Overwatch February 9, 2026
34 days ago · 35 heroes changed · Full patch notes ↗
Win rate impact data is not available for this patch.
Balance Changes
- Impact damage increased from 4 to 5
- Maximum ammo increased from 8 to 10
- Maximum vertical height reduced by 20%
- Added "Hold to use Inferno Rush" hero option
- Cooldown decreased from 10 to 8 seconds
- Cleansing effect removed
- Head Honcho
- Incendiary Rounds
- Incendiary Blast
- Early Detonation
- Molten Munitions
- Partners in Crime
- Tripod
- Ironsights
- Sidewinder
- New
- Dealing Scoped Critical Damage burns enemies for 30% additional damage over 3s.
- New
- Dealing weapon damage to burning enemies restores 1 ammo.
- New
- After using [Dynamite], reactivating the ability causes it to explode after a 0.5 second delay. [Dynamites] that explode mid-air burn for 1s longer.
- Converted to Power (was Epic Ability Hero Item)
- Removed +15% Ability Power
- [Dynamite] has 40% increased Blast Radius and burns 25% faster.
- New
- For 2.5s after [Coach Gun] knocks you airborne, gain 20% increased attack speed and fall more slowly while aiming.
- New
- After [B.O.B.] charges, reactivate Ultimate to charge again. Eliminations reset the charge and add 2s duration.
- Changed from "Using [Coach Gun] reloads 2 Ammo. [The Viper]'s next 2 hits deal 40(AP) additional damage over 3s" to "Using [Coach Gun] reloads 25% of your Ammo. The restored shots burn enemies for 40(WP) over 3s".
- Additional mini dynamites damage decreased to 50% reduced damage (Down from 30% reduced damage).
- New
- +25 Health
- +5% Weapon Power
- When your [Dynamite] explodes, gain 30% Attack Speed and 15% Move Speed for 3s.
- 4000 Cost
- Rarity changed to Epic (was Rare)
- Cost increased to 10000 (Up from 4000)
- Added +50 Health
- Removed 50 Health
- Added 10% Ability Power
- +10% Ability Power
- [Coach Gun] applies Burning, dealing 75 damage over 5s.
- Added +5% Cooldown Reduction
- Added +50 Health
- Removed "[Coach Gun] has 50% increased self knockback"
- Added "Gain 15% Damage Reduction while Airborne"
- Moved from Major to Minor.
- Attack speed reduced from 25% to 20%.
- Removed.
- Immortality Field radius increased by 30%.
- Moved from Minor to Major.
- Healing per shot increased from 25 to 40.
Reducing Combat Roll’s cooldown improves Cassidy’s mobility and survivability, giving him more options in close-range engagements while slightly increasing his damage output.
- Cooldown reduced from 6 to 5 seconds.
- Removed.
- Combat Roll heals 15 health for each bullet reloaded.
Doomfist has been struggling in Stadium, with the lowest Win Rate among tanks. We're buffing his survival oriented powers and some mobility options to help him scale his survivability into the late game without increasing his vertical burst.
- Max Life Overhealth gained per second increased from 3% to 5%.
- Self Heal increased from 5% to 8% of Max Life per second.
- Cooldown reduced from 12s to 10s.
- Cooldown reduced from 12s to 10s.
- Maximum impact damage increased from 150 to 200.
- Now triggers Overhealth from The Best Defense
- Cost reduced to 10000 (Down from 12000).
This change is part of an effort to reduce the use of Lava for gameplay clarity. With Ignition Burst shifting to a burn effect on Boosters, D.Va still retains her ability to deal damage and control space through mobility, while giving Lava a clearer home elsewhere. This keeps Booster oriented builds impactful without overlapping too heavily with other heroes’ signature mechanics.
- Redesigned: [Boosters] knockback applies burn that deals 60 damage over 3s.
- Movement speed bonus increased from 10% to 20%.
We overshot with previous buffs to Freja, who is a hero that can feel particularly frustrating to play against due to her high burst and mobility, especially in Stadium. We're pulling back the vertical damage of her two most popular builds to help give players more of a window to react to her.
- Mini Bola damage decreased to 40% reduced (Down from 30% reduced)
- Bola damaging zone bonus damage decreased to 20% (Down from 30%)
- Bonus Shot damage decreased to 50% reduced (Down from 33% reduced)
Genji’s deflect-focused playstyle wasn’t quite delivering on the fantasy of turning enemy fire back into real pressure. These updates lean harder into that identity by making deflected projectiles significantly faster and extending the window where Genji can safely play around Deflect (Watch out Pharah!). Sacred Shuriken further supports this direction by speeding up his primary fire, helping Genji feel more fluid and threatening when weaving between aggression and defense. The goal is to reward sharp timing and positioning, and to make successful deflect moments feel decisive without pushing Genji into pure burst territory.
