach Gun has 2 charges and fires twice as many pellets
Firing Squad- B.O.B will focus fire on any enemy who mark with a sniped shot, shooting with firearms on both arms
Level 10
The Muscle- B.O.B knocks enemies down
Speed Charge- Headshots give extra ultimate charge
Level 20
Sensor Fuse- Dynamite explodes automatically once it is close to enemy
Black Powder- At close range, Coach Gun burns enemy
Level 50
Nitro- Dynamite sets the terrain on fire
The Gunner- B.O.B is equipped with shotguns
Bastion
Level 1
Ironclad- Take 50% less damage during transition between Recon and Sentry
Artillery Elite- Sentry weapon can deal headshots
Level 10
Incendiary Rounds- Tank rounds set enemies on fire
Assault Shield- Use Self-Repair to deploy a 400 HP barrier in front of you for 4 seconds
Level 20
Configuration: Grenade Launcher- Tank rounds contain shrapnel
Upgraded Repair- Self-Repair heals in a 200 HP burst
Level 50
Treaded Feet- Move faster in Recon form when not firing or healing
On-Field Repair- Take 50% less damage while healing
Doomfist
Level 1
Unstoppable Force- Rocket Punch works in any direction you aim like Genji's Swift Strike
Fisticuffs- Successful damage with any ability fully restores ammo
Level 10
Perfect Defense- There is no limit to shields gained by The Best Defense
Knockout- Rising Uppercut stuns enemy
Level 20
Extinction Event- Meteor Strike has an explosion with 16 meter radius that deals 150 damage
Seismic Strike- Seismic Slam always does maximum damage
Level 50
Shatterwave- Rocket Punch can knock back multiple enemies
Newton's Law- Enemy struck by Rocket Punch damages and knocks back other enemies it rams into
Genji
Level 1
Assassin's Blade- Swift Strike damages enemy by 20/sec for 4 seconds
Hyper Agility- You can triple Jump and wall climbing is indefinite
Level 10
*Dragon's Breath- Dragonblade shoots out a projectile
Steady Blade- Deflected projectiles are automatically returned to the attacker, no aiming required
Level 20
Perfect Parry- Deflected projectiles double in power
Sojiro's Teaching- Swift Stike cooldown instant if you cut more than one enemy
Level 50
Dragon of the North Wind- Dragonblade surrounds you in a cyclone that slices up enemies that get too close
Scatter Shuriken- Fan of Blades shurikens split into 9 shurikens and ricochet
Hanzo
Level 1
Skywalk- Lunge has 3 charges and wall climbing is indefinite
Assassin's Arrow- Storm Arrows slow down enemy
Level 10
Dragon's Fang- Storm Arrows pierce through enemies and barriers
Quick Charge- Headshots give extra ultimate charge
Level 20
*Sojiro's Guidance- Arrow hunts down all enemies detected by Sonic Arrow
Taser Arrow- Sonic Arrow stuns enemy
Level 50
Dragon of the South Wind- Dragonstrike sucks in enemies that stray too near
Simple Geometry- Fully drawn arrows and Storm Arrows ricochet
Junkrat
Level 1
Parting Gift- Total Mayhem drops a trap and grenades that go off when the trap activates
Hunting Gear- Steel Trap has 3 charges and Concussion Mine has 3 charges
Level 10
Armed Trap- Steel Trap explodes when it is triggered
Scrap Frag- Frag Launcher rounds contain shrapnel
Level 20
Oil Drum- Concussion Mine sets enemy on fire
Gaspowered- RIP-Tire sets enemies on fire, runtime is longer
Level 50
Sticky Bomb Launcher- Frag Launcher shoots grenades that only explode in proximity to enemy. They don't bounce instead sticking to any terrain. Up to 10 can be on field at a time
Tire Spikes- RIP-Tire damages enemies it makes contact with, HP is Armor
McCree
Level 1
Take Cover- Combat Roll has 3 charges
Fully Loaded- Fan the Hammer always fires 6 shots
Level 10
Steady Hand- Fan the Hammer has a tighter spread, can headshot
Standoff- Taking damage speeds up time Deadeye needs to deal killing blow
Level 20
Blinding Flash- Flashbang not blocked by barriers, blinds enemy for 3 seconds
Dust Roll- Take no damage during Combat Roll
Level 50
Shootout- If killing blow is lined up before enemy gets behind wall or barrier, they are not safe from Deadeye
Crack Shot- Consecutive shots rack up damage 25%, up to 100%
Mei
Level 1
*Shatter- Frozen enemies shatter when killed dealing damage to surrounding enemies
*Cold Snap- When exiting Cryo-Freeze, nearby enemies are frozen
Level 10
*Hypothermia- Blizzard instanly kills enemies below 200 HP
*Snowball Effect- Bowl forward with Cryo-Freeze to knock over enemies
Level 20
*Frostbite- Frozen enemies take more damage
*Polar Vortex- Blizzard covers a greater area and ignores line of sight
Level 50
Spinechilling- Enemies freeze faster the lower their health
Brain Freeze- Headshots give extra Ultimate charge
Pharah
Level 1
Aerial Refuel- Jump Jet fully restores fuel
