Ideas for Overwatch 2 Talents

Overwatch /r/Overwatch /u/cal-nomen-official 16 comments

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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%


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


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


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%


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


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


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)


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


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


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


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


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


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


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


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


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


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)

30 Read the full article on Reddit


Be the first to comment.


This website uses cookies to ensure that you get the best experience Read more