- Deflected projectile speed bonus increased from +50% to +200%
- Auto-targeting duration increased from 1.5s to 2s
- Added: +50% Primary fire projectile speed
- Removed
- Moved from Major to Minor.
- Attack speed reduced from 25% to 20%.
- Duration reduced from 2 to 1.5 seconds.
- Press Reload to ready an explosive frost arrow that slows enemies by 35% for 3 seconds.
Recent changes have increased Illari’s damage output to solidify her weapon-focused strengths. These adjustments reduce her mobility and healing output to maintain balance within her kit.
- Resource regeneration reduced from 43 to 35.
- Cooldown increased from 7 to 8 seconds.
- No longer costs resource.
- Now has a 10-second cooldown.
Kiriko’s healing can feel inconsistent for allies at range or moving quickly. Increasing Healing Ofuda’s projectile speed improves reliability while retaining its identity. Swift Step previously gave Kiriko multiple self-cleansing options, making her difficult to eliminate. Removing the cleanse on Swift Step preserves its mobility value while improving counterplay.
- Projectile speed increased from 18 to 24.
- No longer cleanses on use.
- Removed increased cooldown recovery buff
- Movement speed buff duration increased from 2 to 4 seconds
Increasing Tree of Life’s overhealing conversion improves the reliability of its overhealth gain.
- Overhealth conversion rate from overhealing increased from 50% to 100%.
- Removed.
- Removed.
- Removed.
- Allies heal 20 health per second while standing on Petal Platform.
- Rejuvenating Dash distance increased by 30%.
- Quick Melee with Healing Blossom equipped tosses a seed forward.
- Allies who pick up a seed gain 75 overhealth and 25% movement speed for 5 seconds.
We're adding some power to Lucio's lesser picked options as well as compensating for an earlier nerf to Soundwave in the core game in a previous patch.
- Free cast window increased from 2s to 3s
- Free cast effectiveness increased to 70% reduced (Up from 75% reduced).
- Now also triggers on Gadget Use
- Added "Restore 10% Max Ammo" after Ability and Gadget Use
- Triggered Sound Barrier Overhealth increased to 80% reduced (Up from 85% reduced)
- Cost reduced to 9000 (Down from 9500)
- Ammo generation now grants 150 ammo instantly instead of over time.
Mercy's Damage Boost has always been amplified in effectiveness in Stadium due to stacking multiplicatively with stats like Weapon Power and the increased currency gain, so we're lowering the base Damage Boost effectiveness to weaken Mercy's pocketing capabilities. We're also buffing her Pistol oriented build due to its low pick rate, including some QoL to make it easier to manage the Pistol buffs and a small rework to Equivalent Exchange to give it a more pointed niche. We'll be continuing to find ways to improve some of Mercy's lower picked options.
- Baseline Damage Boost reduced from 30% to 20%
- Additional Chain effectiveness reduced from 35% to 30%
- No longer resets Buff duration when switching between Pistol and Staff
- Added "Dealing 1000 [Caduceus Blaster] damage restores 1 charge of Resurrect."
- Changed to "After swapping to [Caduceus Blaster], deal 20% increased damage and gain 20% Weapon Lifesteal for 1s for every 1s you spent tethered, up to 15s." from "Every 1s your Staff is attached, [Caduceus Blaster] gains +3% Attack Speed (stacks 10 times) until reloading or swap to your Staff."
- No longer resets Buff duration when reloading or when switching between Pistol and Staff
- Cost reduced to 9000 (Down from 10000)
Moira has remained at a middling Win Rate for most of Stadium's lifespan, but is by far the most picked Support. We're removing some power from her most popular build to reduce her consistency and adding some more power to her less popular options.
- Now earns 8.3% less currency from Damage and Healing
- Reduced capacity of bonus orb to 60% reduced (Down from 50% reduced)
- Multi-targeting duration increased from 3s to 4s
- Ultimate Charge per target passed through increased from 5% to 8%
These changes focus on making Orisa’s ability-focused builds feel more fluid and rewarding, especially in high-tempo fights. Hot Rotate-O now leans into Overheat as a moment of momentum rather than punishment, letting Orisa immediately re-engage with Javelin Spin. Shield Divergence has been adjusted to be faster and more reliable in frontline situations, reducing friction when reacting under pressure. Finally, 3D-Printed Lance adds more cooldown interplay to Energy Javelin, encouraging more active and aggressive ability usage instead of holding tools defensively. Overall, the goal is to make Orisa feel smoother, snappier, and more decisive when cycling her kit.
- Redesigned: When you Overheat, [Javelin Spin] cooldown is reduced by 100%.
- Barrier is now quickly thrown in front of Orisa instead of being thrown towards where Orisa is aiming.
- Added: [Energy Javelin] hit also reduces cooldown by 15%.
- Removed.