Crowd Control- If Rocket Launcher hits enemy directly, splash range is doubled to 5 meter radius
Level 10
Emergency Fuel- Hold jump to descend slowly when Hover Jets fuel runs out
Lift Off- Jump Jet burns nearby enemies
Level 20
Concussion- Concussive Blast stuns enemy on direct hit
Mortar Barrage- Barrage sets the terrain on fire
Level 50
Flash Barrage- Barrage fires flares that negate incoming projectiles
Strike Down- Enemy killed by Rocket Launcher or Barrage explodes to deal 100 damage in 5 meter radius
Reaper
Level 1
Soul Eater- Enemies drop souls that heal 50 HP
Shade Gate- Shadow Step makes you invisible for 10 seconds
Level 10
Hellstorm- Death Blossom launches 12 grenades that deal 100 damage each
Harvest- Headshots give self healing for 100% of damage dealt
Level 20
Gift from the Devil- If a shotgun is fully depleted when it's dropped, it will self destruct and spew shrapnel
Demon Form- Drain health from nearby enemies in Wraith form, deals 20/sec, heals 10/sec for each enemy affected
Level 50
Hellfire- At pointblank range shotguns set enemy on fire
God of Death- Every kill boosts damage by 30% for 10 seconds, capped at 120%
Soldier:76
Level 1
Recharge- Ammo restored while dealing damage, similar to Symmetra's primary fire, also slowly reloads over time
Focus Fire- Heavy Pulse Rifle more accurate for 6 shots instead of 3, maximum spread is tighter
Level 10
Shoulder Check- Sprint directly into enemy to knock them back
Multiple Hostiles- Tactical Visor can target up to 3 enemies
Level 20
Hyper Rockets- Helix Rocket makes enemy explode to deal 100 damage to surrounding enemies
Boosting Field- Biotic Field boosts damage by 30%
Level 50
Hardened Veteran- Tactical Visor deals more damage the less health an enemy has
Biotic Shield- Biotic Field deploys a 250 HP barrier
Sombra
Level 1
System Failure- Enemy immobilized when hacked
Firewall- Hack puts a 50 HP barrier in front of you when hand is raised
Level 10
Covert- Damage does not remove Stealth until you are under half health
Reversion- Translocator works like Tracer's Recall, restoring health to what it was when you placed it
Level 20
Marionette- If you hack an enemy that's at critical health, they fight on your side until they die
Critical Failure- EMP cuts the targets current HP in half
Level 50
Turn Coat- Targets hacked by EMP fight for your team for duration of hack
Cheap Shot- Shooting an enemy in the back deals critical hit
Symmetra
Level 1
Gamma Ray- Photon Projector attacks go through enemies, alternate not blocked by barriers
Symmetry- Up to 6 Sentry Turrets can be deployed
Level 10
Crystalline Barrier- Photon Barrier does not expire until it is destroyed
Electro Turret- Sentry Turrets shoot electric current to hit multiple enemies. Has less range but deals 60 damage per second
Level 20
Shield Generator- Teleporter replaced by Shield Generator that increases health by 50% in shield form
Nuclear Fission- Primary Fire max damage builds up faster and lasts longer
Level 50
Sentry Orbitar- Sentry Turret orbits around you at chest level, hold key to have it follow ally
Photon Fortress- Photon Barrier has 3 charges, 2nd charge requires 840 points, 3rd charge requires 420 points (nice)
Torbjorn
Level 1
Flaming Hammer- Forger Hammer damage gives twice the ultimate charge
Red Hot- Rivet Gun spews flames during Overload
Level 10
*Flame Thrower- Turrets shoot out flames
Heat Wave- Molten Core heat reaches upward to damage enemies midair
Level 20
Melting Point- When Molten Core is shot out, it goes straight through enemies and barriers
*My Babies- Place 3 miniature turrets
Level 50
Extra Supplies- During Overload, Alt and Primary Fire are combined. Fire 10 shot spread and the 70 damage rivet in one shot. Rivet Gun does not consume ammo
Power Up- During Overload, turret is upgraded to Level 3
Tracer
Level 1
*Adaptive Reload- Pulse Pistols reload when using any ability
*Chain Reaction- Pulse Bomb triggers a secondary explosion on all enemies caught in the splash
Level 10
*Flash- Blinking through an enemy damages
*Hindsight- Recall triggers additional damage to enemies marked by Pulse Pistols
Level 20
*Vortex- Enemies are pulled towards the point of Recall and snared
*Speed Kills- Killing blows speed up cooldowns
Level 50
Slipstream- Shooting an enemy in the back charges ultimate faster
Time Anomaly- Enemies that survive the Pulse Bomb are greatly slowed down
Widowmaker
Level 1
Reposition- Grappling Hook has 2 charges
Kiss of Death- Fully charged scoped shots poison enemy during Ultimate
Level 10
Merciless- In full-automatic mode, headshots deal 2.5x the damage
One Shot- Headshots give twice the ultimate charge
Level 20
Crippling Venom- Venom Mine slows down enemy
Optimized- Scoped shots always at full charge
Level 50
Lethal Gas- Venom Mine effects last until enemy reaches half health or death
Phase Shifting Rounds- During Infra-Sight, scoped shots go through everything, even walls
Support Talents
Ana
Level 1
Heavy Tranq- Enemy does not awaken from Sleep Dart until it expires, even if they take damage
Nanobolster- Nano Boost fully heals and increases speed by 50%
Level 10
Expertise- Consecutive shots increase effects by 50%
KO Drug- 5 consecutive scoped shots put enemy to sleep
Level 20
Alchemy Grenade- Biotic Grenade heals allies over time, poisons enemies
Quick Dispatch- Kills give extra ult charge
Level 50
Nanite Darts- Nano Boost has 2 charges. 2nd charge requires 1575 points
KO Grenade- Biotic Grenade sleeps all enemies
Baptiste
Level 1
Anti-G- Hold jump in midair to glide
Matrix Shield- Amplification Matrix negates enemy damage
Level 10
Skyshooter- Healing and damage increased in midair
Reinforce- Use Regenerative Burst to make Immortality Field invulnerable
Level 20
Undertaker- Kills speed up Immortality Field cooldown time
Immortal Hero- Immortality Field heals 50 HP/sec, health does not drop below half
Level 50
Immortal Warrior- Immortality Field boosts damage 30%
Rejuvenation- Regenerative Burst increases maximum health
Brigitte
Level 1
Chain Extension- Rocket Flail extends to hit more enemies and from farther away
Suit Up- Repair Pack armor is permanent
Level 10
Booster Mace- Whip Shot can pin enemy against wall to deal 210 damage
Embolden- Inspire healing boosts the more enemies hit in one swing of Rocket Flail, Inspire heals barriers
Level 20
Shield Blast- Shield Bash can stun multiple enemies
Build 'em Up, Break 'em Down- Kills restore Repair Packs and Inspire heals in burst
Level 50
Invigoration- Armor gained from Rally restores over time like shield health until it is depleted
Deflector Shield- Barrier Shield health converted to 300 armor and reflects projectiles
Lucio
Level 1
*Healing Wave- Soundwave heals 25% of allies' max health
*Mashup- Both songs take effect during Amp it Up
Level 10
*Beatmatching- Damage dealt during Speed Boost adds bonus healing to Healing Boost
*Fortississimo- Projectiles added to Primary Fire burst for each enemy struck by Soundwave
Level 20
*Power Skating- Soundwave's damage and knockback scale up based on your forward speed
*Accelerando- Critical hits speed up Amp it Up cooldown
Level 50
Blastwave- Knock enemy into wall with Soundwave to stun them and deal extra damage
Wall of Sound- Enemies caught in Sound Barrier when it's cast get stunned
Mercy
Level 1
Battle Angel- Caduceus Staff engages healing and damage beams simultaneously during Valkyrie
Get back in the Fight- Ressurect is instant and has 2 charges
Level 10
Shining Beacon- Stun enemies when flying with Guardian Angel
Herald- Double and fully restore HP when Valkyrie is triggered
Level 20
Guardian- Guardian Angel teleports you to ally
Leader's Devotion- When ally is being damage boosted, they get self-heal for 30% of the damage they deal
Level 50
Miracle Worker- Ressurect multiple allies during Valkyrie
Acceleration- Damage boosting an ally increases the rate they charge their Ultimate
Moira
Level 1
Dual Orb- Biotic Orb heals and damages, has 2 charges
Phase- Fade poisons enemies you pass through
Level 10
Biotic Bomb- Biotic Orb explodes when it expires
Cellular Increase- Ally under Biotic Grasp effect receives less damage
Level 20
Danger Zone- If you are at critical health, self heal is 100% of damage. If ally is at critical health, healing is boosted 50%
Disseverance- Choose between either doubling the damage or doubling the healing of Coalescence
Level 50
Strangle- Biotic Grasp damage increases over time like Symmetra's primary fire, goes from 50 to 100 to 150
Biotic Tracker- Healing Orb follows ally, Damage Orb follows enemy
Zenyatta
Level 1
Despair- Enemies marked by Discord Orb receive 3x the damage from critical hits instead of 2x
Emblazon- Ally marked by Harmony Orb receives 25% less damage
Level 10
Comfort- Harmony Orb can go through walls to heal ally
Amass- Amount of enemies in vicinity increase amount of projectiles in Orb Volley. 2 enemies gives 6 orbs per volley, 3 gives 7, caps off at 8
Level 20
Turmoil- Discord Orb target takes more damage the less health they have
Eradication- Orb Volley pierces though enemies and barriers
Level 50
Ascension- Team becomes invincible during Transcendence. Even heals dead allies, resurrecting them after 4 seconds
Yin and Yang- Harmony and Discord can both be cast on one target to triple respective effect, 90 healing/sec for ally, +75% damage received for enemy
(I'm looking forward to feedback and any ideas other people might have)