- After using a movement ability, the next primary fire shoots two spiraling mini-rockets, each dealing 40 damage.
Death Step has always been about giving Reaper more control over how and when he commits. Allowing Death Blossom to be canceled after engaging with Shadow Step gives Reaper a much-needed escape hatch, letting skilled players disengage when things go sideways instead of going all in every time. This change is aimed at raising the skill expression of the combo, rewarding good judgment and timing rather than blind commitment to the spin.
- [Death Blossom] can now be canceled while being casted after using [Shadow Step].
Reinhardt's Fire Strike centric builds have been performing poorly. We're adding some more power there as well as sharpening the niche of the build so that there are clearer situations to opt for the build.
- Lava duration increased from 1s to 2s.
- Added 25% Starting Ultimate Charge.
- Removed "For each additional enemy [Fire Strike] damages beyond the initial target, reduce [Fire Strike] cooldown by 5%."
- Added "Hitting an Airborne target above 3m burns them for 20% of Fire Strike damage over 3s."
Reduced consistency on Roadhog’s Chain Hook one-shot has lowered his overall effectiveness compared to other tanks. Increasing Take a Breather’s duration and Pulled Pork’s overhealth improves his survivability and supports more aggressive play.
- Resource maximum duration increased from 2.5 to 3 seconds.
- Overhealth maximum increased from 250 to 300.
These updates are aimed at pushing Sigma further into a tempo-controlling tank who rewards precision and smart ability timing rather than raw damage stacking. We’re adding more synergy around Accretion to encourage accurate play and give Sigma clearer moments of payoff through healing, cooldown reduction, and team value. Event Horizon expands Kinetic Grasp into a more supportive, frontline-anchoring tool, allowing Sigma to share some of his durability when he commits. At the same time, Apogee Alignment’s damage has been toned down to keep Hypersphere from overshadowing the rest of his kit. Overall, this pass shifts power away from passive damage and into deliberate ability interactions that better define Sigma’s identity in Stadium.
- Added: [Experimental Barrier] heals 100 (AP) health when [Accretion] projectile passes through.
- Added: [Kinetic Grasp] also gives overhealth to allies in line of sight.
- Added: [Accretion]'s cooldown is reduced by 25% on direct hit.
- Hypersphere damage decreased from 100% to 50%.
Sojourn’s builds have been feeling a little too expensive for how quickly Stadium matches move, especially when trying to piece together early and mid game power spikes. Across these weapon, ability, and survival items, we’re lowering costs to smooth out her build progression and reduce the friction of committing to specific playstyles. The goal here is simple: get Sojourn online sooner, let her experiment with more item paths, and make sure she’s spending more time sliding, shooting, and railgunning than staring at the Armory wondering where all her currency went.
- Cost decreased to 4000 (Down from 4500)
- Cost decreased to 10000 (Down from 12000)
- Cost decreased to 10000 (Down from 11000)
- Cost decreased to 3750 (Down from 5500)
- Cost decreased to 4000 (Down from 4500)
- Cost decreased to 4050 (Down from 5000)
- Added: Using Helix Rockets no longer interrupts primary fire during Tactical Visor.
- Removed.
- Helix Rocket projectile speed increased by 50%.
With the introduction of the Recon Sub Role Passive, Sombra’s Opportunist has been updated to avoid overlap. Revealing enemy ultimate status on nameplates provides unique information that supports Sombra’s fantasy.
- No longer detects enemies below half health.
- Now reveals enemy ultimate abilities on nameplates.
- Removed.
- Hacked health packs grant allies 25% movement speed and 50 overhealth for 4 seconds.
- Removed.
- Molten Core activates Overload.
Tracer’s smaller projectile size has reduced her consistency against mobile targets. Restoring the global projectile size and slightly lowering damage improves reliability while keeping her overall lethality in check.
- Damage reduced from 6 to 5.75.
- Gains the increased global projectile size (0.04 meters).
- Blink distance increased by 20%.
- Removed.
- Moved from Minor to Major.
Vendetta expands her conquest into the Stadium.
- Before dying, temporarily come back to life with 15% Max Life per each [Onslaught] stack and become hindered. (90s Cooldown)
- [Onslaught]'s maximum stack increases by 1 after earning 2 Eliminations, up to 3.
- After using [Soaring Slice], holding Overhead swing in air can channel level 1 [Sundering Blade] with 25% increased damage.
- After blocking ranged damage, Overhead swing shoots a [Projected Edge] with 50% damage.
- [Warding Stance] energy regenerates energy regenerates now even while blocking at 75% rate. For every [Projected Edge] fired, reduce [Whirlwind Dash] and [Soaring Slice] cooldown by 0.7s.
- [Warding Stance] has 50% increased energy regeneration rate.
- After blocking ranged damage, remove [Warding Stance] move speed penalty. Vendetta's next swing becomes an overhead swing.
- [Whirlwind Dash] to continue spinning up to 3s for 50% damage after the initial spin.
- After [Whirlwind Dash] is finished, it can be reactivated within 3s for 50% damage.
- After using [Soaring Strike], overhead strike and [Sundering Blade] gives 30% of damage as temporary Overhealth, up to 100.
- Using [Soaring Slice] gives 35% of missing life as Overhealth for 10s.
- [Projected Edge] explodes on enemy hit, dealing 20 (AP) damage to enemies within 4m.
- 10 Health
- +10% Weapon Power
- Performing an Overhead swing mid-air drags the hit enemy down to the ground along with Vendetta, dealing 30 (WP) damage on land.
- 4000 Cost
- 10% Attack Speed
- +25% [Palatine Fang] Swing Range
- 10000 Cost
- 10% Ability Power
- After blocking damage, gain 15% Ability Power for 5s.
- 5000 Cost
- 25 Health
- +10% Ability Power
- Using [Whirlwind Dash] gives 10% of max life as Overhealth to all allies within 9m.
- 6000 Cost
- 10 Health
- +5% Cooldown Reduction
- For each enemy hit by [Sundering Blade], reduce [Whirlwind Dash]'s Cooldown by 1s.
- 4500 Cost
- 25 Health
- Gain 5% Ability Power for every [Onslaught] stack. 12000 Cost
- +10% Weapon Lifesteal
- +15% Ability Lifesteal
- [Soaring Slice] heals all allies within line of sight for 150% of the damage dealt over 2s.
- 9500 Cost
- +10% Ability Power
- +10% Ability Lifesteal
- [Projected Edge] bounce off surfaces 1 time.
- 10000 Cost
- +25 Health
- The last player to land a killing blow on you becomes a target. Eliminate the target to gain 200 extra Stadium Cash and reset cooldowns.
- 4000 Cost
- +25 Health
- Gain 1 [Onslaught] stack for every 50 damage absorbed with [Warding Stance].
- 4000 Cost
- +25 Health
- After deflecting a melee attack, gain 2% Ultimate Charge.
- 4000 Cost
- +25 Health
- +5% Move Speed
- Gain 15% damage reduction if there is only 1 enemy within 6m.
- 9000 Cost
- +50 Health
- Gain 50% damage reduction during dashing using [Whirlwind Dash] or [Soaring Slice].
- 9000 Cost
- +50 Health
- While channeling [Sundering Blade], gain 25 (AP) Overhealth every second, up to 50 (AP).
- 9000 Cost
- Damage increased from 50 to 75 over its duration.
- Removed.
- Scoped shots can charge up to 125%, piercing enemies when fully charged.
Winston has been getting a little too comfortable chaining jumps and slams with very little risk, so this update reins in some of that nonstop airtime. Primal Slam now fully commits Winston by resetting Jump Pack to max cooldown, making the decision to slam a real “all in” moment instead of a free combo extender. On the item side, Premium Peanut Butter was punching far above its weight for a Rare item, giving too much durability too early, so it’s moving up to Epic with stats and cost to match. Meanwhile, S. PaceArmor is coming back down to Rare to better support early survivability without letting Winston feel unbreakable. Overall, this keeps rampaging Winston scary, but asks him to think twice before bouncing.
- Jump Pack cooldown is triggered again with max cooldown when using Primal Slam
- Rarity changed to Epic (Previously Rare)
- Cost increased to 10000 (Up from 6000)
- Health increased to 50 (Up from 25)
- Rarity changed to Rare (Previously Epic)
- Cost decreased to 4000 (Down from 9000)
- Armor decreased to 25 (Down from 50)
- Removed.
- Press Ultimate within 5 seconds after using Minefield to deploy 7 additional mines.
Wuyang continues to have high healing alongside strong survivability and damage output. Reducing his passive healing lowers his overall sustain while preserving his healing when actively using Beam.
- Passive healing reduced from 25 to 20.
- Beam healing increased from 50 to 55.
Zarya’s damage at high energy can be extremely high. Reducing her maximum primary fire damage lowers her effectiveness in these situations, while adjusting her perks helps balance her overall power.
- Primary fire maximum damage per second reduced from 190 to 175.
- Removed.
- Moved from Major to Minor.
- Movement speed bonus reduced from 25% to 20%.
- No longer requires being above 50 energy.
- While a Barrier is active, dealing damage with Particle Cannon’s beam generates energy.
This update is intended to create more interesting decision points and payoff moments for Zenyatta’s Discord focused builds, especially during his ultimate. By better aligning power spikes with active Discord application, Zenyatta can convert strong orb management into meaningful impact during key fight windows, making Transcendence moments feel more dynamic and rewarding rather than purely reactive.
- Removed: +15% Ability Power
- Added: Gain 15% Ability Power for each enemy discorded